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Ghoul

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-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.

Giant Centipede

Giant Centipede Small beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 30 ft., climb 30 ft.
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages:

Challenge: 1/4 (50 xp)

,

Actions

Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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.

Giant Fire Beetle

Giant Fire Beetle small beast, unaligned 0 10 xp

  • Armor class 13 (natural)
  • Hit points 4 (1d6+1)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages: --

Challenge: 0 (10 xp)

A giant fire beetle is a nocturnal creature that takes its
name from a pair of glowing glands that give off light.
Miners and adventurers prize these creatures, for a
giant fire beetle's glands continue to shed light for 1d6
days after the beetle dies. Giant fire beetles are most
commonly found underground and in dark forests.

Illumination. The beetle sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.,,

Actions

Bite. Melee Weapon Attack:+ 1 to hit, re ach 5 ft., one target. Hit: 2 (1d6- 1) slashing damage.

Giant Frog

Giant Frog Medium beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft., passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Amphibious.The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Lizard

Giant Lizard Large beast, unaligned 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

,,

Actions

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

Giant Owl

Giant Owl Large best, neutral 1/4 50 xp

  • Armor class 12
  • Hit points 19 (3d10 + 3)
  • Speed 5ft, fly 60ft
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT8 (-1)
  • WIS13 (+1)
  • CHA10 (0)

Skills: Perception +5, Stealth +4

Senses: darkvision 120ft, PP 15

Languages: Giant Owl, understands Common, Elvish and Sylvan, but can't speak them

Challenge: 1/4 (50 xp)

Flyby. The owl doesn't provoke oportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on WIS (Perception) checks that rely on hearing or sight.,

Actions

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

Giant Rocktopus

Giant Rocktopus Large Beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10+8)
  • Speed 20 ft., climb 10ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4, Stealth +5

Senses: darkvision 60 ft., passive Perception 14

Languages: --

Challenge: 1 (200 xp)

Camouflage. The octopus has advantage on
Dexterity (Stealth) checks.,

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Giant Spider

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1 (200 xp)

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.
Web Walker.The spider ignores movement restrictions caused by webbing.,

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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:+5 to hit, range 30/60 ft., one creature.Hit:The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Giant Vulture

Giant Vulture Large beast, neutral evil 1 200 xp

  • Armor class 10
  • Hit points 22 ((3d10 + 6))
  • Speed 10 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: understands Common but can't speak

Challenge: 1 (200 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

,

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

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

Gnoll Pack Lord

Gnoll Pack Lord Medium humanoid (gnoll), chaotic evil 2 450 xp

  • Armor class 15 (chain shirt)
  • Hit points 49 (9d8+9)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Gnoll

Challenge: 2 (450 xp)

Rampage. When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn , the gnoll can take a bonus
action to move up to half its speed and make a bite attack.,,

Actions

Multiattack. The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.

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

Glaive. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage.

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

Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.

Gnoll

Gnoll Medium humanoid (knoll), chaotic evil 1/2 100 xp

  • Armor class 15 (hide armor, shield)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 10

Languages: Gnoll

Challenge: 1/2 (100 xp)

Rampage. When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn, the gnoll can take a bonus
action to move up to half its speed and make a bite attack.,,

Actions

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

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20J60 ft ., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1 d8 + 2) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft. , one target. Hit: 5 (1d8 + 1) piercing damage.

Goblin

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills: Stealth +6

Senses: darkvision 60ft, PP 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns,,

Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit: 5 (1d6 +2) piercing damage

Gorgon

Gorgon Large monstrosity, unaligned 5 1,800 xp

  • Armor class 19 (natural)
  • Hit points 114 (12d10+48)
  • Speed 40 ft.
  • STR 20 (+5)
  • DEX 11 (0)
  • CON 18 (+4)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +4

Condition Immunities: petrified

Senses: darkvision 60 ft., PP 14

Languages:

Challenge: 5 (1,800 xp)

Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.,,

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Petrifying Breath (Recharge 5-6). The gorgon exhales
petrifying gas in a 30-foot cone. Each creature in that area
must succeed on a DC 13 Constitution saving throw. On a
failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Gray ooze

Gray ooze Medium ooze, unaligned 1/2 100 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 10 ft., climb 10 ft.
  • STR 12 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 2 (-4)

Skills: Stealth +2

Damage Resistances: acid, cold, fire

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

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

Languages:

Challenge: 1/2 (100 xp)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal.Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative äšÍ1 penalty to damage rolls.If its penalty drops to äšÍ5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance.While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.,

Actions

Pseudopod. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative äšÍ1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Green Hag

Green Hag Medium Fey, neutral evil 3 700 xp

  • Armor class 17 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 14 (+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) cheok.,

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.

Grell

Grell Medium aberration, neutral evil 3 700 xp

  • Armor class 12
  • Hit points 55 (10d8+10)
  • Speed 10ft., fly 30 ft. (hover)
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Perception +4, Stealth +6

Damage Immunities: lightning

Condition Immunities: blinded, prone

Senses: blindsight 60 ft. (blind beyond this radius) passive perception 14

Languages: Grell

Challenge: 3 (700 xp)

,,

Actions

Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is
Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature. Hit: 7 (2d4 + 2) piercing damage.

Griffon

Griffon Large monstrosity, unaligned 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 30 ft., fly 80 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Senses: darkvision 60 ft., passive Perception 15

Languages:

Challenge: 2 (450 xp)

Keen Sight.The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:11 (2d6 + 4) slashing damage.

Guard Drake

Guard Drake medium Dragon, unaligned 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Perception +2

Damage Resistances: Lightning

Senses: darkvision 60ft., passive Perception 12

Languages: understands Draconic but can't speak

Challenge: 2 (450 xp)

Actions

Multiattack.The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 7 ( 1d8 + 3) piercing damage.
Tail. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.

Guard

Guard Medium humanoid (any race), any alingment 1/8 25 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 11 (2d8 + 2)
  • Speed 30ft
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Skills: Perception +2

Senses: PP 12

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

,,

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft, or range 20/60ft, one target. Hit: 4 (1d6 + 1) piercing damage.

Half-Red Dragon Veteran

Half-Red Dragon Veteran Medium humanoid (human), any alignment 5 1,800 xp

  • Armor class 18 (plate)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Str +5, Con +4

Skills: Athletics +5, Perception +2

Damage Resistances: Fire

Senses: Blindsight 10 ft., darkvision 60 ft., PP 12

Languages: Common, Draconic

Challenge: 5 (1,800 xp)

,,

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

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

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Fire Breath (Recharge 5-6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

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

Helmed Horror

Helmed Horror Medium construct, neutral 4 1 xp

  • Armor class 20 (plate, shield)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., fly 30ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Perception +4

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Damage Immunities: force, necrotic, poison

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 14

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

Challenge: 4 (1 xp)

Magic Resistance.The helmed horror has advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
,

Actions

Multiattack.The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Hippogriff

Hippogriff Large monstrosity, unaligned 1 200 xp

  • Armor class 11
  • Hit points 19 (3d10 + 3)
  • Speed 40 ft., fly 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Languages:

Challenge: 1 (200 xp)

Keen Sight. The hippogriff has advantage an Wisdom (Perception) checks that rely on sight.

,

Actions

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

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

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), lawful evil 3 700 xp

  • Armor class 17 (half plate)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 3 (700 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.,

Actions

Multiattack.The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:9 (2d6 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Hobgoblin

Hobgoblin Medium humanoid (goblinoid), lawful evil 1/2 100 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target.
Hit:5 (1d8 + 1) piercing damage.

Hook Horror

Hook Horror Large monstrosity, neutral 3 700 xp

  • Armor class 15 (natural)
  • Hit points 75 (10d10+20)
  • Speed 30 ft., climb 30 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: blindsight 60 ft., dark vision 10 ft., passive perception 13

Languages: Hook Horror

Challenge: 3 (700 xp)

Echolocation. The hook horror can't use its blindsight
while deafened.

Keen Hearing. The hook horror has advantage on Wisdom
(Perception) checks that rely on hearing.,

Actions

Multiattack. The hook horror makes two hook attacks .
Hook. Melee Weapon Attack: +6 to hit , reach 10ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Ixitxachitl

Ixitxachitl Small aberration, chaotic evil 1/4 40 xp

  • Armor class 15 (natural armor)
  • Hit points 18 (4d6+4)
  • Speed 0 ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 7 (-2)

Senses: darkvision 60ft., passive Perception 11

Languages: Abyssal, Ixitxachitl

Challenge: 1/4 (40 xp)

Aquatic creatures resembling mana rays, with small, clawed hands at the end of their wings and black eyes gleaming with sinister intelligence. Demon Rays is a common nickname.

,,

Actions

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

Reactions:
Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage.

Jamna Gleamsilver

Jamna Gleamsilver Small Humanoid, neutral 1 200 xp

  • Armor class 15 (leather armor)
  • Hit points 22 (4d6+8)
  • Speed 25 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 15 (+2)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +5, Int +4

Skills: Acrobatics +5, Deception +3, Insight+2, Perception +4, Persuasion +3, Stealth +7

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Gnomish, Goblin, Sylvan

Challenge: 1 (200 xp)

Cunning Action.Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
Gnome Cunning.Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting.Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
1st level (3 slots): charm person, color spray, disguise self,
longstrider

Actions

Multiattack.Jamna attacks twice with her shortswords.
Shortsword. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage, or 9 (1d6 + 3 plus 1d6) piercing damage if the target is Medium or larger.

Knight

Knight Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 18 (plate)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Con +4, Wis +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

,,

Actions

Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit:5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Kobold

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

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-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.

Kuo-toa Monitor

Kuo-toa Monitor Medium humanod (kuo-toa), neutral evil 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6, Religion +4

Senses: darkvision 120,passive perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and
saving throws made to escape a grapple.

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

Actions

Multiattack. The kuo-toa makes one bite attack and two
unarmed strikes.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.

Kuo-toa Whip

Kuo-toa Whip Medium humanod (kuo-toa), neutral evil 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6, Religion +4

Senses: darkvision 120,passive perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and
saving throws made to escape a grapple.

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

Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its
spellcasting abil ity is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The kuo-toa has the following cleric
spells prepared: Cantrips (at will): sacred flame, thaumaturgy 1st level (3 slots): bane, shield of faith,

Actions

Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10ft.,
one target. Hit: 5 (1 d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.

Kuo-Toa

Kuo-Toa Medium humanoid (kuo-toa), neutral evil 1/4 50 xp

  • Armor class 13 (natural armor, shield)
  • Hit points 18
  • Speed 30 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: darkvision 120ft., passive Perception 14

Languages: Undercommon

Challenge: 1/4 (50 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

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

Actions

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

Spear. Melee or Ranged Weapon Attack: +3 t0 hit, reach 5 ft. or range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Net. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

Langdedrosa Cyanwrath

Langdedrosa Cyanwrath medium Humanoid, lawful evil 4 1 xp

  • Armor class 17 (splint)
  • Hit points 57 (6d12+18)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +6, Con +5

Skills: Athletics +6, Intimidation +3, Perception +4

Damage Resistances: lightning

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages: Common, Draconic

Challenge: 4 (1 xp)

Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Multiattack. Langdedrosa attacks twice, either with his greatsword or spear.
Greatsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Lightning Breath (Recharge 5-6 ). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking
22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Lizardfolk

Lizardfolk Medium humanoid (lizardfolk), neutral 1/2 100 xp

  • Armor class 15 (natural armor, shield)
  • Hit points 22 (4d8+4)
  • Speed 30 ft., swim 30ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4, Survival +5

Senses: passive Perception 13

Languages: Draconic

Challenge: 1/2 (100 xp)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.,,

Actions

Multiattack.The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.

Mage

Mage Medium humanoid (any race), any alignment 6 2 xp

  • Armor class 12 (15 with Mage Armor)
  • Hit points 40 (9d8)
  • Speed 30
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6, History +6

Senses: passive Perception 11

Languages: any four languages

Challenge: 6 (2 xp)

Spellcasting.The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold,,

Actions

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

Merrow

Merrow Large monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d10+12)
  • Speed 10ft., swim 40ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60ft., passive Perception 12

Languages: Abyssal, Aquan

Challenge: 2 (450 xp)

Amphibious. The merrow can breathe air and water.,,

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Merrow

Merrow Large monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural)
  • Hit points 45 (6d10+12)
  • Speed 10 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., PP12

Languages: Abyssal, Aquan

Challenge: 2 (450 xp)

Amphibious. The merrow can breathe air and water.,,

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Minotaur Skeleton

Minotaur Skeleton Large undead, lawful evil 2 450 xp

  • Armor class 12 (natural)
  • Hit points 67 (9d10+18)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands Abyssal but can't speak

Challenge: 2 (450 xp)

Damage Vulnerabilities: bludgeoning

Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.,

Actions

Greataxe. Melee Weapon Attack: +6 to hi t, reach 5 ft., one
target. Hit: 17 (2d12 + 4) slashing damage.

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

Mummy Lord

Mummy Lord Medium undead, lawful evil 15 13,000 xp

  • Armor class 17 (natural)
  • Hit points 97 (13d8+39)
  • Speed 20
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 16 (+3)

Save Throws: Con +8, Int +5, Wis +9, Cha+8

Skills: History +5, Religion +5

Damage Immunities: necrotic, poison, bludgeoning, piercing and slashing from nonmagical weapons

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned

Senses: darkvision 60 ft., PP14

Languages: the languages that it knew in life

Challenge: 15 (13,000 xp)

Damage vulnerabilities: fire

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

Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harm,

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) 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 lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw 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 and mummy lords for the next 24 hours.

Legendary Actions

The mummy lord 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 mummy lord regains spent legendary actions at the start of its turn.

Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

Whirlwind of Sand (Costs 2 Actions). The mummy lord
magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

Noble

Noble Medium humanoid (any race), any alignment 1/8 25 xp

  • Armor class 15 (breastplate)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Persuasion +5

Senses: passive Perception 10

Languages: any two languages

Challenge: 1/8 (25 xp)

,

Actions

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

Reactions
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Ogre

Ogre Large giant, chaotic evil 2 450 xp

  • Armor class 11 (hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Giant

Challenge: 2 (450 xp)

Actions

Greatclub. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:11 (2d6 + 4) piercing damage.

Orc

Orc Medium humanoid (orc), chaotic evil 1/2 100 xp

  • Armor class 13 (hide armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

Aggressive.As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see.,,

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:6 (1d6 + 3) piercing damage.

Otyugh

Otyugh Large aberration, neutral 5 1 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 6 (-2)

Save Throws: Con +7

Senses: darkvision 120 ft., passive Perception 11

Languages: Otyugh

Challenge: 5 (1 xp)

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Owlbear

Owlbear Large monstrosity, unalinged 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 thwo 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.

Peryton

Peryton Medium monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 20ft., fly 60ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 9 (-1)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons

Senses: passive Perception 15

Languages: understands Common and Elvish but can't speak

Challenge: 2 (450 xp)

Dive Attack.If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
Flyby.The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Sight and Smell.The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.,

Actions

Multiattack. The peryton makes one gore attack and one talon attack.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:8 (2d4 + 3) piercing damage.

Pharblex Spattergoo

Pharblex Spattergoo Medium humanoid (bullywug), chaotic evil 3 700 xp

  • Armor class 15 (studded leather, Shield)
  • Hit points 59 (7d8+28)
  • Speed 20ft., swim 40ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 16 (+3)
  • CHA 7 (-2)

Save Throws: Str +4, Con +6

Skills: Perception +5, Religion +2, Stealth +3

Senses: passive Perception 15

Languages: Common, Bullywug

Challenge: 3 (700 xp)

Amphibious. Pharblex can breathe air and water.
Poison Strike (3/Day).Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage.
Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:
Cantrips (at will): druidcraft, guidance, poison cloud
1st level (4 slots): cure wounds, entangle, healing word, thunderwave
2nd level (3 slots): barkskin, beast sense, spike growth
3rd level (3 slots): plant growth, water walk
Standing Leap.As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.
Swamp Camouflage. Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.,

Actions

Multiattack. Pharblex attacks twice, once with his bite and once with his spear.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 4 ( 1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack:+5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit: 5 ( 1d6 + 2) piercing damage.

Pixie

Pixie Tiny fey, netural good 1/4 50 xp

  • Armor class 15
  • Hit points 1 (1d4 - 1)
  • Speed 10ft, fly 30ft
  • STR2 (-4)
  • DEX20 (+5)
  • CON8 (-1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA15 (+2)

Skills: Perception +4, Stealth +7

Senses: PP 14

Languages: Sylvan

Challenge: 1/4 (50 xp)

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

Innate Spellcasting. The pixie's innate spellcasting ability is CHA (spell save DC 12) it can innately cast the following spells, requiring only its pixie dust as a component:

At will: druidcraft (236)
1/day each: confusion(234), dancing lights(230), detect evil and good(231), detect thoughts(231), dispel magic(234), entangle(238), fly(243), phantasmal force(264), polymorph(266), sleep(276)

Actions

Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the picie wears or carries is invisible with it.

Poltergeist

Poltergeist Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 10

Languages: 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.
Invisibility. The poltergeist is invisible.,,

Actions

Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage.
Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.

Priest

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

  • Armor class 13 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Senses: passive Perception 13

Languages: any two languages

Challenge: 2 (450 xp)

Divine Eminence.As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting.The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light,sacred flame, thaumaturgy
1st level (4 slots): cure wounds,guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians,,

Actions

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

Pseudodragon

Pseudodragon Tiny dragon, netural good 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 7 (2d4+2)
  • Speed 15 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Perception +3, Stealth +4

Senses: blindsight 10 ft., darkvision 60 ft., PP 13

Languages: understands Common and Draconic but can't speak

Challenge: 1/4 (50 xp)

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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

Limited Telepathy. The pseudodragon can magically
communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it that can understand a language.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Quaggoth

Quaggoth Medium humanoid (quaggoth), chaotic neutral 2 450 xp

  • Armor class 13 (natural)
  • Hit points 45 (6d8+18)
  • Speed 30ft., climb 30ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +5

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120,passive perception 10

Languages: Undercommon

Challenge: 2 (450 xp)

Wounded Fury. While it has 10 hit points or fewer, the
quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. The quaggoth makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.

Rath Modar

Rath Modar Medium humanoid (human), lawful evil 6 2 xp

  • Armor class 13 (16 with mage armor)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Int +7, Wis +5

Skills: Arcana +7, Deception +3, Insight +5, Stealth +6

Senses: passive Perception 12

Languages: Common, Draconic, Infernal, Primordial, Thayan

Challenge: 6 (2 xp)

Special Equipment. Rath has a staff of fire, and scrolls of dimension door, featherfall, and fireball.
Spellcasting. Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared
from the wizard spell list:
Cantrips (at will) : fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, fireball, major image
4th level (3 slots): confusion, greater invisibility
5th level (2 slots): mislead, seeming
6th level (1 slot): globe of invulnerability,

Actions

Quarterstaff. Melee Weapon Attack: +4to hit, reach 5 ft., one target. Hit: 4 ( 1d8) bludgeoning damage.

Reactions
Illusory Self (Recharges when Rath Finishes a Short or Long Rest).When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.

Revenant

Revenant Medium undead, neutral 5 1,800 xp

  • Armor class 13 (leather armor)
  • Hit points 136 (16d8 + 64)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 18 (+4)

Save Throws: Str+7, Con+7, Wis+6, Cha+7

Damage Resistances: necrotic, psychic

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

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

Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

Turn Immunity. The revenant is immune to effects that turn undead.

Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.,,

Actions

Multiattack. The revenant makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.
Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

Rezmir

Rezmir Medium humanoid (half-black dragon), neutral evil 7 2 xp

  • Armor class 13 (15 with Black Dragon Mask)
  • Hit points 90 (12d8+36)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Dex +6, Wis +4

Skills: Arcana +5, Stealth +9

Damage Immunities: acid

Condition Immunities: charmed, frightened

Senses: blindsight 10 ft., darkvision 120 ft., passive Perception 11

Languages: Common, Draconic, Infernal, Giant, Netherese

Challenge: 7 (2 xp)

Special Equipment. Rezmir has the Black Dragon Mask,Hazirawn, and an insignia of claws (see appendix C for all items).
Amphibious. Rezmir can breathe air and water.
Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.
Draconic Majesty.While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).
Immolation.When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.
Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.,,

Actions

Greatsword (Hazirawn). Melee Weapon Attack:+9 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.
If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect
early on a success.
Caustic Bolt. Ranged Spell Attack:+8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.
Acid Breath (Recharge 5-6 ). Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A
legendary action can be taken only at the start or end of a turn.
Rezmir has the following legendary action options, some of which expend more than one action when taken:
2 Actions. A 15-foot radius of magical darkness extends from
a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with
darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
1 Action. Rezmir makes one melee attack.
1 Action. Rezmir takes the Hide action.

Roper

Roper Large monstrosity, neutral evil 5 1 xp

  • Armor class 20 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 10 ft., climb 10 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 16 (+3)
  • CHA 6 (-2)

Skills: Perception +6, Stealth +5

Senses: darkvision 60 ft., passive Perception 16

Languages:

Challenge: 5 (1 xp)

False Appearance.While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20, 10 hit points, immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a
creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.,,

Actions

Multiattack.The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature.
Hit:The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.Reel.The roper pulls each creature grappled by it up to 25 feet straight toward it.

Rug of Smothering

Rug of Smothering Large construct, unaligned 2 450 xp

  • Armor class 12
  • Hit points 33 (6d10)
  • Speed 10 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 6

Languages:

Challenge: 2 (450 xp)

Antimagic Susceptibility.The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer.While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance.While the rug remains motionless, it is indistinguishable from a normal rug.,,

Actions

Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature.
Hit:The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

Scout

Scout Medium humanoid (any race), any alignment 1/2 100 xp

  • Armor class 13 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: any one language (usually Common

Challenge: 1/2 (100 xp)

Keen Hearing and Sight.The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,,

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Shambling Mound

Shambling Mound Large plant, unaligned 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 136 (16d10+48)
  • Speed 20 ft., swim 20 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 5 (-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 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.

Skeleton

Skeleton Medium undead, lawful evil 1/4 50 xp

  • Armor class 13 (armor scraps)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 9

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

Challenge: 1/4 (50 xp)

Damage Vulnerabilities: bludgeoning

Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.

Spectator

Spectator Medium aberration, lawful neutral 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 39
  • Speed fly 30 ft. (hover)
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6

Condition Immunities: Prone

Senses: darkvision 120 ft., passive Perception 16

Languages: Deep Speech, Undercommon, telepathy, 120 ft.

Challenge: 3 (700 xp)

,,

Actions

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

Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agaiAst a randomly determined creature within range. If the target can't attack, it does nothing on its turn.

2. Paralyzing Ray. The target must succeed on a DC 13 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.

3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.

4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Specter

Specter Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons Damage Im

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.

Specter

Specter Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious

Senses: darkvision 60 ft., passive Perception 10

Languages: 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.

Spy

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

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+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.

Stirge

Stirge Tiny beast, unaligned 1/8 25 xp

  • Armor class 14 (natural armor)
  • Hit points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
  • STR 4 (-3)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 6 (-2)

Senses: darkvision 60 ft., passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

,,

Actions

Blood Drain. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Stone Giant

Stone Giant Huge giant, neutral 7 2 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 15 (+2)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Save Throws: Dex +5, Con +8, Wis +4

Skills: Athletics +12, Perception +4

Senses: darkvision 60 ft., passive Perception 14

Languages: Giant

Challenge: 7 (2 xp)

Actions

Multiattack.The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit:19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.
Hit:28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reaction
Rock Catching.If a rock or similar object is hurled at the giant the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Stone Golem

Stone Golem Large construct, unaligned 10 5 xp

  • Armor class 17 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 1 (-5)

Damage Immunities: poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons 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 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.

Succubus

Succubus Medium fiend (shapecahanger), neutral evil 4 1,100 xp

  • Armor class 15 (natural)
  • Hit points 66 (12d8+12)
  • Speed 30 ft., fly 60 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 20 (+5)

Skills: Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Damage Resistances: cold, fire, lightning, poison, bludgeoning, piercing and slashing from nonmagical weapons

Senses: darkvision 60 ft., PP 15

Languages: Abyssal, Common, Infernal, telepathy 60 ft.

Challenge: 4 (1,100 xp)

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics 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.

Actions

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

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw,
ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's 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.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

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.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, 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

Bites. 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 Quippers

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

  • Armor class 13
  • Hit points 28 (8d8-8)
  • Speed 0ft., 40ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 2 (-4)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 60ft., 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 on ly underwater.,

Actions

Bites. 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 Rats

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

  • Armor class 10
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, piercing, slashing Condition Immunitiescharmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target 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.

Swarm of Ravens

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

  • Armor class 12
  • Hit points 24 (7d8-7)
  • Speed 10 ft., fly 50 ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: PP 15

Languages:

Challenge: 1/4 (50 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 raven. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target 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.

Talis the White

Talis the White Medium humanoid (half-elf), lawful evil 5 1 xp

  • Armor class 18 (+1 scale mail, shield)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 16 (+3)
  • CHA 16 (+3)

Save Throws: Wis +6, Cha +6

Skills: Deception +6, Insight +6, Perception +6, Persuasion +6

Senses: darkvision 60 ft., passive Perception 16

Languages: Common, Draconic, Elvish, Infernal

Challenge: 5 (1 xp)

Special Equipment.Talis has +1 scale mail and a wand of winter(see appendix C).
Fey Ancestry.Talis has advantage on saving throws against being charmed, and magic can't put her to sleep.
Spellcasting.Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:
Cantrips (at will): guidance, resistance, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, inflict wounds
2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
3rd level (3 slots): dispel magic, mass healing word, sending
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): insect plague
Winter Strike (3/Day). Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage.,

Actions

Spear. Melee or Ranged Weapon Attack:+5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit:6 (1d6 + 2) piercing damage.

Troglodyte

Troglodyte Medium humanoid (troglodyte), chaotic evil 1/4 50 xp

  • Armor class 11 (natural armor)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Stealth +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Troglodyte

Challenge: 1/4 (50 xp)

Chameleon Skin.The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature s immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,

Actions

Multiattack.The troglodyte makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

Troll

Troll Large giant, chaotic evil 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Senses: darkvision 60 ft., passive Perception 11

Languages: Giant

Challenge: 5 (1 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.

Vampire Spawm

Vampire Spawm Medium undead, neutral evil 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1 xp)

Regeneration.The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb.The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses.The vampire has the following flaws:
Forbiddance.The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water.The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart.The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack.The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit:8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit:6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Vampire

Vampire Medium undead (shapechanger), lawful evil 13 10 xp

  • Armor class 16 (natural armor)
  • Hit points 144 (17d8+68)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 18 (+4)

Save Throws: Dex +9, Wis +7, Cha +9

Skills: Perception +7, Stealth +9

Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Senses: darkvision 120 ft., passive Perception 17

Languages: the languages it knew in life

Challenge: 13 (10 xp)

Shapechanger.If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day).If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape.When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration.The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb.The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses.The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water.The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire isincapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack:
+9 to hit, reach 5 ft., one creature. Hit:8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit:7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The 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 in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm.The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day).The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

The vampire 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 vampire regains spent legendary actions at the start of its turn.
Move.The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike.The vampire makes one unarmed strike.
Bite (Costs 2 Actions).The vampire makes one bite attack.

Veteran

Veteran Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 17 (splint)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Athletics +5, Perception +2

Senses: passive Perception 12

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.
Hit:5 (1d10) piercing damage.

Violent Fungus

Violent Fungus Medium plant, unaligned 1/4 50 xp

  • Armor class 5
  • Hit points 18 (4d8)
  • Speed 5 ft.
  • STR 3 (-4)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-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.

Vrock

Vrock Large fiend (demon), chaotic evil 6 2,300 xp

  • Armor class 15 (naturdal)
  • Hit points 104 (11d10+44)
  • Speed 40ft.,fly 60ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 8 (-1)

Save Throws: Dex +5, Wis +4, Cha +2

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120,passive perception 11

Languages: Abyssal, telepathy 120ft.

Challenge: 6 (2,300 xp)

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

Actions

Multiattack. The vrock makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 14 (2d10 + 3) slashing damage.

Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .

Warhorse

Warhorse Large beast, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Senses: PP 11

Languages:

Challenge: 1/2 (100 xp)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.,,

Actions

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

Water Elemental

Water Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 14 (natural)
  • Hit points 114 (12d10+48)
  • Speed 30 ft., swim 90 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Resistances: acid, bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Languages: Aquan

Challenge: 5 (1,800 xp)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes, its speed is reduced by 20 feet until the end of its next turn.,,

Actions

Multiattack. The elemental makes two slam attacks.

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

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Water Weird

Water Weird Large elemental, neutral good 3 700 xp

  • Armor class 13
  • Hit points 58 (9d10+9)
  • Speed 0ft., swim 60 ft.
  • STR 17 (+3)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Damage Resistances: fire, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious

Senses: blindsight 30ft., passive Perception 10

Languages: understand Aquan but doesn't speak

Challenge: 3 (700 xp)

Invisible in Water. The water weird is invisible while fully
immersed in water.

Water Bound. The water weird dies if it leaves the water to
which it is bound or if that water is destroyed.,

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 10ft., one
creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.

Wererat

Wererat Medium humanoid (shape changer), lawful evil 2 450 xp

  • Armor class 12
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2, Stealth +4

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses: darkvision 60 ft. (rat form only), passive perception 12

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

Challenge: 2 (450 xp)

Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, or back into its
true form, which is humanoid. 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.

Keen Smell. The were rat has advantage on Wisdom
(Perception) checks that rely on smell.,,

Actions

Multiattack (Humanoid or Hybrid Form Only). The were rat
makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing
damage. If the target is a humanoid, it must succeed on a
DC 11 Constitution saving throw or be cursed with were rat
lycanthropy.

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

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

Wight

Wight Medium undead, neutral evil 3 700 xp

  • Armor class 14 (studded leather)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 15 (+2)

Skills: Perception +3, Stealth +4

Damage Resistances: necrotic, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., PP 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.

Will-o'-Wisp

Will-o'-Wisp Tiny undead, chaotic evil 2 450 xp

  • Armor class 19
  • Hit points 22 (9d4)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 28 (+9)
  • CON 10 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Damage Resistances: acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: lightning, poison

Condition Immunities: exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses: darkvision 120 ft., passive Perception 12

Languages: the languages it knew in life

Challenge: 2 (450 xp)

Actions

Consume Life.As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Ephemeral.The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp 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.
Variable Illumination.The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

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.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-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.

Wolf

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (50 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Wyvern

Wyvern Large dragon, unaligned 6 2 xp

  • Armor class 13 (natural armor)
  • Hit points 110 (13d10+39)
  • Speed 20 ft., fly 80 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +4

Senses: darkvision 60 ft., passive Perception 14

Languages:

Challenge: 6 (2 xp)

Actions

Multiattack.The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit:11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit:11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Yuan-ti Malison

Yuan-ti Malison Medium monstrosity (shapechanger, yuan-ti), neutral evil 3 700 xp

  • Armor class 12
  • Hit points 66 (12d8+12)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 16 (+3)

Skills: Deception +5, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 11

Languages: Abyssal, Common, Draconic

Challenge: 3 (700 xp)

Shapechanger.The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only).The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.
Malison Type.The yuan-ti has one of the following types:
Type 1:Human body with snake head
Type 2:Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine lower body instead of legs,,

Actions

Actions for Type 1
Multiattack (Yuan-ti Form Only).The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack:+4 to hit, range 150/600 ft., one target.
Hit:6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
Actions for Type 2
Multiattack (Yuan-ti Form Only).The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Actions for Type 3
Multiattack (Yuan-ti Form Only).The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once.
Bite (Snake Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Constrict. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack:+4 to hit, range 150/600 ft., one target.
Hit:6 (1d8 + 2) piercing damage.

Yuan-ti Pureblood

Yuan-ti Pureblood Medium humanoid (yuan-ti), neutral evil 1 200 xp

  • Armor class 11
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6, Perception +3, Stealth +3

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 13

Languages: Abyssal, Common, Draconic

Challenge: 1 (200 xp)

Innate Spellcasting.The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day each: poison spray, suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.,

Actions

Multiattack.The yuan-ti makes two melee attacks.
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) slashing damage.
Shortbow. Ranged Weapon Attack:+3 to hit, range 80/320 ft., one target.
Hit:4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage.