Burrowing Devil. If the nekker moves at least 10 feet
with it burrowing speed toward a target, the nekker
makes its next weapon attack roll with advantage. If
the attack hits, the nekker can make another attack
with its claws against the same target as a bonus
action.
Fey Resilience. The nekker has advantage on saving
throws against illusions, as well as to resist being
charmed or paralyzed and magic can't put the nekker
to sleep.
Thorn Lurker. The nekker can attempt to hide even
when it is only lightly obscured by foliage. Additionally, the nekker can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 6 (2d4 + 2) slashing damage. If the
target is a creature other than an undead or a
construct, it must succeed on a DC 10 Constitution
saving throw or lose 2 (1d4) hit points at the start of
each of its turns due to internal injuries. Each time
the nekker hits the wounded target with this attack,
the damage dealt by the wound increases by 2 (1d4).
Any creature can take an action to stanch the wound
with a successful DC 10 Wisdom (Medicine) check.
The wound also closes if the target receives magical
healing.
Reaction:
Escape. The nekker adds 3 to its AC against one
melee attack that would hit it. To do so, the nekker
must see the attacker. If the attack misses, the
nekker can move from half its burrowing speed
without provoking opportunity attacks.
Devi/'s Sight. Magical darkness doesn't impede the devil's darkvision.
Flyby. The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Limited Spines. The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target. Hit: 3 (ld6) piercing damage.
Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80
ft ., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (ld6) fire damage.
Rampage. When it reduces a creature to O hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Hold Breath. While out of water, the octopus can hold its
breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, _it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-footradius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified . On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified for 24 hours.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering. The mouther babbles incoherently while it can
see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Multiattack. The gibbering mouther makes one bite attack
and, if it can, uses its Blinding Spittle.
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. lfthe target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.
Hellish Rejuvenation. A lemure that dies in the Nine Hells
comes back to life with all its hit points in 1d10 days unless it is killed by a good·aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Spel/casting. The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will):.fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield
Dagger. Melee or Ranged Weapon Attac:k: +2 to hit, reach 5 ft. or range 20/60 ft ., one target. Hit: 2 (ld4) piercing damage.