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Assassin Vine

Assassin Vine Large Plant, Unaligned 3 700 xp

  • Armor class 13
  • Hit points 85 (10d10 + 30)
  • Speed 5 ft., climb 5 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +4, DEX +0, CON +3, INT -4, WIS +0, CHA -4

Skills: Init +0, PB +2

Damage Resistances:Cold, Fire

Condition Immunities: Blinded, Deafened, Exhaustion, Prone

Senses: Blindsight 30 ft., Passive Perception 10

Languages:

Challenge:3 (700 xp)

False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant.

Actions

Constrict.
Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Assassin Vine (Lesser)

Assassin Vine (Lesser) Medium Plant, Unaligned 2 450 xp

  • Armor class 12
  • Hit points 30 (4d10 + 6)
  • Speed 5 ft., climb 5 ft.
  • STR14 (+2)
  • DEX10 (0)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +2, DEX +0, CON +1, INT -4, WIS +0, CHA -4

Skills: Init +0, PB +2

Damage Resistances:Cold, Fire

Condition Immunities: Blinded, Deafened, Exhaustion, Prone

Senses: Blindsight 30 ft., Passive Perception 10

Languages:

Challenge:2 (450 xp)

False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant.

Actions

Constrict.
Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: The target takes 7 (1d6 + 4) bludgeoning damage, and it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and it takes 12 (3d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 10-foot square within 20 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 12 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 12 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Bugbear Warrior

Bugbear Warrior Medium Fey (Goblinoid), Chaotic Evil 1 200 xp

  • Armor class 14 (hide armor)
  • Hit points 33 (6d8 + 6)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Save Throws:STR +2, DEX +2, CON +1, INT -1, WIS +0, CHA -1

Skills: Init +2, PB +2, Stealth +6, Survival +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Goblin

Challenge:1 (200 xp)

Gear: Hide Armor, Light Hammers (3)

Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.

Actions

Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).

Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage.

Bugbear Stalker

Bugbear Stalker Medium Fey (Goblinoid), Chaotic Evil 3 700 xp

  • Armor class 15 (chain shirt)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:STR +3, DEX +2, CON +4, INT +0, WIS +3, CHA +0

Skills: Init +2, PB +2, Stealth +6, Survival +3

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Common, Goblin

Challenge:3 (700 xp)

Bonus Actions

Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13).

Gear: Chain Shirt, Javelins (6), Morningstar

Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.

Actions

Multiattack. The bugbear makes two Javelin or Morningstar attacks.

Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.

Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage.

Allip

Allip Medium Undead, typically Neutral Evil 5 1,800 xp

  • Armor class 13
  • Hit points 40 (9d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR6 (-2)
  • DEX15 (+2)
  • CON10 (0)
  • INT15 (+2)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:STR -2, DEX +3, CON +0, INT +3, WIS +2, CHA +3

Skills: Init +3, PB +3, Perception +5, Stealth +6

Damage Resistances:Imm: Cold, Necrotic, Poison. Res: Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Languages: Any it knew in life

Challenge:5 (1,800 xp)

Incorporeal Movement. The allip 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.

Unusual Nature. The allip doesn’t require air, food, drink, or sleep.

Actions

Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and Undead are immune to this effect.

Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and Undead are immune to this effect.

Allip (Lesser)

Allip (Lesser) Medium Undead, typically Neutral Evil 3 700 xp

  • Armor class 12
  • Hit points 35 (5d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR6 (-2)
  • DEX15 (+2)
  • CON10 (0)
  • INT15 (+2)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:STR -2, DEX +1, CON +0, INT +2, WIS +1, CHA +2

Skills: Init +2, PB +2, Perception +3, Stealth +4

Damage Resistances: Cold, Necrotic, Poison, Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Languages: Any it knew in life

Challenge:3 (700 xp)

Incorporeal Movement. The allip 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.

Unusual Nature. The allip doesn’t require air, food, drink, or sleep.

Actions

Maddening Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) psychic damage.

Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 12 Wisdom saving throw. On a failed save, a target takes 8 (1d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and Undead are immune to this effect.

Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 12 Wisdom saving throw, or it takes 8 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and Undead are immune to this effect.

Imp

Imp Tiny Fiend (Devil), Lawful Evil 1 200 xp

  • Armor class 13
  • Hit points 21 (6d4 + 6)
  • Speed 20 ft., fly 40 ft.
  • STR6 (-2)
  • DEX17 (+3)
  • CON13 (+1)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:STR -2, DEX +3, CON +1, INT +0, WIS +1, CHA +2

Skills: Init +3, PB +2, Deception +5, Insight +4, Persuasion +5

Damage Resistances: Imm: Fire, Poison, Res: Cold

Condition Immunities: Poisoned

Senses: Senses Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 11

Languages: Common, Infernal

Challenge:1 (200 xp)

Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.

Actions

Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.

Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Kobold Slave

Kobold Slave Small Dragon, Neutral 1/8 25 xp

  • Armor class 13
  • Hit points 3 (2d6 - 2)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON9 (-1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Save Throws:STR -2, DEX +2, CON -1, INT -1, WIS -2, CHA -1

Skills: Init +2, PB +2

Senses: Darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Gear. Sling

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 doesn’t have the Incapacitated condition.

Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.

Actions

Sling. Ranged Attack Roll: +4, range 20/60 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.

Kobold Warrior

Kobold Warrior Small Dragon, Neutral 1/8 25 xp

  • Armor class 14
  • Hit points 7 (3d6 - 3)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON9 (-1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Save Throws:STR -2, DEX +2, CON -1, INT -1, WIS -2, CHA -1

Skills: Init +2, PB +2

Senses: Darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Gear. Daggers (3)

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 doesn’t have the Incapacitated condition.

Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.

Actions

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

Kobold Sorcerer

Kobold Sorcerer Small Dragon, Neutral 1 200 xp

  • Armor class 15
  • Hit points 27 (5d6 + 10)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS9 (-1)
  • CHA14 (+2)

Skills: Init +2, PB +2, Arcana +2, Medicine +1

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Draconic

Challenge:1 (200 xp)

Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.

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.

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

Actions

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

Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, mage hand, mending, poison spray
1st level (4 slots): charm person, chromatic orb, expeditious retreat
2nd level (2 slots): scorching ray

Gargoyle

Gargoyle Medium Elemental, Chaotic Evil 2 450 xp

  • Armor class 15
  • Hit points 52 (7d8+12)
  • Speed 30 ft., fly 60 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Save Throws:STR +2, DEX +0, CON +3, INT -2, WIS +0, CHA -2

Skills: Init +2, PB +2, Stealth +2

Damage Resistances:Imm: Poison

Condition Immunities: Exhaustion, Petrified, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Primordial (Terran)

Challenge:2 (450 xp)

Flyby. The gargoyle doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.

Actions

Multiattack. The gargoyle makes two Claw attacks.

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.

Grick

Grick Medium Aberration, Unaligned 2 450 xp

  • Armor class 14
  • Hit points 54 (12d8)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Save Throws:STR +2, DEX +2, CON +0, INT -4, WIS +2, CHA -3

Skills: Init +2, PB +2, Stealth +4

Senses: Darkvision 60 ft., Passive Perception 12

Languages:

Challenge: 2 (450 xp)

Actions

Multiattack. The grick makes one Beak attack and one Tentacles attack.

Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage.

Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles.

Grick Ancient

Grick Ancient Large Aberration, Unaligned 7 2,900 xp

  • Armor class 18
  • Hit points 135 (18d10 + 36)
  • Speed 30 ft., climb 30 ft.
  • STR18 (+4)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA9 (-1)

Save Throws:STR +4, DEX +3, CON +2, INT -3, WIS +2, CHA -1

Skills: Init +3, PB +3, Stealth +6

Senses: Darkvision 60 ft., Passive Perception 12

Languages:

Challenge: 7 (2,900 xp)

Actions

Multiattack. The grick makes one Beak attack, one Slam attack, and one Tentacles attack.

Beak. Melee Attack Roll: +7, reach 10 ft. Hit: 22 (4d8 + 4) Piercing damage.

Slam. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Tentacles. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from all four tentacles.

Grick Hatchling

Grick Hatchling Small Aberration, Unaligned 1/4 50 xp

  • Armor class 14
  • Hit points 18 (2d8)
  • Speed 30 ft., climb 30 ft.
  • STR12 (+1)
  • DEX14 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Save Throws:STR +1, DEX +2, CON +0, INT -4, WIS +2, CHA -3

Skills: Init +2, PB +2, Stealth +4

Senses: Darkvision 60 ft., Passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Actions

Multiattack. The grick makes one Beak attack and one Tentacles attack.

Beak. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

Tentacles. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (1d10) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from all four tentacles.