Multiattack. The beetle makes one attack with its Bite and one attack with its Horn.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 7 (2d6) poison damage.
Horn. Melee Weapon Attack. +6 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) piercing damage. The target is grappked (escape DC 14) until this grapple ends, the target is restrained, and the beetle can't use its horn to attack another target.
Crush (Recharge 6). One creature grappled by the beetle must make a DC 14 Dexterity saving throw. On a failure, the creature takes 20 (3d10 + 4) bludgeoning damage and is knocked unconscious for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a success, the creature takes 20 (3d10)( bludgeoning damage, but is not knocked unconscious.
Bonus Actions:
Protective Wing Casing. The beetle folds its wings beneath its armored wing casing gaining a +2 bonus to AC until it opens its wing casing again. It can open its wing casing as a bonus action. While its wing casing is closed, the beetle's flying speed becomes 0.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Multiattack. The Tallow Golem makes two Slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) bludgeoning damage.
Grab. The tallow golem must hit an opponent up to its own size or smaller with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the tallow golem establishes a hold.
Absorption. A tallow golem can break down and absorb fluids from a living victim by making a successful grapple check. If it pins the foe, it deals 1d4 points of Constitution damage each round the pin is maintained.
Multiattack (normal form only). The belker makes one Bite attack and two Claw attacks.
Bite (normal form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Claw (normal form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Smoke Claws (smoke form only). When the belker initiates this attack, any creatures whose space overlaps with that of the belker must succeed on a DC 13 Constitution saving throw to avoid breathing in or absorbing some of the belker. A creature that fails takes 11 (2d6 + 4) slashing damage as the belker temporarily rematerializes its claws inside it. Anytime a creature under this effect moves, the belker may choose to reposition the space it occupies (one to four adjacent 5-foot squares) to continue to overlap with the moving creature, without expending any of its own movement. Creatures are affected even if they hold their breath or don’t need to breathe.
Bonus Actions:
Smoke Form (recharge 6). The belker can turn into a form made of pure smoke and maintain that form for up to 1 minute. While in this form, it has all the properties of a creature under the effect of a gaseous form spell. It can move through a space as narrow as 1 inch wide without squeezing. It can enter the space(s) occupied by hostile creature(s) and stop there. When it ends its movement, it can occupy from one to four adjacent 5-foot squares, as it wishes. It cannot attack except with its Smoke Claws. It is resistant to all nonmagical damage. It retains its flying speed of 50 ft.
Cerulean Antlers. The impressive antlers of cool blue ice atop a cold rider’s helm possess a sinister life of their own. The antlers attack of their own free will with the same melee attack bonus as the rider every round.
Frostwalker. Cold Riders take no penalties to movement on ice, no matter how slippery, and cannot be forced to make Acrobatics checks or Dex saves to avoid falling on icy terrain. They may Climb icy surfaces as if under the effect of a spider climb spell.
Icy Regeneration. As long as the cold rider is in contact with ice or snow heregenerates 5 hit points per round, even regrowing lost limbs. The rider cannot regenerate hit points lost from fire or force damage, or as the result of a shatter spell.
Shatter Vulnerability. A shatter spell deals 3d6 points of damage to a cold rider (no save) and reduces its armor bonus by 2 as its ice-crystal plates fracture and crack. The armor bonus returns when the cold rider heals the shatter damage normally.
Multiattack. The Cold Rider makes one Quicksilver Glaive and one Cerulean Antlers attack.
Cerulean Antlers. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) piercing damage.
Quicksilver Glaive. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 11 (1d10 +6) (Crit x 3) piercing damage plus 1 DEX damage plus 3 (1d6) cold damage.
When a non-fey grasps a cold rider’s glaive it begins to dissolve slowly and is reduced to a puddle of strangely cool and useless molten metal after 1d6 minutes.
Traits Continued:
Unholy Mount. A cold rider without a mount may obtain the services of an undead stag. To create a new mount, a cold rider must hunt and kill a stag and then consume its heart. The stag then animates as an undead creature bound to the cold rider. A cold rider may only command the service of one unholy mount at a time.
Spellcasting. The Cold Rider casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
•At will: chill touch, speak with animals
•3/day: cause fear, fog cloud, jump, pass without trace,
•1/day: freedom of movement, ice storm, wall of ice
Frosty Grasp. A dark ice brownie’s natural attacks, as well as any weapons he wields, deal an additional 1d6 points of cold damage.
Frostwalker. Dark Ice Brownies take no penalties to movement on ice, no matter how slippery, and cannot be forced to make Acrobatics checks or Dex saves to avoid falling on icy terrain. They may Climb icy surfaces as if under the effect of a spider climb spell.
Spellcasting. The frosty chiseler casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):
•1/day: confusion, continual flame, dancing lights, misty step, protection from good, mirror image
Multiattack. The Dark Ice Brownie makes two Short Sword or Claw attacks in any combination.
Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4 - 1) piercing damage plus 3 (1d6) cold damage.
Claw. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 3 (1d3 + 1) piercing damage plus 3 (1d6) cold damage.
Frigid Touch (1/day). Once per day, a dark ice brownie may make a touch attack (+1 to hit) against a foe to deal 1d6 points of DEX damage.
Gear: Carving Hammer, Carving Chisel
Bristle Ice Beard. A frosty chiseler’s razor-sharp ice-tined beard sprouts and juts wildly from his face and is nearly as large as he is. The vicious icy growth poses a serious threat to anyone attacking the fey in melee. An adjacent attacker must make a DC 16 DEX save or take (2) 1d4 points of slashing and (3) 1d6 points of cold damage when she lands a blow against the chiseler, as his flailing oversized beard tears at her and flash freezes her flesh. The chiseler can break off sharp shards of his beard and hurl them at distant foes.
Frostwalker. Frosty chiselers take no penalties to movement on ice, no matter how slippery, and cannot be forced to make Acrobatics checks or Dex saves to avoid falling on icy terrain. They may Climb icy surfaces as if under the effect of a spider climb spell.
Multiattack. The Frosty Chiseler makes two Hammer or Chisel attacks in any combination.
Hammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing dmg plus 3 (1d6) cold dmg
Chisel. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 3 (1d3 + 1) piercing dmg plus 3 (1d6) cold dmg. The chisel scores a critical hit on a roll of 19 or 20.
Icicle Shard. Ranged Weapon Attack: +10 to hit, reach 30 ft., one creature. Hit: 3 (1d3 + 1) piercing dmg plus 3 (1d6) cold dmg.
Brittlebones Curse (1/day). The frosty chiseler targets a foe within 30 feet and mutters “skin like ice, bones like glass, crack and snap and fractious smash!” The target must make a DC 14 WIS save or be affected by a terrible curse that causes her to turn as brittle at delicate crystalline ice. If she takes more than a single move action each round she takes 1d6 points of damage and 1 point of Dexterity and 1 point of Strength damage as bits of her break off and she begins to fall to pieces.
A DC 14 CON save halves the damage and negates the ability damage but must be made every round she exerts herself. In addition she takes double damage from bludgeoning and force attacks. The curse lasts for one day, but can be lifted by a remove curse or similar magic.
Traits Continued:
Frosty Grasp. A frosty chiseler’s natural attacks, as well as any weapons he wields, deal an additional 1d6 points of cold damage.
Spellcasting. The frosty chiseler casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
•3/day: disguise self, ice shape (as stone shape but affects ice instead)
•1/day: mirror image, wall of ice
Horrifying Aura. Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature’s saving throw is successful, the creature is immune to the bloody bones’ Horrifying Aura for the next 24 hours.
Horrific Imitation. The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can’t understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.
Multiattack. The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Dark Stare. The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.
Reactions:
Its Crown Runs Red. When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.
Diseased Pustules. When the festrog takes damage from a piercing or slashing weapon, its boils rupture, squirting the attacker with pus-like fluids. The noxious secretions carry a potent contact disease that causes those infected to break out into painful necrotic boils (DC 11, incubation 1 day, 1d4 Con).
Feed. Every time a festrog makes a successful bite attack it feeds on its opponent’s flesh and gains 5 temporary hit points.
Four-Footed Run. A festrog can run on all fours at speed 50 if it doesn’t hold or carry anything in its hands.
Multiattack. The Tallow Golem makes one Bite and two Claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: -1 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage.
Frostwalker. Dark Ice Brownies take no penalties to movement on ice, no matter how slippery, and cannot be forced to make Acrobatics checks or Dex saves to avoid falling on icy terrain. They may Climb icy surfaces as if under the effect of a spider climb spell.
Fell Binding. An unholy mount is bound to the fate of its cold rider master. If its master is slain, it is instantly destroyed.
Icy Regeneration. As long as the unholy mount is in contact with ice or snow heregenerates 5 hit points per round, even regrowing lost limbs. The mount cannot regenerate hit points lost from fire or force damage, or as the result of a shatter spell.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 4) piercing damage.
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
Brine Slicer. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage.
Bonus Actions:
Slippery. The kuo-toa takes the Disengage action.
Gear: Shield
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Multiattack. The lizardfolk makes one Bite attack and one Bone Pike attack.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Poison damage.
Bone Pike. Melee Attack Roll: +4, reach 10 ft. Hit: 7 (1d10 + 2) Piercing damage.
Poison Spit. Ranged Attack Roll: +4, range 60 ft. Hit: 12 (3d6 + 2) Poison damage.
Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, Undead automatically fail the save). Failure: The sprite knows the target’s emotions.
Invisibility. The sprite has the Invisible condition for 1 minute. This effect ends early immediately after the sprite makes an attack roll or deals damage, or if the sprite has the Incapacitated condition.
Magic Resistance. The curate has Advantage on saving throws against spells and other magical effects.
Raise the Dead (1/Day). In a ritual that takes 8 hours, the curate touches a creature that has died within the past 7 days. That creature returns to life with 1 Hit Point. The curate canʼt revive a creature that died of old age.
Multiattack. The curate makes three Celestial Radiance attacks.
Celestial Radiance. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 60 ft. Hit: 18 (4d8) Radiant damage.
Healer’s Touch (2/Day). The curate touches another creature. That creature regains 13 (2d8 + 4) Hit Points.
3, Fire
Multiattack. Ivlis makes three Chaos Blast attacks. She can replace one attack with a use of Sinister Command if available.
Chaos Blast. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 60 ft. Hit: 7 (2d6) damage. Roll 1d4 to determine the damage type: 1, Acid
2, Cold
Gear:Dagger (6), Disguise Kit
Quick Disguise. Jacko spends 1 minute to disguise himself as a different Humanoid of approximately his height and weight. While Jacko is disguised, a creature that takes the Study action to inspect Jacko’s appearance can make a DC 13 Intelligence (Investigation) check, discerning his disguise on a successful check.
Multiattack. Jacko makes two Poison Dagger attacks.
Poison Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 3 (1d6) Poison damage.
Bonus Actions:
Cunning Action. Jacko takes the Dash, Disengage, or Hide action.
Gear: Chain Shirt, Mace
Multiattack. Narthus makes two attacks using Vile Mace or Fateful Bolt in any combination.
Vile Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 3 (1d6) Necrotic damage.
Fateful Bolt. Ranged Attack Roll: +4, range 120 ft. Hit: 8 (1d12 + 2) Necrotic damage, and the next attack roll made against the target before the end of Narthus’s next turn has Advantage.
Gear: Leather Armor, Light Crossbow, Rapier
Rapier. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.
Light Crossbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 7 (1d8 + 3) Piercing damage.
Reactions:
Parry. Trigger: Pral is hit with a melee attack roll while holding a weapon. Response: Pral adds 2 to his AC against that attack, potentially causing the attack to miss.
Gear: Leather Armor, Shortsword, Sling
Multiattack. Vinx makes two attacks, using Shortsword and Sling in any combination.
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Sling. Ranged Attack Roll: +4, range 30/120 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. Whenever a creature hits the ooze with a melee attack, that creature takes 2 Acid damage.
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage.
Gear: Studded Leather Armor
Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.
Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.
Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.
Drink Life (Recharge 5–6). Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the wight regains a number of Hit Points equal to the Necrotic damage taken.
Blurred Form. Attack rolls against the whistler are made with disadvantage unless the whistler is incapacitated.
Unusual Nature. The whistler doesn’t require air, food, drink, or sleep.
Multiattack. The whistler makes three Psychic Swipe attacks.
Psychic Swipe. Melee Spell Attack: +8 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.
Otherworldly Melody (Recharge 5–6). The whistler telepathically whistles an otherworldly melody into the minds of up to two creatures it can see within range of its telepathy. Each target must succeed on a DC 16 Wisdom saving throw or take 33 (6d10) psychic damage and become frightened of the whistler for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions:
Surreal Step. The whistler teleports up to 20 feet to an unoccupied space it can see.
Magic Resistance. The pari has advantage on saving throws against spells and other magical effects.
Unusual Nature. The pari doesn’t require food, drink, or sleep.
Spellcasting. The pari casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
•At will: detect evil and good
•2/day each: cure wounds (as a 6th-level spell), lesser restoration
•1/day each: commune (as an action), dispel evil and good
Multiattack. The pari makes three Mace attacks.
Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage.
Disorienting Futures. The pari attempts to flood the mind of one creature it can see within 60 feet of itself with visions of the future. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and have disadvantage on attack rolls until the start of the pari’s next turn.
See Journeys Through the Radiant Citadel, pg. 147
Fire Aura. At the start of each of the tlexolotl’s turns, each creature within 10 feet of it takes 7 (2d6) fire damage, and flammable objects in that aura that aren’t being worn or carried ignite. A creature that touches the tlexolotl or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Illumination. The tlexolotl sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Regeneration. The tlexolotl regains 10 hit points at the start of its turn. If the tlexolotl takes cold damage or is immersed in water, this trait doesn’t function at the start of the tlexolotl’s next turn. The tlexolotl dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. The tlexolotl makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 18 (4d8) fire damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 14 (4d6) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away from the tlexolotl and knocked prone.
Pyroclasm (Recharge 5–6). Gouts of molten lava erupt from the tlexolotl’s body. Each creature in a 30-foot-radius sphere centered on the tlexolotl must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 21 (6d6) fire damage and 21 (6d6) bludgeoning damage. On a successful saving throw, a creature takes half as much damage.
See Journeys Through the Radiant Citadel, pg. 133
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.
Cloak of the Mountain (Recharge 4–6). The wynling magically turns invisible, along with any equipment it is wearing or carrying, for 1 minute or until it makes an attack roll.
Reactions:
Trickster’s Flight. Immediately after a creature the wynling can see misses the wynling with an attack roll, the wynling can move up to 30 feet. This movement doesn’t provoke opportunity attacks.
Magic Resistance. Jijibisha has advantage on saving throws against spells and other magical effects.
Magic Weapons. Jijibisha’s weapon attacks are magical.
Spellcasting. Jijibisha’s innate spellcasting ability is Charisma (spell save DC 17). Jijibisha can innately cast the following spells, requiring no material components:
•At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion
•3/day each: wall of fire
Multiattack. Jijibisha can use her Hypnotic Gaze and makes three melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Hypnotic Gaze. Jijibisha eyes sparkle with opalescent light as she targets one creature she can see within 30 feet of her. If the target can see Jijibisha, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the Jijibisha’s next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the Jijibisha’s gaze for the next 24 hours.
Teleport. Jijibisha magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.
Multiattack. The tlacatecolo makes two Talon attacks.
Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 14 (3d8) poison damage.
Change Shape. The tlacatecolo magically transforms into a Medium owl, while retaining its game statistics (other than its size). This transformation ends if the tlacatecolo is reduced to 0 hit points or if it uses its action to end it.
Plague Winds (Fiend Form Only
Recharge 5–6). The tlacatecolo emits a chilling, disease-ridden wind in a 60-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 26 (4d12) cold damage and become poisoned.
While poisoned in this way, the creature can’t regain hit points. At the end of every hour, the creature must succeed on a DC 13 Constitution saving throw or gain 1 level of exhaustion. If the creature is in direct sunlight when it makes this saving throw, it automatically succeeds on the save.
If the creature is targeted by magic that ends a poison or disease, such as lesser restoration, while the creature isn’t in direct sunlight, the effect does not end.
Multiattack. The Dragon Hunter 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.
Longbow. Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Water Breathing. Nightsea chil-liren can breathe only underwater.
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Multiattack. The Sensa Prince makes two longsword attacks.
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.
Tunneler. The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Multiattack. The aurumvorax makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax regains 4 (1d6 + 1) hit points.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the aurumvorax can’t use its Claw attack on another target, and when it moves, it can drag the grappled creature with it, without the aurumvorax’s speed being halved.
Pack Leader. The aurumvorax’s allies have advantage on attack rolls while within 10 feet of the aurumvorax, provided it isn’t incapacitated.
Tunneler. The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Multiattack. The aurumvorax makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax gains one of the following benefits of its choice:
Frenzy. The aurumvorax has advantage on attack rolls until start of its next turn.
Invigorate. The aurumvorax regains 6 (1d8 + 2) hit points.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the aurumvorax can’t use its Claw attack on another target, and when it moves, it can drag the grappled creature with it, without the aurumvorax’s speed being halved.
Pounce. If the dinosaur skeleton moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the dinosaur skeleton can make one bite attack against it as a bonus action.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Incorporeal Movement. The haint 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 haint doesn’t require air, food, drink, or sleep.
Multiattack. The haint makes two Sorrowful Touch attacks.
Sorrowful Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) psychic damage.
Change Shape. The haint magically assumes the appearance of the Humanoid it was in life, while retaining its game statistics. The assumed appearance ends if the haint is reduced to 0 hit points or uses an action to end it.
Bonus Actions:
Shared Sorrow. The haint targets one creature it can see within 60 feet of itself that is missing any hit points, sharing its own torment with this pained soul. The target must succeed on a DC 14 Wisdom saving throw or be incapacitated.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the haint’s Shared Sorrow for the next 24 hours.
Enthralled Lure (1/Day). The soul shaker can cast the geas spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
Reconstruction. When the soul shaker is reduced to 0 hit points, it explodes into 7 (1d4 + 5) crawling claws. After 6 (1d12) days, if at least two of those crawling claws are alive, they teleport to the location of the soul shaker’s death and merge together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep.
Crushing Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The soul shaker can have only one creature grappled in this way at a time.
Bonus Actions:
Consume Vitality. The soul shaker targets a creature it is grappling. If the target is not a Construct or an Undead, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the soul shaker regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.