Echolocation: The hook horror can't use its blindsight while deafened
Keen Hearing: The hook horror has advantage on Wisdom (Perception) checks that rely on hearing
Multiattack: The hook horror makes two hook attacks
Hook: Melee Weapon Attack: +6 to hit , reach 10 ft, one target. Hit: 11 (2d6 + 4) piercing damage
Devil's Sight: Magical darkness doesn't impede the devil's darkvision
Magic Resistance: The devil has advantage on saving throws against spells and other magical effects
Multiattack: The devil makes three attacks: two with its claws and one with its sting
Claw: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 8 (1d8 + 4) slashing damage
Sting: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Keen Smell: The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell
Spider Climb: The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
Multiattack: The carrion crawler makes two attacks: one with its tentacles and one with its bite
Tentacles: Melee Weapon Attack: +8 to hit, reach 10 ft, one creature. Hit: 4 (1 d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d4 + 2) piercing damage
Drone (demons immune): The chasme produces a horrid sound. Any creature that starts its turn with in 30 ft of it must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The unconscious effect ends if the affected takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours
Magic Resistance: The chasme has advantage on saving throws against spells and other magical effects
Spider Climb: The chasme can climb difficult surfaces even upside down on ceilings, without needing to make an ability check
Proboscis: Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts unti l the creature finishes a long rest or until it is affected by a spell like greater restoration
Amphibious: The chuul can breathe air and water
Sense Magic: The chuul senses magic within 120 ft of it at will. This trait otherwise works like the detect magic spell but isn't itself magical
Multiattack: The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once
Pincer: Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled
Tentacles: One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Echolocation: The darkmantle can't use its blindsight while deafened
False Appearance: While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite
Crush: Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the dark mantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the dark mantle can detach itselffrom the target by using 5 ft of movement
Darkness Aura (1/Day): A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the dark mantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness , and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled
Shapechanger: The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, 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
Ambusher: The doppelganger has advantage on attack rolls against any creature it has surprised
Surprise Attack: If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack
Multiattack: The doppelganger makes two melee attacks
Slam: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit:7 (1d6 + 4) bludgeoning damage
Read Thoughts: The doppelganger magically reads the surface thoughts of one creature within 60 ft of it. The effect can penetrate barriers, but 3 ft of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target
Spider Climb: The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
Web Sense: While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web
Web Walker: The ettercap ignores movement restrictions caused by webbing
Multiattack: The ettercap makes two attacks: one with its bite and one with its claws
Bite: Melee Weapon Attack:+4 to hit, reach 5 ft, one creature. Hit:6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Claws: Melee Weapon Attack:+4 to hit, reach 5 ft, one target. Hit:7 (2d4 + 2) slashing damage
Web (Recharge 5-6): Ranged Weapon Attack:+4 to hit, range 30/60 ft, one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage
Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep
Innate Spellcasting: The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness,faerie fire
Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage
Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft, one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake
Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed
Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Enlarge (Recharges after a Short or Long Rest): For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the
room to become Large, it attains the maximum size possible in the space available
War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft, one
target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged
Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft, one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged
Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it
Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep
Innate Spellcasting: The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness ,faerie fire, levitate (self only)
Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Multiattack: The drow makes two shortsword attacks
Shortsword: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage
Hand Crossbow: Ranged Weapon Attack: +7 to hit, range 30/120 ft, one target. Hit: 7 (ld6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake
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REACTIONS
Parry: The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon
Fey Ancestry: The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep
Innate Spellcasting: The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells , requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb: The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
Sunlight Sensitivity: While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Web Walker: The drider ignores movement restrictions caused by webbing
Multiattack: The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage
Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1dl0 + 3) slashing damage if used with two hands
Longbow: Ranged Weapon Attack: +6 to hit, range 120/600 ft, one target. Hit: 7 (l d8 + 3) piercing damage plus 4 (1 d8) poison damage
Magic Resistance: The vrock has advantage on saving throws against spells and other magical effects
Multiattack: The vrock makes two attacks: one with its beak and one with its talons
Beak: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) piercing damage
Talons: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 14 (2d10 + 3) slashing damage
Spores (Recharge 6): A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it
Stunning Screech (1/Day): The vrock emits a horrific screech. Each creature within 20 ft of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn
Wounded Fury: While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack
Multiattack: The quaggoth makes two claw attacks
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) slashing damage
Limited Telepathy: The otyugh can magically transmit simple messages and images to any creature within 120 ft 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
Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep
Innate Spellcasting: The drow's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness ,faerie fire, levitate (self only)
Sunlight Sensitivity: While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Spellcasting: The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield, witch bolt
2nd level (3 slots): alter self, misty step, web
3rd level (3 slots): fly, lightning bolt
4th level (3 slots): Evard's black tentacles, greater invisibility
5th level (2 slots): cloudkill
Staff: Melee Weapon Attack: +2 to hit, reach 5 ft, one
target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8- 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage
Summon Demon (1/Day): The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 ft of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action
Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep
Innate Spellcasting: The drow's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness ,faerie fire, levitate (self only)
Sunlight Sensitivity: While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Spellcasting: The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks) . The drow has the following cleric spells prepared:
Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesserrestoratlon, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination ,freedom of movement
5th level (2 slots): insect plague, mass cure wounds
Multiattack: The drow makes two scourge attacks
Scourge: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage
Summon Demon (1/Day): The drow attempts to magically
summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 ft of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft, one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified . On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified for 24 hours
Damage Transfer: While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half
False Appearance: While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak
Light Sensitivity: While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight
Multiattack: The cloaker makes two attacks: one with its bite and one with its tail
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. lf the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this
attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 ft of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check
Tail: Melee Weapon Attack: +6 to hit, reach 10 ft, one creature. Hit: 7 (1d8 + 3) slashing damage
Moan: Each creature within 60 ft of the cloaker that can
hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours
Phantasms (Recharges after a Short or Long Rest): The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears
ACTIONS
Bite: Melee Weapon Attack: +1 to hit, reach 5 ft, one target. Hit: 2 (1d6- 1) piercing damage
Eye Rays: The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft of it. It can use each ray only once on a turn:
(1) Confusion Ray: The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agaiast a randomly determined creature within range. If the target can't attack, it does nothing on its turn
(2) Paralyzing Ray: The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
(3) Fear Ray: The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success
(4) Wounding Ray: The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one
Create Food and Water: The spectator magically creates enough food and water to sustain itself for 24 hours
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REACTIONS
Spell Reflection: If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 ft of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature
Antimagic Cone: The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns , the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 14 (4d6) piercing damage
Eye Rays: The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft of it
The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn . The beholder regains spent legendary actions at the start of its turn
Eye Ray: The beholder uses one random eye ray
(1) Charm Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature
(2) Paralyzing Ray: The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success
(3) Fear Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
(4) Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not bofh. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
(5) Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one
(6) Telekinetic Ray: If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container
(7) Sleep Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead
(8) Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic
(9) Disintegration Ray: If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it
(10) Death Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points
Stone Camouflage: The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain
Multiattack: The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target
Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 9 (2d6 + 2) slashing damage
Beak: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) percing damage
Stone Camouflage: The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain
Multiattack: The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target
Tail: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage
Tentacles: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 22 (4d8 + 4) slashing damage
Beak: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) percing damage