Descriptions Title
Description
Actions
Legendary Actions
Shapechanger. The imp can use ist action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into ist true form. Its statistics are the same in each form, except for the speed chages noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devils's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp hast advantage on saving throws against spells and other magical effects.
Sting (Bite in Beast Form). Meele Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until at attacks, or until its concentration end (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) chekcs that rely on sight, hearing, or smell.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Bite. Meele Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft. One creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisened for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Echolocation. The bat can't use ist blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Meele Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 piercing damage.
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws. Meele Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Amphibious. The crab can breathe air and water.
Claws. Meele Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and ist hight jump is up to 5 feet, with or without a running start.
Keen Sight. The hawk has advantage on Wisdom (Perception) checks taht rely on sight.
Talons. The hawk has advantage on Wisdom (perception) checks that rely on sight.
Bite. Melee Weapon Attck: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Hold Breath. While out of water, the octopus can hold ist breath for 30 minutes.
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:+4to hit, reach 5 ft., one target.Hit:1 bludgeoning damage, and the target isgrappled(escape DC10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest) A 5-foot-radius 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.
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft,. one target. Hit: 1 slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed sage, or half as much damage on a successful one.
Blodd Frenzy. The qupper has advantage on melee attack rolls against any creature that doesn't have all ist hit points.
Water Breathing. The quipper can breathe only underwater.