False Appearance: while standing still, it looks like a statue., fly 60ft
Multiattack--Makes two attacks, one bite and one claw.
Bite: +4 to hit, (1d6+2 piercing)
Claw: +4 to hit, (1d6+2 slashing)
Bite: +2 to hit, (2d6+2) piercing damage.
Claws: +4 to hit, (2d4+2) slashing damage. If target is not elf or undead, must succeed on DC 10 CON saving throw or be paralyzed. Saving throw can be repeated a the end of each of its turns, ending the affect on a success.
Amorphous: can move through narrow spaces without squeezing
Shadow Stealth: when in dim light or darkness, Shadow can Hide as a bonus action, Stealth is improved to +6
Sunlight Weakness: In sunlight, disadvantage on attacks, ability checks, and saving throws.,
Strength Drain: +4 to hit, (2d6+2) necrotic damage.
Target's Strength score is reduced by 1d4. Target is reduced to 0 HP and knocked unconscious if Strength is reduced to 0.
Antimagic Susceptibility: if targeted by dispel magic, must make a CON saving throw against caster's DC to stay alive.
False Appearance: When motionless, looks just like a suit of armor.,
Multiattack: Makes two slam attacks per turn.
Slam: +4 to hit, (1d6+2) bludgeoning damage.
Incorporeal Movement: Specter can move through creatures and objects. Take (1d10) force damage if ending turn in an object.
Sunlight Sensitivity: disadvantage of attack rolls in sunlight.,
Life Drain: +4 to hit, (3d6) necrotic damage.
Target must succeed a DC 10 CON saving throw or its hitpoint maximum is reduced by the amount of damage taken. Lasts until a long rest.
Stench: Any creatures starting their turn next to the Ghast must succeed on a DC 10 CON saving throw or be poisoned until the start of their next turn. If you succeed, you become immune to Stench for 24hrs.
Turn Defiance: Ghast and any ghouls within 30ft have advantage against turn undead effects.,
Bite: +3 to hit, (2d8+3) piercing damage.
Claws: +5 to hit, (2d6+3) slashing damage.
If target is not undead,must make DC 10 Con saving throw or else be paralyzed. Throw can be retried at the end of the creature's turns.
Two-Headed: Advantage on Perception checks and saving throws against blind, stun, charm, deaf, fright,stun, or unconscious.,
Multiattack: Makes two bite attacks.
Bite: +4 to hit, (1d6+2) piercing damage. Target must succeed on DC 12 Con saving throw against disease or become poisoned until the disease is cured.
Echolocation: swam can't use its blindsight while deafened.
Keen Hearing: advantage on Perception checks involving hearing.
Swarm: can occupy another creature's space. Can't regain hitpoints.,
Bites: +4 to hit (2d4 if >50% HP), (1d4 if <50%) piercing damage.
Regeneration: Regains 5 HP on the start of its turn if it has at least 1HP left.
Stake to the Heart: Wooden piercing weapons deal double damage.
Sunlight Weakness: Has disadvantage to attack rolls, saving throw, and ability checks in sunlight.,
Multiattack: One bite, one other.
Unarmed Strike +8 to hit, (1d8+3) bludgeoning.
Bite: +8 to hit, on one willing creature that is grappled or restrained deal (1d6+3) piercing damage as well as (3d6) necrotic damage. Vampire heals by the amount of necrotic damage taken by the target.
Charm: Target one humanoid in 30ft, they must succeed on a Wisdom saving throw (DC 16) or be charmed.
False Appearance: while motionless, it looks just like a normal mushroom.,
Multiattack: makes 1d4 rotting touch attacks.
Rotting Touch: +2 to hit, (1d8) necrotic damage.
Echolocation: can't use blindsight while deafened.
False Appearance: While not moving, looks just like a stalagmite or stalactite.,
Crush: +7 to hit, (1d6+3) bludgeoning damage. If the Darkmantle has advantage and the target is Medium or smaller, the Darkmantle attaches to the target.
Target is blinded and unable to breath while Darkmantle is on its head. Darkmantle must attack the target and may not move, but gets advantage on attacks against it.
DC 13 Strength check as an action to attempt to remove. Darkmantle can remove itself at any time.
Fungal Feast: Darkmantle may consume any Violet mushrooms in the area to regain HP equal to the HP of the devoured mushroom.
Darkness Aura: (Once per day) A magical area of darkness spread in a 15ft radius around the Darkmantle and moves with it. Darkvision cannot see through it, and only magical light sources can dispel it. Functions as a concentration spell.
Keen Smell: Troll has advantage on Wis checks that rely on smell.
Regeneration: Troll regains 10HP at start of its turn. If it takes fire or acid damage, this effect is nullified for one turn. Troll only dies if it has 0HP and cannot regenerate.,
Multiattack: One bit and two Claws
Bite: +7 to hit (1d6+4) piercing damage
Claw: +7 to hit (2d6+4) slashing damage
False Appearance: When not moving, the mimic looks just like a treasure chest.
Adhesive: grapples a creature that fails a DC 13 Strength saving throw. Ability checks to escape this grapple have disadvantage.
Grappler: advantage against grappled foes.,
Pseudopod: +5 to hit, (1d8+3) bludgeoning damage.
Bite: +5 to hit, (1d8+3) piercing damage plus (1d8) acid damage
Weak to Fire: takes twice the damage from fire attacks.
False Appearance: When not moving, looks just a dead tree.,
Multiattack: Two Slam attacks
Slam: +8 to hit, (2d6+5) bludgeoning damage.
Rock: Ranged attack. +4 to hit, (2d8+3) bludgeoning damage.
Vulnerable to bludgeoning.
Multiattack: Makes 1 bite and 1 claw.
Bite: +4 to hit, (2d4+2) piercing damage. Tagret creature must succeed on DC 12 Str save or be knocked prone.
Claw: +5 to hit, (1d8+3) slashing damage