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Gear: Chain Shirt, Javelins (6), Morningstar
Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.
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.
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: Hide Armor, Light Hammers (3)
Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.
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.
Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.
Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.
Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The choker makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can’t use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.
Eternal Damnation. As long as its chain remains, a forge spurned cannot be truly destroyed. A slain forge spurned rises again at full hit points on the next sundown unless its chain is broken (hardness 8, hp 25, Break DC 20). If a forge spurned’s chain is sundered, it is instantly slain (even if it has not yet been reduced to 0 hp), never to rise again. When a forge spurned’s chain is destroyed the souls bound within are released at long last.
Gear Adamantine Hammer, Soul Chain
Hammer Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d8 + 6)
Soul Chain Melee Attack Roll: +10, reach 10 ft. Hit: 14 (2d4 + 10) plus 3 (1d6) fire
Flyby. The gargoyle doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
Multiattack. The gargoyle makes two Claw attacks.
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the saving throw.
Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time.
As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage.
Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn’t witnessed the cube move or otherwise act.
Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage.
Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can’t cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead.
Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage.
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.
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.
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.
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage.
Luring Song. The harpy sings a magical melody, which lasts until the harpy’s Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn’t avoid Opportunity Attacks. However, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is immune to this harpy’s Luring Song for 24 hours.
Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Multiattack. The hound makes two Bite attacks.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage.
Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination.
Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition..
Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn.
Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus’s next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious condition, which ends early if the target takes any damage.
Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.
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.
Dragon’s Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black or copper), 3–4, cold (silver or white), 5–6, fire (brass, gold, or red), 7–8, lightning (blue or bronze), 9–10, poison (green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
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.
Multiattack. The kobold makes two Spear attacks.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 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.
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.
Sling. Ranged Attack Roll: +4, range 20/60 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
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.
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
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.
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination.
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage.
Agile. The rat doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach.
Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.
Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.
Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later.
Bonus Actions
Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Demonic Restoration. If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Incorporeal Movement. The demon 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.
Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.
Umbral Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (3d8 + 3) Psychic damage.
Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 2 (1d4) Piercing damage.
Shocking Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage.
Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies.
A slurk has advantage on acrobatics and athletics checks.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 1) piercing damage.
Slime Squirt. Ranged Weapon Attack: +2 to hit, reach 30 ft., one target. A slurk’s back is crusted with thick, dry slime and dozens of nodules. A slurk can squirt a jet of this slime from one of these nodules as a ranged attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, entangling the foe. The hardened slime can be removed as an action and requires a DC 12 athletics check. Thanks to this slime, any creature using a slurk as a mount has advantage on checks to stay in the saddle.
Overrun. As part of its movement, a slurk can attempt to knock an opponent prone, or push them back. The target of the overrun must succeed on a DC 12 strength save. If they fail the slurk knocks them prone, or pushes them back 5 feet. The slurk can continue to push a target until it runs out of movement. The target must make an additional strength save for every 5 feet. If the target succeeds the slurk and the target stop moving. If a target would be pushed over an edge it gets one last save (at disadvantage) to stop moving. Anyone the slurk successfully overruns is automatically squirted with back slime. A slurk has advantage on checks to avoid similar attacks from enemies.
Belly Grease. The slurk exudes a slippery grease from its belly that grants it advantage on checks to avoid being restrained or grappled. Once per minute, a slurk may wallow on a solid surface as an action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.Abyssal Curse. The vargouille targets one incapacitated Humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell (don’t count that time). When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.
Stunning Shriek (Recharge 5–6). The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the vargouille until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.
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.
Dragon-Tooth Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
Chromatic Spittle. Ranged Attack Roll: +5, range 30 ft. Hit: 6 (1d6 + 3) damage of a type chosen by the kobold: Acid, Cold, Fire, Lightning, or Poison.
Multiattack. The wyvern makes one Bite attack and one Sting attack.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage.
Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern’s next turn.
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 doesn’t have the Incapacitated condition.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d6 + 4) Piercing damage. If the target is a creature that isn’t an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg’s next turn has Advantage.
Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet.
Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar.
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination.
Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.
Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Semi-amorphous: The grub can move through a space sized for Tiny creatures or larger without squeezing.
Multiattack: The giant greed grub makes one bite or acidic spittle attack, and a tail slap attack.
Bite: Melee Weapon Attack: +7 to hit, one target. Hit 9 (1d8+5) piercing damage.Acidic Spittle: Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit:43 (1d4+2) acid damage, and the target must succeed in a DC 12 Dexterity save or have his armor (01-75 on a d%) or weapon (76-00 on a d%) dissolved. Wood or stone armor and weapons are unaffected.
Tail Slap: Melee Weapon Attack: +7 to hit, reach 10 ft.,
Tail Slap: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.
Slapped Furniture. Ranged Weapon Attack +2 to hit, range 30/60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage, and the target must succeed in a DC 10 Dexter ity save or be knocked prone.
Semi-amorphous: The grub can move through a space sized for Tiny creatures or larger without squeezing.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6+2) piercing damage.Acidic Spittle: Ranged Weapon Attack: +3 to hit, range 15/30 ft., one target. Hit: 3 (1d4+1) acid damage, and the target must succeed in a DC 11 Dexterity save or have his armor (01-75 on a d%) or weapon (76-00 on a d%) damaged. Damaged weapons and armor suffer a -1 penalty to either attack and damage rolls or base AC each time they are damaged. If the acid damage reduces the target’s base AC to 10 or less, the armor is destroyed. If the penalty reduces a weapon’s damage result to 0 or less, the weapon is destroyed. Wood or stone armor and weapons are unaffected.
Gear: Studded Leather Armor
Unusual Nature. The warrior doesn’t require air, food, drink, or sleep.
Battleaxe. 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.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., on