Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Quipper

Quipper Tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4 - 1)
  • Speed 0 ft., swim 40 ft.
  • STR2 (-4)
  • DEX16 (+3)
  • CON9 (-1)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA2 (-4)

Senses: Darkvision 60 ft., Passive Perception 8

Languages:

Challenge:0 (10 xp)

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The quipper can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Winged Kobold

Winged Kobold Small humanoid (kobold), lawful evil 1/4 50 xp

  • Armor class 13
  • Hit points 7 (3d6 - 3)
  • Speed 30 ft., fly 30 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON9 (-1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/4 (50 xp)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.

Guardian Naga

Guardian Naga Large monstrosity, lawful good 10 5,900 xp

  • Armor class 18 (Natural Armor)
  • Hit points 127 (15d10 + 45)
  • Speed 40 ft.
  • STR19 (+4)
  • DEX18 (+4)
  • CON16 (+3)
  • INT16 (+3)
  • WIS19 (+4)
  • CHA18 (+4)

Save Throws: DEX +8, CON +7, INT +7, WIS +8, CHA +8

Damage Immunities: Poison

Condition Immunities: Charmed, Poisoned

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Celestial, Common

Challenge:10 (5,900 xp)

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, shield of faith
2nd level (3 slots): calm emotions, hold person
3rd level (3 slots): bestow curse, clairvoyance
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, geas
6th level (1 slot): true seeing

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Medusa

Medusa Medium monstrosity, lawful evil 6 2,300 xp

  • Armor class 15 (Natural Armor)
  • Hit points 127 (17d8 + 51)
  • Speed 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA15 (+2)

Skills: Deception +5, Insight +4, Perception +4, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common

Challenge:6 (2,300 xp)

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions

Multiattack. The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

Swarm of Poisonous Snakes

Swarm of Poisonous Snakes Medium swarm of Tiny beasts, unaligned 2 450 xp

  • Armor class 14
  • Hit points 36 (8d8)
  • Speed 30 ft., swim 30 ft.
  • STR8 (-1)
  • DEX18 (+4)
  • CON11 (0)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Damage Resistances: Bludgeoning, Piercing, Slashing

Damage Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Blindsight 10 ft., Passive Perception 10

Languages:

Challenge:2 (450 xp)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Green Hag

Green Hag Medium Fey, neutral evil 3 700 xp

  • Armor class 17 (Natural Armor)
  • Hit points 82 (11d8 + 33)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA14 (+2)

Skills: Arcana +3, Deception +4, Perception +4, Stealth +3

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common, Draconic, Sylvan

Challenge:3 (700 xp)

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Bandit Captain

Bandit Captain Medium humanoid (any race), any non-lawful alignment 2 450 xp

  • Armor class 15 (Studded Leather)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT14 (+2)
  • WIS11 (0)
  • CHA14 (+2)

Save Throws: STR +4, DEX +5, WIS +2

Skills: Athletics +4, Deception +4

Senses: Passive Perception 10

Languages: Any two languages

Challenge:2 (450 xp)

Actions

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 Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (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.

Bandit

Bandit Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

  • Armor class 12 (Leather Armor)
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Senses: Passive Perception 10

Languages: Any one language (usually Common)

Challenge: 1/8 (25 xp)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Flying Sword

Flying Sword Small construct, unaligned 1/4 50 xp

  • Armor class 17 (Natural Armor)
  • Hit points 17 (5d6)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR12 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT1 (-5)
  • WIS5 (-3)
  • CHA1 (-5)

Save Throws: DEX +4

Damage Immunities: Poison, Psychic

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 7

Languages:

Challenge: 1/4 (50 xp)

Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Lich

Lich Medium undead, any evil alignment 21 33,000 xp

  • Armor class 17 (Natural Armor)
  • Hit points 135 (18d8 + 54)
  • Speed 30 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON16 (+3)
  • INT20 (+5)
  • WIS14 (+2)
  • CHA16 (+3)

Save Throws: CON +10, INT +12, WIS +9

Skills: Arcana +19, History +12, Insight +9, Perception +9

Damage Resistances: Cold, Lightning, Necrotic

Damage Immunities: Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Truesight 120 ft., Passive Perception 19

Languages: Common plus up to five other languages

Challenge:21 (33,000 xp)

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 rminute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.

Cantrip. The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Grung Wildling

Grung Wildling Small humanoid (grung), lawful evil 1 200 xp

  • Armor class 13 (16 With Barkskin)
  • Hit points 27 (5d6 + 10)
  • Speed 25 ft., climb 25 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws: DEX +5

Skills: Athletics +2, Perception +4, Stealth +5, Survival +4

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Passive Perception 14

Languages: Grung

Challenge:1 (200 xp)

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:

1st level (4 slots): cure wounds, jump
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth

Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Reef Shark

Reef Shark Medium beast, unaligned 1/2 100 xp

  • Armor class 12 (Natural Armor)
  • Hit points 22 (4d8 + 4)
  • Speed 0 ft., swim 40 ft.
  • STR14 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA4 (-3)

Skills: Perception +2

Senses: Blindsight 30 ft., Passive Perception 12

Languages:

Challenge: 1/2 (100 xp)

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Dragon Turtle

Dragon Turtle Gargantuan dragon, neutral 17 18,000 xp

  • Armor class 20 (Natural Armor)
  • Hit points 341 (22d20 + 110)
  • Speed 20 ft., swim 40 ft.
  • STR25 (+7)
  • DEX10 (0)
  • CON20 (+5)
  • INT10 (0)
  • WIS12 (+1)
  • CHA12 (+1)

Save Throws: DEX +6, CON +11, WIS +7

Damage Resistances: Fire

Senses: Darkvision 120 ft., Passive Perception 11

Languages: Aquan, Draconic

Challenge:17 (18,000 xp)

Amphibious. The dragon turtle can breathe air and water.

Actions

Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Stone Golem

Stone Golem Large construct, unaligned 10 5,900 xp

  • Armor class 17 (Natural Armor)
  • Hit points 178 (17d10 + 85)
  • Speed 30 ft.
  • STR22 (+6)
  • DEX9 (-1)
  • CON20 (+5)
  • INT3 (-4)
  • WIS11 (0)
  • CHA1 (-5)

Damage Immunities: Poison, Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses: Darkvision 120 ft., Passive Perception 10

Languages: Understands the languages of its creator but can't speak

Challenge:10 (5,900 xp)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Druid

Druid Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 11 (16 With Barkskin)
  • Hit points 27 (5d8 + 5)
  • Speed 30 ft.
  • STR10 (0)
  • DEX12 (+1)
  • CON13 (+1)
  • INT12 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Skills: Medicine +4, Nature +3, Perception +4

Senses: Passive Perception 14

Languages: Druidic plus any two languages

Challenge:2 (450 xp)

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Couatl

Couatl Medium celestial, lawful good 4 1,100 xp

  • Armor class 19 (Natural Armor)
  • Hit points 97 (13d8 + 39)
  • Speed 30 ft., fly 90 ft.
  • STR16 (+3)
  • DEX20 (+5)
  • CON17 (+3)
  • INT18 (+4)
  • WIS20 (+5)
  • CHA18 (+4)

Save Throws: CON +5, WIS +7, CHA +6

Damage Resistances: Radiant

Damage Immunities: Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses: Truesight 120 ft., Passive Perception 15

Languages: All, Telepathy 120 ft.

Challenge:4 (1,100 xp)

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

1/day each: dream, greater restoration, scrying

Magic Weapons. The couatl's weapon attacks are magical.

Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

Berserker

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (Hide Armor)
  • Hit points 67 (9d8 + 27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT9 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Senses: Passive Perception 10

Languages: Any one language (usually Common)

Challenge:2 (450 xp)

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 next turn.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Gladiator

Gladiator Medium humanoid (any race), any alignment 5 1,800 xp

  • Armor class 16 (Studded Leather, Shield)
  • Hit points 112 (15d8 + 45)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws: STR +7, DEX +5, CON +6

Skills: Athletics +10, Intimidation +5

Senses: Passive Perception 11

Languages: Any one language (usually Common)

Challenge:5 (1,800 xp)

Brave. The gladiator has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack. The gladiator makes three melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions
Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

Kobold Inventor

Kobold Inventor Small humanoid (kobold), lawful evil 0 xp

  • Armor class 12
  • Hit points 13 (3d6 + 3)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Languages:

Challenge: (0 xp)

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Weapon Invention. The kobold uses one of the following options (roll a d8 or choose one), the kobold can use each one no more than once per day:

Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.
Alchemist’s Fire. The kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.
Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime. Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.
Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square.
Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions 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. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.
Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.

Kobold

Kobold Small humanoid (kobold), lawful evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON9 (-1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Gargoyle

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (Natural Armor)
  • Hit points 52 (7d8 + 21)
  • Speed 30 ft., fly 60 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine

Damage Immunities: Poison

Condition Immunities: Exhaustion, Petrified, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Terran

Challenge:2 (450 xp)

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Zorbo

Zorbo Small monstrosity, unaligned 1/2 100 xp

  • Armor class 10 (See Natural Armor Feature)
  • Hit points 27 (6d6 + 6)
  • Speed 30 ft., climb 30 ft.
  • STR13 (+1)
  • DEX11 (0)
  • CON13 (+1)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills: Athletics +3

Senses: Passive Perception 11

Languages:

Challenge: 1/2 (100 xp)

Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects.

Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these substances, its AC is 10.

Actions

Destructive Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.

Yellow Musk Creeper

Yellow Musk Creeper Medium plant, unaligned 2 450 xp

  • Armor class 6
  • Hit points 60 (11d8 + 11)
  • Speed 5 ft., climb 5 ft.
  • STR12 (+1)
  • DEX3 (-4)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Condition Immunities: Blinded, Deafened, Exhaustion, Prone

Senses: Blindsight 30 ft., Passive Perception 10

Languages:

Challenge:2 (450 xp)

False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.

Regeneration. The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn’t function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 13 (3d8) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.

Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Yellow Musk Zombie

Yellow Musk Zombie Medium undead, unaligned 1/4 50 xp

  • Armor class 9
  • Hit points 33 (6d8 + 6)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX9 (-1)
  • CON12 (+1)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA3 (-4)

Condition Immunities: Charmed, Exhaustion

Senses: Blindsight 30 ft., Passive Perception 8

Languages:

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Wereboar

Wereboar Medium humanoid (human shapechanger), neutral evil 4 1,100 xp

  • Armor class 10 (in Humanoid Form, 11 in Boar or Hybrid From)
  • Hit points 78 (12d8 + 24)
  • Speed 30 ft., 40 ft. in boar form
  • STR17 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA8 (-1)

Skills: Perception +2

Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Senses: Passive Perception 12

Languages: Common (can't speak in boar form)

Challenge:4 (1,100 xp)

Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.

Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Thorny

Thorny Medium plant, neutral 1 200 xp

  • Armor class 14 (Natural Armor)
  • Hit points 27 (5d8 + 5)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA6 (-2)

Skills: Perception +4, Stealth +3

Damage Resistances: Lightning, Piercing

Senses: Darkvision 60 ft., Passive Perception 14

Languages:

Challenge:1 (200 xp)

Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Thorny Body. At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Vegepymy

Vegepymy Small plant, neutral 1/4 50 xp

  • Armor class 13 (Natural Armor)
  • Hit points 9 (2d6 + 2)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Skills: Perception +2, Stealth +4

Damage Resistances: Lightning, Piercing

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Vegepygmy

Challenge: 1/4 (50 xp)

Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Wight

Wight Medium undead, neutral evil 3 700 xp

  • Armor class 14 (Studded Leather)
  • Hit points 45 (6d8 + 18)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS13 (+1)
  • CHA15 (+2)

Skills: Perception +3, Stealth +4

Damage Resistances: Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 13

Languages: The languages it knew in life

Challenge:3 (700 xp)

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Specter

Specter Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50ft. (hover)
  • STR1 (-5)
  • DEX14 (+2)
  • CON11 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA11 (0)

Damage Resistances: Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Necrotic, Poison

Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Understands all languages it knew in life but can't speak

Challenge:1 (200 xp)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Ghast

Ghast Medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX17 (+3)
  • CON10 (0)
  • INT11 (0)
  • WIS10 (0)
  • CHA8 (-1)

Damage Resistances: Necrotic

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common

Challenge:2 (450 xp)

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.

Troll

Troll Large giant, chaotic evil 5 1,800 xp

  • Armor class 15 (Natural Armor)
  • Hit points 84 (8d10 + 40)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON20 (+5)
  • INT7 (-2)
  • WIS9 (-1)
  • CHA7 (-2)

Skills: Perception +2

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Giant

Challenge:5 (1,800 xp)

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tri-Flower Frond

Tri-Flower Frond Medium plant, unaligned 1/2 100 xp

  • Armor class 10
  • Hit points 11 (2d8 + 2)
  • Speed 5 ft.
  • STR1 (-5)
  • DEX10 (0)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Condition Immunities: Blinded, Deafened, Exhaustion, Prone

Senses: Blindsight 30 ft., Passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Actions

Multiattack. The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.

Orange Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success.

Yellow Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used.

Red Blossom. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target.

Tiger

Tiger Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 37 (5d10 + 10)
  • Speed 40 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON14 (+2)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA8 (-1)

Skills: Perception +3, Stealth +6

Senses: Darkvision 60 ft., Passive Perception 13

Languages:

Challenge:1 (200 xp)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Tabaxi Hunter

Tabaxi Hunter Medium humanoid (tabaxi), chaotic good 1 200 xp

  • Armor class 14 (Leather Armor)
  • Hit points 40 (9d8)
  • Speed 30 ft., climb 20 ft.
  • STR10 (0)
  • DEX17 (+3)
  • CON11 (0)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA15 (+2)

Skills: Athletics +2, Perception +4, Stealth +5, Survival +6

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common plus any one language

Challenge:1 (200 xp)

Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can’t use it again until it moves 0 feet on one of its turns.

Actions

Multiattack. The tabaxi makes two attacks with its claws, its shortsword, or its shortbow.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Swarm of Quippers

Swarm of Quippers Medium swarm of Tiny beasts, unaligned 1 200 xp

  • Armor class 13
  • Hit points 28 (8d8 - 8)
  • Speed 0 ft., swim 40 ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON9 (-1)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA2 (-4)

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 60 ft., Passive Perception 8

Languages:

Challenge:1 (200 xp)

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bite.. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of insects

Swarm of insects Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12 (Natural Armor)
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR3 (-4)
  • DEX13 (+1)
  • CON10 (0)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA1 (-5)

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Blindsight 10 ft., Passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Bats

Swarm of Bats Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 30 ft.
  • STR5 (-3)
  • DEX15 (+2)
  • CON10 (0)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA4 (-3)

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Blindsight 60 ft., Passive Perception 11

Languages:

Challenge: 1/4 (50 xp)

Echolocation. The swarm can’t use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Su-monster

Su-monster Medium monstrosity, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 27 (5d8 + 5)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT9 (-1)
  • WIS13 (+1)
  • CHA9 (-1)

Senses: Passive Perception 13

Languages:

Challenge:1 (200 xp)

Actions

Multiattack. The su-monster makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) slashing damage if the su-monster is hanging by its tail and all four of its limbs are free.

Psychic Crush (Recharge 5–6). The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Giant Poisonous Snake

Giant Poisonous Snake Medium beast, unaligned 1/4 50 xp

  • Armor class 14
  • Hit points 11 (2d8)
  • Speed 30 ft., swim 30 ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Skills: Perception +2

Senses: Blindsight 10 ft., Passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) 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.

Giant Constrictor Snake

Giant Constrictor Snake Huge beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 60 (8d12 + 8)
  • Speed 30 ft., swim 30 ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Skills: Perception +2

Senses: Blindsight 10 ft., Passive Perception 12

Languages:

Challenge:2 (450 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Constrictor Snake

Constrictor Snake Large beast, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 13 (2d10 + 2)
  • Speed 30 ft., swim 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Senses: Blindsight 10 ft., Passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Shambling Mound

Shambling Mound Large plant, unaligned 5 1,800 xp

  • Armor class 15 (Natural Armor)
  • Hit points 136 (16d10 + 48)
  • Speed 20 ft., swim 20 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON16 (+3)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills: Stealth +2

Damage Resistances: Cold, Fire

Damage Immunities: Lightning

Condition Immunities: Blinded, Deafened, Exhaustion

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 10

Languages:

Challenge:5 (1,800 xp)

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Fire Snake

Fire Snake Medium elemental, neutral evil 1 200 xp

  • Armor class 14 (Natural Armor)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX14 (+2)
  • CON11 (0)
  • INT7 (-2)
  • WIS10 (0)
  • CHA8 (-1)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Fire

Senses: Darkvision 60 ft., Passive Perception 10

Languages: understands Ignan but can't speak

Challenge:1 (200 xp)

Damage Vulnerabilities: Cold

Heated Body. A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Actions

Multiattack. The snake makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.

Salamander

Salamander Large elemental, neutral evil 5 1,800 xp

  • Armor class 15 (Natural Armor)
  • Hit points 90 (12d10 + 24)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON15 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA12 (+1)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Fire

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Ignan

Challenge:5 (1,800 xp)

Damage Vulnerabilities: Cold

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack. The salamander makes two attacks: one with its spear and one with its tail.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

Night Hag

Night Hag Medium fiend, neutral evil 5 1,800 xp

  • Armor class 17 (Natural Armor)
  • Hit points 112 (15d8 + 45)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA16 (+3)

Skills: Deception +7, Insight +6, Perception +6, Stealth +6

Damage Resistances: Cold, Fire, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Condition Immunities: Charmed

Senses: Darkvision 120 ft., Passive Perception 16

Languages: Abyssal, Common, Infernal, Primordial

Challenge:5 (1,800 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisswma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

2/day each: plane shift (self only), ray of enfeeblement, sleep

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Actions

Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Steam Mephit

Steam Mephit Small elemental, neutral evil 1/4 50 xp

  • Armor class 10
  • Hit points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
  • STR5 (-3)
  • DEX11 (0)
  • CON10 (0)
  • INT11 (0)
  • WIS10 (0)
  • CHA12 (+1)

Damage Immunities: Fire, Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Aquan, Ignan

Challenge: 1/4 (50 xp)

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.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

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 successful one.

Smoke Mephit

Smoke Mephit Small elemental, neutral evil 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d6 + 5)
  • Speed 30 ft., fly 30 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA11 (0)

Skills: Perception +2, Stealth +4

Damage Immunities: Fire, Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Auran, Ignan

Challenge: 1/4 (50 xp)

Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.

Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit’s next turn.

Mud Mephit

Mud Mephit Small elemental, neutral evil 1/4 50 xp

  • Armor class 11
  • Hit points 27 (6d6 + 6)
  • Speed 20 ft., fly 20 ft., swim 20 ft.
  • STR8 (-1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT9 (-1)
  • WIS11 (0)
  • CHA7 (-2)

Skills: Stealth +3

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Aquan, Terran

Challenge: 1/4 (50 xp)

Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature’s next turn.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

Actions

Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.

Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained 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.

Magma Mephit

Magma Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6 + 5)
  • Speed 30 ft., fly 30 ft.
  • STR8 (-1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT7 (-2)
  • WIS10 (0)
  • CHA10 (0)

Skills: Stealth +3

Damage Immunities: Fire Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Ignan, Terran

Challenge: 1/2 (100 xp)

Vulnerabilities: Cold

Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting.(1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Mantrap

Mantrap Large plant, unaligned 1 200 xp

  • Armor class 12
  • Hit points 45 (7d10 + 7)
  • Speed 5 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA2 (-4)

Condition Immunities: Blinded, Deafened, Exhaustion, Prone

Senses: Tremorsense 30 ft., Passive Perception 10

Languages:

Challenge:1 (200 xp)

Attractive Pollen (1/Day). When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

False Appearance. While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant.

Actions

Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap’s leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target’s turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time.

Magmin

Magmin Small elemental, chaotic neugral 1/2 100 xp

  • Armor class 14 (Natural Armor)
  • Hit points 9 (2d6 + 2)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA10 (0)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Fire

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Ignan

Challenge: 1/2 (100 xp)

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Kamadan

Kamadan Large monstrosity, unaligned 4 1,100 xp

  • Armor class 13
  • Hit points 67 (9d10 + 18)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX16 (+3)
  • CON14 (+2)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA10 (0)

Skills: Perception +4, Stealth +7

Senses: Passive Perception 14

Languages:

Challenge:4 (1,100 xp)

Keen Smell. The kamadan has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks — one with its bite and one with its snakes — against it as a bonus action.

Actions

Multiattack. The kamadan makes two attacks: one with its bite or claw and one with its snakes.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Sleep Breath (Recharges after a Short or Long Rest). The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.

Jaculi

Jaculi Large beast, unaligned 1/2 100 xp

  • Armor class 14 (Natural Armor)
  • Hit points 16 (3d10)
  • Speed 30 ft., climb 20 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON11 (0)
  • INT2 (-4)
  • WIS8 (-1)
  • CHA3 (-4)

Skills: Athletics +4, Perception +1, Stealth +4

Senses: Blindsight 30 ft., Passive Perception 11

Languages:

Challenge: 1/2 (100 xp)

Camouflage. The jaculi has advantage on Dexterity (Stealth) checks made to hide.

Keen Smell. The jaculi has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Spring. The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.

Grung Elite Warrior

Grung Elite Warrior Small humanoid (grung), lawful evil 2 450 xp

  • Armor class 13
  • Hit points 49 (9d6 + 18)
  • Speed 25 ft., climb 25 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws: DEX +5

Skills: Athletics +2, Perception +2, Stealth +5, Survival +2

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Passive Perception 12

Languages: Grung

Challenge:2 (450 xp)

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.

Grung

Grung Small humanoid (grung), lawful evil 1/4 50 xp

  • Armor class
  • Hit points 11 (2d6 + 4)
  • Speed 25 ft., climb 25 ft.
  • STR7 (-2)
  • DEX14 (+2)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Save Throws: DEX +4

Skills: Athletics +2, Perception +2, Stealth +4, Survival +2

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Passive Perception 12

Languages: Grung

Challenge: 1/4 (50 xp)

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Flail Snail

Flail Snail Large elemental, unaligned 3 700 xp

  • Armor class 16 (Natural Armor)
  • Hit points 52 (5d10 + 25)
  • Speed 10 ft.
  • STR17 (+3)
  • DEX5 (-3)
  • CON20 (+5)
  • INT3 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Damage Immunities: Fire, Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10

Languages:

Challenge:3 (700 xp)

Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:

1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

3–4. No additional effect.

5–6. The snail’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.

Flail Tentacles. The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.

Actions

Multiattack. The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target.

Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.

Shell Defense. The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.

Firenewt Warlock of Imix

Firenewt Warlock of Imix Medium humanoid (firenewt), neutral evil 1 200 xp

  • Armor class 10 (13 With Mage Armor)
  • Hit points 33 (6d8 + 6)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX11 (0)
  • CON12 (+1)
  • INT9 (-1)
  • WIS11 (0)
  • CHA14 (+2)

Damage Immunities: Fire

Senses: Darkvision 120 ft. (penetrates magical darkness), Passive Perception 10

Languages: Draconic, Ignan

Challenge:1 (200 xp)

Amphibious. The firenewt can breathe air and water.

Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.

Spellcasting. The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 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): fire bolt, guidance, light, mage hand, prestidigitation

1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray

Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.

Actions

Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Giant Strider

Giant Strider Large monstrosity, neutral evil 1 200 xp

  • Armor class 14 (Natural Armor)
  • Hit points 22 (3d10 + 6)
  • Speed 50 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON14 (+2)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Damage Immunities: Fire

Senses: Passive Perception 11

Languages:

Challenge:1 (200 xp)

Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Fire Burst (Recharge 5–6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.

Firenewt Warrior

Firenewt Warrior Medium humanoid (firenewt), neutral evil 1/2 100 xp

  • Armor class 16 (Chain Shirt, Shield)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR10 (0)
  • DEX13 (+1)
  • CON12 (+1)
  • INT7 (-2)
  • WIS11 (0)
  • CHA8 (-1)

Damage Immunities: Fire

Senses: Passive Perception 10

Languages: Draconic, Ignan

Challenge: 1/2 (100 xp)

Amphibious. The firenewt can breathe air and water.

Actions

Multiattack. The firenewt makes two attacks with its scimitar.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.

Faerie Dragon (Older)

Faerie Dragon (Older) Tiny dragon, chaotic good 2 450 xp

  • Armor class 15
  • Hit points 14 (4d4 + 4)
  • Speed 10 ft., fly 60 ft.
  • STR3 (-4)
  • DEX20 (+5)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills: Arcana +4, Perception +3, Stealth +7

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Draconic, Sylvan

Challenge:2 (450 xp)

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1/day: mirror image
Green, 1/day: suggestion
Blue, 1/day: major image
Indigo, 1/day: hallucinatory terrain
Violet, 1/day: polymorph

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Artus Cimber

Artus Cimber Medium humanoid (human), neutral good 7 2,900 xp

  • Armor class 14 (Studded Leather)
  • Hit points 82 (15d8 + 15)
  • Speed 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON13 (+1)
  • INT17 (+3)
  • WIS16 (+3)
  • CHA18 (+4)

Save Throws: DEX +5, CHA +7

Skills: Deception +7, History +9, Insight +6, Survival +9

Damage Immunities: Cold

Senses: Passive Perception 13

Languages: Common, Draconic, Dwarvish, Goblin

Challenge:7 (2,900 xp)

Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.

Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn:

Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn.
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn.

Actions

Multiattack. Artus makes three attacks with Bookmark or his longbow.

Bookmark (+3 Dagger). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:

Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby’s hand (2 charges, the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges, as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke’s freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge, the spikes are made of ice), or wall of ice (2 charges).
Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s Guide to determine the hit points of an inanimate object if they become necessary.

Dragonbait

Dragonbait Medium humanoid (saurial), lawful good 5 1,800 xp

  • Armor class 17 (Breastplate, Shield))
  • Hit points 120 (16d8 + 48)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX13 (+1)
  • CON17 (+3)
  • INT14 (+2)
  • WIS16 (+3)
  • CHA18 (+4)

Save Throws: WIS +6, CHA +7

Skills: Athletics +5, Medicine +6

Senses: Passive Perception 13

Languages: understands Common but can't speak

Challenge:5 (1,800 xp)

Divine Health. Dragonbait is immune to disease.

Magic Resistance Aura. While holding his holy avenger, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Dragonbait makes two melee weapon attacks.

Holy Avenger (+3 Longsword). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10) radiant damage.

Sense Alignment. Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn’t hidden from divination magic by a spell or other magical effect.

Spy

Spy Medium humanoid (any race), any alignment 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON10 (0)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses: Passive Perception 16

Languages: Any two languages

Challenge:1 (200 xp)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). 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 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Ghoul

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON10 (0)
  • INT7 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common

Challenge:1 (200 xp)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.