Earth Glide. The xorn can burrow through nonmagical,
unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through.
Stone Camouflage. The xorn has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.
Multiattack. The xorn makes three claw attacks and one
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
vulnerable to fire
False Appearance. While the treant remains motionless, it is
indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft.,
one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., onetarget. Hit: 1 slashing damage.Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower,the poisoned target falls unconscious for the same duration,or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it
attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
Death Burst. When the mephit dies, it explodes in a cloud
of steam. Each creature within 5 feet of the mephit must
succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Innate Spellcasting (1/Day). The mephit can innately
cast blur, requiring no material components. Its innate
spellcasting ability is Charisma.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) slashing damage plus 2 (1d4)
Steam Breath (Recharge 6). The mephit exhales a 15-foot
cone of scalding steam. Each creature in that area must
succeed on a DC 10 Dexterity saving throw, taking 4 (1d8)
fire damage on a failed save, or half as much damage on a
Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. The quickling makes three dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6)
Transparent. Even when an ooze-folk is in plain sight, it
takes a DC 12 Wisdom (Perception) check to spot an oozefolk that has neither moved nor attacked. A creature that tries to enter the ooze-folk’s space while unaware of the ooze-folk is surprised by the ooze-folk.
Fragile Bones. For each 5 damage it takes, the ooze-folk’swalking speed is reduced by 5 feet.
Multiattack. The ooze folk makes one glass longsword
attack and one pseudopod attack.
Glass Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 6 (1d8 + 2) slashing damage. If a 1 is
rolled on an attack roll with a glass longsword, it shatters
and can no longer be used.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) acid damage.
Rolling Charge.20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature it must succeed on a DC 16 Strength saving throw or be knocked prone.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Animate Boulders (1/Day). The galeb duhr magically
animates up to two boulders it can see within 60 feet of it.
A boulder has statistics like those of a galeb duhr, except it
has Intelligence 1 and Charisma 1, it can’t be charmed or
frightened, and it lacks this action option
Amphibious. The froghemoth can breathe air and water.
Shock Susceptibility. If the froghemoth takes lightning
damage, it suffers several effects until the end of its next
turn: its speed is halved, it takes a −2 penalty to AC and
Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
Multiattack.two attacks with its tentacles. It can also use its tongue or bite.
Tentacle.10 to hit, reach 20 ft., 1 target. Hit: 19 (3d8 + 6) bludgeoning.target is grappled (escape DC 16) if it is a Huge or smaller creature.(4 tentacles)
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 22 (3d10 + 6) piercing damage.swallowed
creature is blinded and restrained, has total cover against
attacks and other effects outside the froghemoth, and
takes 10 (3d6) acid damage at the start of each of the
froghemoth’s turns. can hold up to two creatures at a
time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Con save at the end of that turn or regurgitate all swallowed creatures
Tongue.20 ft DC 18 STR save. on fail target is pulled to unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.
12th lvl spellcaster DC 15, +7 to Hit
fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots): mirror image, misty step, shatter*
3rd level (3 slots): counterspell, fireball,* lightning bolt*
4th level (3 slots): ice storm,* stoneskin
5th level (2 slots): Bigby’s hand,* cone of cold*
6th level (1 slot): chain lightning,* wall of ice*
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1) bludgeoning damage if used with two hands
Independent Tentacles. The clockwork kraken has eight
tentacles, each of which is treated as a Medium creature,
moves independently on the construct’s turn, and has
a flying speed of 40 feet. The clockwork kraken’s senses
operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken’s hit point total. A tentacle is destroyed if it takes more than 20 damage.
Multiattack. The clockwork kraken makes four tentacle
Tentacle Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Innate Spellcasting (Psionics). The brain in a jar’s innate
spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level),
Tasha’s hideous laughter
Mind Blast (Recharge 5–6). The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Devil’s Sight. Magical darkness doesn’t impede the devil’s
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes three attacks: two with its
claws and one with its sting.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 8 (1d8 + 4) slashing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6)
poison damage, and the target must succeed on a DC 14
Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of its
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.