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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 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Darkmantle

Darkmantle Small monstrosity, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6+5)
  • Speed 10ft., fly 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth +3

Senses:blindsight 60ft., passive Perception 10

Languages:-

Challenge:1/2 (100 xp)


Echolocation. The darkmantle can't use its blindsight while deafened.

False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.,

Actions


Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the dark mantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the dark mantle can detach itself from the target by using 5 feet of movement.

Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

Owlbear

Owlbear Large monstrosity, unaligned 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d10 + 21)
  • Speed 40ft
  • STR20 (+5)
  • DEX12 (+1)
  • CON17 (+3)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Damage Resistances:darkvision 60ft, PP 13

Languages:-

Challenge:3 (700 xp)


Keen Sight and Smell. The owlbear has advantage on WIS (Perception) checks that rely on sight or smell.,

Actions


Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5ft, one creature. Hit: 10 (1d10 +5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 14 (2d8 +5) slashing damage.

Violet Fungus

Violet Fungus Medium plant, unaligned 1/4 50 xp

  • Armor class 5
  • Hit points 18 (4d8)
  • Speed 5 ft.
  • STR3 (-4)
  • DEX1 (-5)
  • CON10 (0)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Condition Immunities:blinded, deafened, frightened

Senses:blindsight 30 ft. (blind beyond this radius), passive Perception 6

Languages:-

Challenge:1/4 (50 xp)


False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

Actions


Multiattack. The fungus makes 1d4 Rotting Touch attacks.

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.

Gelatinous Cube

Gelatinous Cube Large ooze, unaligned 2 450 xp

  • Armor class 12
  • Hit points 110 (10d10+60)
  • Speed 15 ft.
  • STR14 (+2)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Condition Immunities:blinded, charmed, deafened, exhaustion, frightened, prone

Senses:blindsight 60ft. (blind beyond this radius) , passive Perception 8

Languages:-

Challenge:2 (450 xp)


Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.
A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims' bones, coins, and other objects can be seen suspended inside the creature.

Actions


Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.