Before spells
Spells
Actions
Legendary Actions
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Scimitar Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) slashing damage.
Light Crossbow Ranged Weapon Attack:+3 to hit, range 80 ft./320 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns
Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target.
Hit:5 (1d6 +2) piercing damage
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.
Hit: 6 (2d4 + 1) piercing damage.
Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target.
Hit: 8 (2d6 + 1) piercing damage.
False Appearance. While the blight remains motionl ess, it is indistinguishable from a dead shrub
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.
Hit: 6 (2d4 + 1) piercing damage.
False Appearance. While the blight remains motionless , it is indistingu is hable from a tangle of vines.
Constrict. Melee Weapon Attack: +4 to hit, reach 10ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (esca pe DC 12) . Until thi s grapple ends, the target is restrained, and the blight can't constrict another target.
Entangling Plants (Recharge 5-6)/ Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when th e plants appear must succeed on a DC 12 Strength saving throw or become restrained . Acreature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Thieves Tools. Deni adds 4 to ability checks she makes with Thieves Tools.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5(1d4 + 2) piercing damage.
Spellcasting. Garren is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has the following paladin spells prepared:
1st level (2 slots): command, cure wounds, heroism
Reactions. Protect. When a creature Garren can see attacks an ally within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.
Flametongue Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 13 (1d8 + 3) slashing + 2d6 fire damage.
Spellcasting. The werebear druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st Level (4 slots): cure wounds, entangle, faerie fire, speak with animals
2nd Level (3 slots): animal messenger, barkskin, hold person
3rd Level (3 slots): conjure animals, meld into stone, water breathing
Shapechanger. The werebear druid can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. The werebear druid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. It reverts to its true form if it dies.
Claw (Bear or Hybrid Form Only).<\b> Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 3) piercing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
450
Spellcasting. The werebear druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
Cantrips<\b> (at will): druidcraft, produce flame, shillelagh
1st Level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd Level (3 slots): animal messenger, barkskin
Claw (Bear or Hybrid Form Only).<\b> Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 9 (2d8 + 1) piercing damage
Quarterstaff (Humanoid or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.
200
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagicfield. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Multiattack.<\b> The armor makes two melee attacks.
Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) bludgeoning damage.
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft. , one target.
Hit: 4 (1d4 + 2) piercing damage.