Portal Sense. The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each one. The bariaur knows the distance and direction to the last portal it used as long as they’re on the same plane
Multiattack. The bariaur makes two Barbed Javelin or Shortbow attacks.
Barbed Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the
target is a creature, its speed is reduced by 10 feet until the start of the bariaur’s next turn.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the bariaur moved at least 20 feet straight
toward the target immediately before the hit, the target takes an extra 10 (3d6) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 4 (1d8) piercing damage if the
target doesn’t have all its hit points.
Spellcasting. The bariaur casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
At will: dancing lights, druidcraft
1/day each: goodberry, pass without trace, tongues
Bonus Actions
Mighty Leap. The bariaur jumps a distance up to its walking speed.
Pack Tactics. The peacekeeper has advantage on an attack roll against a creature if at least one of the peacekeeper's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.
PB: +2
Electrified Mancatcher. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) lightning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 13). Until the grappled condition ends, the target has the restrained condition and can't teleport, the peacekeeper can't make Electrified Mancatcher attacks, and the target takes 8 (1d10 + 3) lightning damage at the start of each of its turns.
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.
Multiattack. 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.
Shared Telepathy. Any creature touching the cranium rat can use the rat's telepathy if the rat allows it. If the creature knows any language, the creature can use the telepathy to communicate words and emotions.
Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Bonus Actions
Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.
Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.
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 rat. The swarm can't regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target 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, plus 22 (5d8) psychic damage.
Spellcasting (Psionics). The swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command *, detect thoughts *, sending *
1/day each: confusion *, dominate monster *
*To cast this spell, the swarm must have more than half its hit points remaining.
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Magic Resistance. The vargouille has advantage on saving throws against spells and other magical effects.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) psychic damage.
Abyssal Curse. The vargouille targets one Humanoid within 5 feet of itself that has the incapacitated condition. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target's Charisma decreases by 1 after each hour, as its head takes on fiendish aspects, and its Charisma can't increase. The curse doesn't advance while the target is in sunlight or the area of a daylight spell. When the cursed target's Charisma becomes 2, the target dies, and its head tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and restores the target's Charisma.
Horrific Reflection (Recharge 5–6). The vargouille's head mimics that of a Humanoid the vargouille can see within 120 feet of itself. The target must succeed on a DC 12 Wisdom saving throw or take 10 (3d6) psychic damage and have the frightened condition for 1 hour or until the vargouille loses concentration (as if concentrating on a spell). If the target's saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.
Innate Spellcasting. The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:
2/day each: darkness, dispel magic
1/day: cloudkill
Magic Resistance. The mezzoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The mezzoloth's weapon attacks are magical.
,b>Multiattack. The mezzoloth makes two attacks: one with its claws and one with its trident.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack.
Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons. The oni's weapon attacks are magical.
Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. The oni makes two attacks, either with its claws or its glaive.
Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.
Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.
Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics other than its size 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.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat the target takes an extra 10 (3d6) damage from the attack.
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range the doppelganger can continue reading its thoughts as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Physical Restraint. The dabus doesn't make melee attacks or opportunity attacks, even in self-defense.
Symbol Speech. A dabus communicates by creating illusory symbols and pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check (no action required).
Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of stone. Each creature of the dabus's choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) bludgeoning damage and have the grappled condition (escape DC 13). While grappled in this way, the creature has the restrained condition. The appendages vanish after 1 minute or if the dabus's concentration ends (as if concentrating on a spell).
Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.