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.
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.
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.,
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.
Damage Vulnerabilities: bludgeoning, fire.
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
Ice Walk. Moves/climbs icy surfaces without ability checks
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and target makes DC 11 Constitution save, taking 9 (2d8) poison damage on a fail (half on success). If reduced to 0 hp by the poison, target is stable but poisoned/paralyzed for 1 hour.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: target restrained by webbing (DC 12 Strength check or attack webbing AC 10, hp 5, vulnerable fire, immune bludgeoning/poison/psychic to escape).
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.
Air 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.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack:+8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6).Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Invisibility. The stalker is invisible.
Faultless Tracker. Knows direction/distance to its assigned quarry on the same plane.
Multiattack. The stalker makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
Chilling Gaze. Target within 30 ft. that can see the yeti: DC 13 Constitution save or take 10 (3d6) cold damage and be paralyzed 1 min (repeat save each turn
success grants 1-hr immunity to all yetis' gaze).
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage
DC 14 Strength save or knocked prone.
Cold Breath (Recharge 5-6). 15-ft. cone, DC 12 Dexterity save, 18 (4d8) cold damage on fail, half on success.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.
Heated Body. Melee attacker within 5 ft. takes 7 (2d6) fire damage.
Brute. Extra weapon damage die.
Surprise Attack. +7 (2d6) damage on a surprise hit.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft. Hit: 9 (2d6 + 2) piercing melee or 5 (1d6 + 2) piercing ranged.
Brute. Extra weapon damage die.
Heart of Hruggek. Advantage vs. charmed, frightened, paralyzed, poisoned, stunned, sleep.
Surprise Attack. +7 (2d6) damage on a surprise hit.
Multiattack. The bugbear makes two melee attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft. Hit: 10 (2d6 + 3) piercing melee or 6 (1d6 + 3) piercing ranged.
Keen Hearing and Sight.The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,,
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.
Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon,,
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Pack Tactics. Advantage if an ally is within 5 ft. of the target.
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft. Hit: 5 (1d10) piercing damage.
Multiattack. Three attacks: two claws, one mandibles.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Mandibles. [line not printed in source
consult standard Monster Manual umber hulk stat block — MM lists +8 to hit, 15 (2d8 + 5) piercing damage].
Spellcasting (3rd-level, WIS, DC 11, +3 to hit): cantrips blade ward/gust/light/prestidigitation
Multiattack. The hurricane makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Damage Vulnerabilities: fire.
Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute (repeat save each turn).
Death Burst. When the mephit dies, it leaves a 5-ft.-radius cloud of smoke (heavily obscured, disperses in wind or after 1 minute).
Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.
Guiding Wind (recharge after short/long rest). Bonus action: advantage on next ranged attack.
Hold Breath (30 minutes).
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) piercing damage.
,,
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.
DC 13 Con save or poisoned 1 min (half damage on successful Dex save).
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) piercing damage.
Boomerang. Ranged Weapon Attack: +5 to hit, range 20/60 ft. Hit: 5 (1d4 + 3) bludgeoning damage
on a miss, may attack a second target in range.
Toxic Gas Grenade. Ranged Weapon Attack, range 80 ft., one square. Creatures within 5 ft.: DC 13 Dex save or 9 (2d8) poison damage
Multiattack. Two shortsword attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Boomerang. Ranged Weapon Attack: +8 to hit, range 20/60 ft. Hit: 5 (1d4 + 3) bludgeoning damage
on a miss, may attack a second target in range.
Mingle with the Wind (1/encounter). Casts levitate, no components.
Spellcasting (6th-level, CHA, DC 13, +5 to hit): cantrips blade ward/light/message/ray of frost/shocking grasp
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.