Spider Climb. The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms’ snare lines.
Keen Touch. The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations.
Transparent Trap. A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares’ invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines’ presence.
Multiattack. An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils—once it has coiled around one creature it stops coil attacks against others.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d6 + 2) piercing damage plus (1d6)acid damage.
Coils. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: (3d8) acid damage. The target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm, if it wasn’t already, and grappled in the angler worm’s coils, escape DC 12. While grappled this way, the creature is restrained by the angler worm, but not by its snare lines, it can’t breathe, and it takes 22 [5d8] acid damage at the start of each of the angler worm’s turns. A creature that escapes from the angler worm’s coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines
Ethereal Lure (Recharge 4-6). The angler worm selects a spot within 20 feet of itself, that spot glows with a faint, blue light until the start of the worm’s next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible.
Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Multiattack. The kruthik makes two stab attacks or two spike attacks.
Stab. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage.
Spike. Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): Fire Bolt, Guidance, Light, Mage Hand, Prestidigitation1st level (4 slots): Detect Magic, Mage Armor, Magic Missile, Shield, Identify*2nd level (3 slots): Misty Step, Suggestion, See Invisibility*3rd level (3 slots): Counterspell, Fireball, Fly, Clairvoyance*4th level (3 slots): Greater Invisibility, Ice Storm5th level (1 slot): Cone of Cold* Cult signature spells
Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the mage gains advantage on all ability checks and attack rolls it makes until the end of the current turn.
Dagger. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+2) Piercing damage.
Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+2) Piercing damage.
Fire Bolt. Ranged Spell: +6 to hit, reach 120 ft., One target. Hit: (2d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Reactions
Vexing Escape (1/Day, Leader Variant). As a reaction when the mage takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.n't being worn or carried.
Charge. If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.
Hateful Aura. The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below).
Magic Weapons. The black knight commander’s weapon attacks are made with magical (+1) weapons.
Multiattack. The black knight commander makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d6 + 5) bludgeoning damage.
Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d12 + 5) piercing damage.
Frightful Charge (Recharges after a Short or Long Rest). The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander’s presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
• At will: disguise self, mage armor (self only), silent image, speak with animals
• 1/day: conjure fey
Spellcasting. The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
• Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
• 1st–5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep
Dagger (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger (Ranged). Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Eldritch Blast. Ranged Spell Attack: +6 to hit, reach 120 ft., one creature. Hit: (1d10) force damage. When the warlock casts this spell, it creates three beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam
Reactions
Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
Ferocious Surge (Recharges after a Short or Long Rest). When the veteran hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics (Leader Variant). The veteran has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword (One-Handed). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d8+3) Slashing damage.
Longsword (Two-Handed). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d10+3) Slashing damage.
Shortsword. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage.
Heavy Crossbow. Ranged Weapon: +3 to hit, reach 100/400 ft., One target. Hit: (1d10+1) Piercing damage.
Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the bandit captain gains advantage on all ability checks and attack rolls it makes until the end of the current turn.
Multiattack. The captain makes three melee attacks: two with its Scimitar and one with its Dagger. Or the captain makes two Ranged Attacks with its daggers.
Scimitar. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Slashing damage.
Dagger (Melee). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage.
Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.
Reactions
Parry. The captain adds 2 to its AC against one melee Attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the spy gains advantage on all ability checks and attack rolls it makes until the end of the current turn.
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d6+2) Piercing damage.
Hand Crossbow. Ranged Weapon: +4 to hit, reach 30/120 ft., One target. Hit: (1d6+2) Piercing damage.
Reaction
Vexing Escape (1/Day, Leader Variant). As a reaction when the spy takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated.
On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 5) slashing damage.
Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing damage.
A loathsome as the vile swamplands in which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities.
Animalistic Nature.
A catoblepas’s stink, like that of death mixed with swamp gas and skunk musk
Blighted Territory. A catoblepas’s Nature as a creature of disease and decay brings out similar
Sinister Folklore.
Keen Smell. The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.
Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (5d6 + 4) bludgeoning damage. The target must succeed on a dc 16 constitution saving throw or be stunned until the start of the catoblepas’s next turn
Death Ray (Recharge 5–6). The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.
a frogheaded, legless creature with wide batlike wings and a gaping maw. Its shrieks resemble those of a hawk. Its long, sinuous tail tapers and ends in a venomous barb.
Amphibious. The water leaper can breathe both air and water.
Camouflage. The water leaper has advantage on Dexterity (Stealth) checks when underwater.
Multiattack. The water leaper uses its shriek and makes one bite attack and one stinger attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) Piercing damage. Until this grapple ends, the target is restrained and the water leaper can’t bite another target
Shriek. The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper’s next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours.
Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage. The target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7, 2d6, poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success
Swallow. The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper’s turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse.
a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings
False Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence.
Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Smother. One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled, escape DC 14. Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.