False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Multiattack. The gargoyle makes 2 attacks: One with its bite and 1 with its claws.
Bite. Natural Weapon,+6 to hit.
Hit. 10 (2d6+3) piercing damage.
Claws. Natural Weapon Attack: +6 to hit.,
Hit. 10 (2d6+3) piercing damage.
Tail Whip (Recharge 5-6. One Creature within 20ft must make a DC 15 DEX save or suffer 14 (4d6) Slashing damage, and be Restrained and Grappled by the Gargoyle. Half as much damage on success, and they are not restrained. A creature can be freed with a DC 17 Athletics Check as an action.
Multiattack. The Nalfanshee uses Horror Nimbus if it can, then makes 4 attacks. One with its Bite and 3 with its claws.
Bite. Melee Weapon Attack: +4 to hit.
Hit. 58 (6d12+6) piercing damage.
Claw. Melee Attack. +4 to hit, Reach 10 ft.
Hit. 20 (4d6+6) slashing damage.
Horror Nimbus (Recharge 5–6). The Nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 16 WIS Save or be frightened for 1 minute. A creature can repeat the Save at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
Teleport. The Nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Legendary Resistance (OOOO/day). When the Nalfeshnee fails a saving throw, it may choose to succeed instead.
2x Claw Multiattack Natural Weapon: +8 to hit.
Hit (Normal). 18 (3d8+4) psychic damage.
Hit (Advantage). 31 (6d8+4) psychic damage.
Abilities
Incorporeal Movement. The demon 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.
Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wis (Perception) checks that rely on sight.
Multiattack. The wight makes two Weapon attacks, or it can use its Life Drain in place of them.
Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 35 (3d6+12) necrotic damage.
The target must succeed on a DC 17 CON Save or have 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: +8 to hit, reach 5 ft.,
Hit: 29 (3d10+32) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., Hit: 20 (3d8+6) piercing damage.
Illumination. The Flameskull sheds either dim light in a 15ft. radius, or a bright light in a 15ft. radius and dim light for an additional 15 feet.
Spellcasting The Flameskull is a 8th level Spellcaster,
Spell Attack +6, Spell Save DC 14.
Spell Slots. L1: OOOO, L2: OOO, L3: OOO
L4: OO
3x Fire Ray Multiattack Spell Attack: +6 to hit, Range 45ft.
Hit: 9 (4d8) fire damage.
Magic Missile. Range 180ft., 5 Glowing darts hit one or several targets, dealing 3 (1d4+1) Force damage each.
Fireball (Recharge 5-6). Range 180ft., All creatures within 30ft take 41 (9d8) fire damage, or half with successful DC 14 DEX save.
Armor of Firethys. While above 33hp, if a creature hits the Flameskull with a Melee Attack, the creature takes 20 Fire Damage.
Unstable Binding. Whenever the Flameskull takes damage while its max HP is below 49hp, it must make a CON save against half the damage (Min 10). On fail, it explodes, dealing 44 (15d10) Fire Damage to all creatures within 25ft, unless they make a DC 13 DEX Save for half.
Misty Escape. The Flameskull can cast Misty Step as a reaction to taking damage.
Flash of Life If an instance of damage deals more than 6hp to the Flameskull, creatures within 20ft must make a DC 13 CON save or be blinded until the end of their next turn.
Rejuvenation. When the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprikled on its remains or a dispel magic or remove curse spell is cast on them.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. The spider also ignores movement restrictions caused by webbing.
2x Bite Multiattack. Natural Weapon, +7 to hit.
Hit. 18 (3d8+4) piercing damage.
Target must also make a DC 13 CON Save, taking 14 (3d8) poison damage on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack, +8 to hit, Range 45/90 ft.,
Hit, 2 Targets within 15ft. The targets are restrained by webbing.
As an action, the restrained target can make a DC 13 STR check, bursting the webbing on a success.
The webbing can also be attacked and destroyed (AC 10, HP 8, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).
Additional Poison Effects. If the target fails it's CON save by 4 or more, apply one of the following effects for every 4 below 13.
Necrotic. The damage also lowers the target's Max HP until they finish a long rest.
Poison. The target is Poisoned until they complete a long rest.
Itching. The target takes one level of exhaustion.
Knockout. The target immediately drops asleep until an ally uses it's action to wake them.
Lingering. The creature continues to take poison damage at the end of every turn until it makes it's CON save.
Vital Poison. The creature takes an additional 25 (7d6) poison damage.
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist. Natural Weapon: +7 to hit.
Hit. 18 (4d6+4) bludgeoning damage plus 40 (8d8) necrotic damage. If the target is a creature, it must succeed on a DC 15 CON Save or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 40 (8d8) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 90 feet of it. If the target can see the mummy, it must succeed on a DC 12 WIS Save against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying is not transformed. It reverts to its true form if it dies.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it and be grappling up to 4 creatures at a time.
Nimble Escape The Mimic can dash or disengage as a Bonus Action.
Multiattack. The Mimic can attack 2 targets within 10ft.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 16 (3d6+5) bludgeoning damage.
If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit: 16 (3d6+5) piercing damage plus 11 (3d6) acid damage.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (Escape DC 16). Ability checks made to escape this grapple have disadvantage. Failure by 7 or more causes the creature to become restrained.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.