Shapechanger. The werewolf can use its action to polymorph into a Wolf hybrid, a wolf, or back into its true humanoid form. Its statistics other than its AC are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Relentless. If a single instance of damage would reduce the Werewolf to 1hp, but is less than 35, it can choose to have to 1hp instead.
4x MultiattackThe werewolf makes one attack with its bite and 3with its claws or spear, or two with its spear if in humanoid form.
Bite (Wolf or Hybrid Form Only). Melee Attack: +11 to hit.
Hit. 32 (6d8+5) piercing damage.
Claws (Hybrid Form Only). Melee Attack: +11 to hit.
Hit. 20 (6d4+5) Slashing damage.
Spear+4 (Humanoid Form Only). Thrown Attack: +15 to hit, Range 60/180 ft.
Hit. 48 (6d12+9) piercing damage.
Inflict Curse (6 / Long Rest). The targets of the Werewolfs bite attacks must make a DC 19 CON Save or become incapacitated for 8 hours while their body changes. Medicine check or Detect Poison or Curse vs the DC will spot the affliction's onset. Administering a Remove Curse or Remove Poison before the victim's next Long Rest will negate the onset of the Lycanthropy Curse. As a Powerful Curse, this requires a DC 19 Spellcasting check, or a 9 Spell Slot.
Once the curse sets in, it may only be removed by greater Restoration or Wish.
Undead Fortitude. If the Spawn is reduced to 0hp it can make a Constitution Saving Throw to have 1hp instead. The DC is the greater of 10 or half the damage dealt. It cannot use this against an attack dealing Radiant damage or a critical hit.
Black Blooded. When below 162hp, when the vampire takes weapon damage it begins to ooze magical darkness, filling the space within 5ft of it until the start of its next turn.
Multiattack. (Vampire Form Only). The vampire makes 3 attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). +11 to hit.
Hit. 23 (4d8+5) bludgeoning..
Instead of dealing damage, the vampire can grapple the target (Escape DC 19).
Bite (Bat or Vampire Form Only). +11 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 31 (4d12+5) piercing plus 39 (6d12) necrotic.
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 2 humanoid it can see within 35 feet of it, forcing it to succeed on a DC 18 WIS save or be charmed by the vampire. Victims regard the vampire as a friend to be heeded and protected for 24 hours or until the vampire is destroyed.
Children of the Night (1/Day). The vampire magically calls 3d4 CR 1/4 Beasts that arrive in 1d4 rounds and remaining for 1 hour.
The vampire can take 5 legendary actions, choosing to Bite (2 Actions), Strike, or Dash (no Opportunity Attacks). 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.
Multiattack. The Mummy can use its Dreadful Glare and makes 3 attacks with its Rotting Fist.
Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
Spellcasting. The Mummy is a Level 23 Cleric, Spell Save DC 21, +13 to hit with spell attacks.
Spell Slots. L1: OOOO, L2: OOO, L3: OOO
L4: OOO, L5: OOO, L6: OO
L7: OO, L8: O ,, L9: O
3x Rotting Fist. Natural Attack. +13 to hit, Reach 20ft.
Hit. 33 (5d10+5) bludgeoning plus 28 (8d6) necrotic damage.
If the target is a creature, it must succeed on a DC 21 CON Save or be cursed with mummy rot. While cursed, the creature cannot regain hit points, and its hit point maximum decreases by 14 (4d6) 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 90 feet of it. If the target can see the mummy lord, it must succeed on a DC 21 WIS Save or become frightened until the end of the mummy's next turn. If the target fails by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the save is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.
Legendary Resistance (OOOOO/day). When the Mummy Lord fails a saving throw, it may choose to succeed instead.
Legendary Actions. The Mummy can take 6 actions.
Attack. Make one Rotting Fist or Dreadful Glare attack.
Blinding Dust. Each creature within 5ft must succeed on a DC 21 CON Save or be Blinded until the end of the creature's next turn.
Blasphemous Word (2 Actions). Each non-undead creature within 10ft that can hear must succeed on a DC 21 CON Save or be stunned until the end of the Mummy's next turn.
Channel Negative Energy (Costs 2 Actions). Creatures within 90ft, including ones behind barriers and around corners, cannot regain hit points until the end of the Mummy's next turn.
Whirlwind of Sand (Costs 2 Actions). The Mummy Lord transforms into a whirlwind of sand, moves up to 85ft, 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, and all equipment and items it carries remain in its possession.
Amphibious.The Young Green Dragon can breathe air and water.
Multiattack. The dragon makes 4 attacks. One with its bite and 3 with its claws.
Bite. Melee Weapon Attack: +13 to hit, Reach 10ft.
Hit. 46 (6d10+7) piercing damage plus 13 (5d4) Acid damage.
Claw. Melee Weapon Attack: +13 to hit, Reach 5 ft.
Hit: 46 (6d12+7) slashing damage.
Acid Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot Line that is 5 feet wide. Each creature in that area must make a DC 21 DEX Save, taking 77 (17d8) Acid damage on a failed save, or half as much damage on a successful one.
Acid Arrow (1/day). Ranged Spell Attack. +11, Range 150ft.
Hit. 33 (13d4) Acid damage immediately, and 15 (6d4) Acid Damage at the end of its next turn.
Acid Cloud (L6 Spell, 1/day). Concentration. The dragon creates a 35ft radius sphere centered on a point it can see within 240ft. The cloud spreads around corners, and lasts for the duration or until a strong wind disperses it, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for hte first time on a turn or starts its turn there, that creature must make a DC 19 CON save. Creatures take 28 (8d6) Acid Damage on a failed save, or half as much on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The cloud moves randomly 10ft per turn, and sinks to the lowest level of the land, even pouring down openings.
Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.
Shortbow 4x Multiattack. Ranged Weapon: +6 to hit, range 80/80ft,
Hit. 8 (2d6-2d4+6) piercing damage.
Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.
Innate Spellcasting. (Spell Save DC 23)
The pixie's innate spellcasting ability is CHA and it can innately cast the following spells, requiring only its pixie dust as a component.
At will: Druidcraft, Dancing Lights,
1/day each:
Confusion (Radius 40ft.), Sleep (17d8 of HP within 80ft)
Detect Evil and Good (Range 90ft),
Detect Thoughts (Range 90ft),
Dispel Magic (as a Level 9 Spell), Entangle (80ft square),
Fly (7 Creatures), Phantasmal Force (40ft Cube),
Polymorph (180ft Range).
Superior Senses. The Mage sees through through magical darkness, and has advantage on Perception checks.
Black Blooded. Whenever the Mage takes damage, they are surrounded by a 5ft of magical darkness until the start of their next turn.
Fire Bolt +15 to hit, Range 120ft,
Hit. 22 (4d10) Fire Damage.
Disarming Missile. The mage creates 9 darts of magical force. Each deals 13 (1d12+6) force damage to its target, and the target must make a DC 23 STR save or drop one of the things it is holding.
Firebomb (Recharge 4). Each creature in a 55ft radius sphere make a DC 23 DEX Save, taking 91 (26d6) fire damage on a failed save, half on success.
Elemental Storm (Recharge 5). A hail of rock-hard elements pounds to the ground in a 90-foot-radius, 180-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 23 DEX Save, taking taking 81 (18d8) Elemental and Bludgeoning damage on a failed save, or half as much damage on a successful one.
Remains of the storm's area of effect turn the area into difficult terrain until the end of the Mage's next turn.
Elemental Blast (Recharge 6). Each creature in a 200ft. cone must make a DC 23 CON Save. A creature takes 117 (26d8) elemental damage on a failed save, or half as much damage on a success. A creature killed by this spell becomes a paralyzed until cured by a Level 6 Restoration spell or higher.
Spells Per Day
Mage knows 32 spells and 11 Cantrips through INT.
Their Spell Save DC is 23 and their Spell Attack mod is +15
Spell Points. 169 ===Spell Slots.===
L1, L2: At Will., L3: OOOO, L4: OOOO,
L5: OOOO, L6: OOO, L7: OO, L8: O, L9: O
Legendary Resistance (OOOOOOO/day). When the Mage fails a saving throw, it may succeed instead.