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Archmage

Archmage Medium Humanoid (Any Race), Any Alignment 12 8,400 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 99 (18d8 + 18)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT20 (+5)
  • WIS15 (+2)
  • CHA16 (+3)

Save Throws: INT +9, WIS +6

Skills: Arcana +13, History +13

Damage Resistances: Damage from Spells, Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)

Senses: Passive Perception 12

Languages: Any six languages

Challenge:12 (8,400 xp)

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Actions

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): banishment, fire shield, stoneskin*

5th level (3 slots): cone of cold, scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): mind blank*

9th level (1 slot): time stop

*The archmage casts these spells on itself before combat.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Mind Flayer

Mind Flayer Medium aberration, lawful evil 7 2,900 xp

  • Armor class 15 (breastplate)
  • Hit points 71 (13d8 + 13)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT19 (+4)
  • WIS17 (+3)
  • CHA17 (+3)

Save Throws: Int +7, Wis +6, Cha +6

Skills: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4

Senses: darkvision 120 ft., passive Perception 16

Languages: Deep Speech, Undercommon, telepathy 120 ft.

Challenge:7 (2,900 xp)

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Beholder

Beholder Large aberration, lawful evil 13 10,000 xp

  • Armor class 18 (natural armour)
  • Hit points 180 (19d10 + 76)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR10 (0)
  • DEX14 (+2)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA17 (+3)

Save Throws: Int +8, Wis +7, Cha +8

Skills: Perception +12

Condition Immunities: prone

Senses: darkvision 120 ft., passive Perception 22

Languages: Deep Speech, Undercommon

Challenge:13 (10,000 xp)


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.

Actions

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 feet. Choose ray:

Look up due to many for card!

Legendary Actions

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.

Hydra

Hydra Huge monstrosity, unaligned 8 3,900 xp

  • Armor class 15 (natural armour)
  • Hit points 172 (15d12 + 75)
  • Speed 30 ft., swim 30 ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON20 (+5)
  • INT2 (-4)
  • WIS10 (0)
  • CHA7 (-2)

Skills: Perception +6

Senses: darkvision 60 ft., passive Perception 16

Languages:

Challenge:8 (3,900 xp)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Medusa

Medusa Medium monstrosity, lawful evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 127 (17d8 + 51)
  • Speed 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA15 (+2)

Skills: Deception +5, Insight +4, Perception +4, Stealth +5

Senses: darkvision 60 ft., passive Perception 14

Languages: Common

Challenge:6 (2,300 xp)

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions

Multiattack. The medusa makes either three melee attacks -one with its snake hair and two with its shortsword- or two ranged attacks with its longbow.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

Invisible Stalker

Invisible Stalker Medium elemental, neutral 6 2,300 xp

  • Armor class 14
  • Hit points 104 (16d8 + 32)
  • Speed 50 ft., fly 50 ft. (hover)
  • STR16 (+3)
  • DEX19 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Skills: Perception +8, Stealth +10

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 18

Languages: Auran, understands Common but doesn't speak it

Challenge:6 (2,300 xp)

Invisibility. The stalker is invisible.

Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Actions

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.

Drow Mage

Drow Mage Medium humanoid (Elf), neutral evil 7 2,900 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 45 (10d8)
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT17 (+3)
  • WIS13 (+1)
  • CHA12 (+1)

Skills: Arcana +6, Deception +5, Perception +4, Stealth +5

Senses: darkvision 120 ft., passive Perception 14

Languages: Elvish, Undercommon

Challenge:7 (2,900 xp)

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)

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

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

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 (1d 6) 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 feet 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.

Hobgoblin Warlord

Hobgoblin Warlord Medium humanoid (Goblinoid), lawful evil 6 2,300 xp

  • Armor class 20 (plate, shield)
  • Hit points 97 (13d8 + 39)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT14 (+2)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws: Int +5, Wis +3, Cha +5

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge:6 (2,300 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Reaction:Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.

Actions

Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin 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 hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Gladiator

Gladiator Medium humanoid (any race), any alignment 5 1,800 xp

  • Armor class 16 (studded leather, shield)
  • Hit points 112 (15d8 + 45)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws: Str +7, Dex +5, Con +6

Skills: Athletics +10, Intimidation +5

Senses: passive Perception 11

Languages: any one language (usually Common)

Challenge:5 (1,800 xp)

Brave. The gladiator has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Reaction: Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

Actions

Multiattack. The gladiator makes three melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Wraith

Wraith Medium undead, neutral evil 5 1,800 xp

  • Armor class 13
  • Hit points 67 (9d8 + 27)
  • Speed 0 ft., fly 60 ft. (hover)
  • STR6 (-2)
  • DEX16 (+3)
  • CON16 (+3)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA15 (+2)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60 ft., passive Perception 12

Languages: the languages it knew in life

Challenge:5 (1,800 xp)

Incorporeal Movement. The wraith 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.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

Chimera

Chimera Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10 + 48)
  • Speed 30 ft., fly 60 ft.
  • STR19 (+4)
  • DEX11 (0)
  • CON19 (+4)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA19 (+4)

Skills: Perception +8

Senses: darkvision 60 ft., passive Perception 18

Languages: understands Draconic but can't speak

Challenge:6 (2,300 xp)

A chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack.

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Flesh Golem

Flesh Golem Medium construct, neutral 5 1,800 xp

  • Armor class 9
  • Hit points 93 (11d8+44)
  • Speed 30ft
  • STR19 (+4)
  • DEX9 (-1)
  • CON18 (+4)
  • INT6 (-2)
  • WIS10 (0)
  • CHA5 (-3)

Damage Immunities: lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages of its creator but can't speak

Challenge:5 (1,800 xp)

Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Drider

Drider Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 19 (natural armor)
  • Hit points 123 (13d10 + 52)
  • Speed 30 ft., climb 30 ft.
  • STR16 (+3)
  • DEX16 (+3)
  • CON18 (+4)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA12 (+1)

Skills: Perception +5, Stealth +9

Senses: darkvision 120 ft., passive Perception 15darkvision 120 ft., passive Perception 15

Languages: Elvish, Undercommon

Challenge:6 (2,300 xp)

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.

Actions

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 (1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

Phase Spider

Phase Spider Large Monstrosity, unaligned 3 700 xp

  • Armor class 13 (natural armour)
  • Hit points 32 (5d10+5)
  • Speed 30 ft., climb 30 ft.
  • STR15 (+2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT6 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Skills: Stealth +6

Senses: Darkvision 60 ft., Passive Perception 10

Languages:

Challenge:3 (700 xp)

Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Werewolf

Werewolf Medium Humanoid (Human, Shapeshifter), Chaotic evil 3 700 xp

  • Armor class 12 (natural armour)
  • Hit points 58 (9d8+18)
  • Speed 30 ft. 40ft. in wolf form
  • STR15 (+2)
  • DEX13 (+1)
  • CON14 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Skills: Perception +4, Stealth +3

Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Senses: Passive Perception 14

Languages: Common (can't speak in wolf form)

Challenge:3 (700 xp)

A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Banshee

Banshee Medium Undead, Chaotiv Evil 4 1,100 xp

  • Armor class 12
  • Hit points 58 (13d8)
  • Speed 40 ft. (hover)
  • STR1 (-5)
  • DEX14 (+2)
  • CON10 (0)
  • INT12 (+1)
  • WIS11 (0)
  • CHA17 (+3)

Save Throws: WIS +2, CHA +5

Damage Resistances: Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Cold, Necrotic, Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Elvish

Challenge:4 (1,100 xp)

The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.

Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.


Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.

Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Shadow Demon

Shadow Demon Medium fiend (demon), chaotic evil 4 1,100 xp

  • Armor class 13
  • Hit points 66 (12d8+12)
  • Speed 30 ft., fly 30 ft.
  • STR1 (-5)
  • DEX17 (+3)
  • CON12 (+1)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws: Dex +5, Cha +4

Skills: Stealth +7

Damage Resistances: acid, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, lightning, poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 120 ft., passive Perception 11

Languages: Abyssal, telepathy 120 ft.

Challenge:4 (1,100 xp)

Damage Vulnerabilities: radiant

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 attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.

Orc War Chief

Orc War Chief Medium humanoid (orc), chaotic evil 4 1,100 xp

  • Armor class 16 (chaion mail)
  • Hit points 93 (11d8+44)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT11 (0)
  • WIS11 (0)
  • CHA16 (+3)

Save Throws: Str +6, Con +6, Wis +2

Skills: Intimidation +5

Senses: darkvision 60ft., passive Perception 10

Languages: Common, Ore

Challenge:4 (1,100 xp)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see .

Gruumsh's Fury . The ore deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks)

Actions

Multiattack. The ore makes two attacks with its greataxe or
its spear.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature . Hit: 14 (1d1 2 + 4 plus 1d8) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20{60 ft., one target. Hit : 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if u se d with two hand s to make a melee attack.

Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack roll s until the start of the war chief's next turn . The war chief can then make one attack as a bonus action.

Minotaur

Minotaur Large Monstrosity, chaotiv evil 3 700 xp

  • Armor class 14 (natural armour)
  • Hit points 76 (9d10+27)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS16 (+3)
  • CHA9 (-1)

Skills: Perception +7

Senses: Darkvision 60 ft., Passive Perception 17

Languages: Abyssal

Challenge:3 (700 xp)

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Nothic

Nothic Medium abberration, neutral evil 2 450 xp

  • Armor class 15 (natural armour)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON16 (+3)
  • INT13 (+1)
  • WIS10 (0)
  • CHA8 (-1)

Skills: Arcana +3, Insight +4, Perception +2, Stealth +5

Senses: truesight 120ft. , passive Perception 12

Languages: Undercommon

Challenge:2 (450 xp)

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight .

Actions

Multiattack. The nothic makes two c law attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Rotting Gaze. The nothic targets one creature it can see
within 30 feet of it. The target must succeed on a DC 12
Constitution saving throw against this magic or take 10 (3d6) necrotic damage. Weird Insight. The nothic targets one creature it can see within 30 fe et of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

Mimic

Mimic Medium monstrosity (shapechanger), neutral 2 450 xp

  • Armor class 12 (natural armour)
  • Hit points 58 (9d8+18)
  • Speed 15 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON15 (+2)
  • INT5 (-3)
  • WIS13 (+1)
  • CHA8 (-1)

Skills: Stealth +5

Damage Immunities: acid

Condition Immunities: prone

Senses: darkvision 60ft. , passive Perception 11

Languages:

Challenge:2 (450 xp)

Shapechanger. The mimic can use it s action to polymorph into an object or back into its true, amorphous form. Its statistics 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.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic
remains motionless, it is indistinguishable from an
ordinary object.

Grappler. The mimic has advantage on attack rolls against anycreature grappled by it .

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Basilisk

Basilisk Medium monstrosity, unaligned 3 700 xp

  • Armor class 15 (natural armour)
  • Hit points 52 (8d8+16)
  • Speed 20 ft.
  • STR16 (+3)
  • DEX8 (-1)
  • CON15 (+2)
  • INT2 (-4)
  • WIS8 (-1)
  • CHA7 (-2)

Senses: darkvision 60ft ., passive Perception 9

Languages: -

Challenge:3 (700 xp)

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically 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. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again . If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with it s gaze.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target . Hit : 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage

Ogre Zombie

Ogre Zombie Large undead, neutral evil 2 450 xp

  • Armor class 8
  • Hit points 85 (9d10+36)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX6 (-2)
  • CON18 (+4)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft., passive Perception 8

Languages: understands Common and Giant but can't speak

Challenge:2 (450 xp)

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.

Actions

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage

Bugbear chief

Bugbear chief Medium humanoid (goblinoid), chaotic evil 3 700 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Skills: Intimidation +2, Stealth +6, Survival +3Intimidation +2, Stealth +6, Survival +3

Senses: darkvision 60ft., passive Perception ll

Languages: Common, Goblin

Challenge:3 (700 xp)

Brute. A melee weapon d ea ls one extra die of its damage when the bugbear hits with it (included in the attack).

Heart of Hruggek. The bugbear has advantage on saving
throws against being charmed, frightened , paralyzed,
poisoned, stunned, or put to sleep.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack

Actions

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. Me lee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hi t: 10 (2d6 + 3) piercing damage in melee or 6 (1d6 + 3) piercing damage at range.

Bugbear

Bugbear Medium humanoid (goblinoid), chaotiv evil 1 200 xp

  • Armor class 16 (hide armor shield)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Skills: Stealth +6, Survival +2

Senses: darkvision 60ft. , passive Perception 10

Languages: Common, Goblin

Challenge:1 (200 xp)

Brute. A melee weapon deals one extra die of it s damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the fir st round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 11 (2d 8 + 2) piercing damage.

Javelin. Melee or Range d Weapon Attack: +4 to hit, reach 5 ft. or range 30/1 20 ft., one target. Hit : 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Tiger

Tiger Large beast, unalignet 1 200 xp

  • Armor class 12
  • Hit points 37 (5d10+10)
  • Speed 40 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON14 (+2)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA8 (-1)

Skills: Perception +3, Stealth +6

Senses: darkvision 60ft., passive Perception 13

Languages:

Challenge:1 (200 xp)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 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 tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target . Hit : 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 7 (1d8 + 3) slashing damage .

Bandit captain

Bandit captain Medium humanoid, non lawful alignment 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT14 (+2)
  • WIS11 (0)
  • CHA14 (+2)

Save Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4

Senses: passive Perception 10

Languages: any two languages

Challenge:2 (450 xp)

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, re ac h 5 ft., one
target. Hit: 6 (ld6 + 3) slash in g damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d 4 + 3) piercing damage.

Druid

Druid Medium humanoid, any alignment 2 450 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR10 (0)
  • DEX12 (+1)
  • CON13 (+1)
  • INT12 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Skills: Medicine +4, Nature +3, Perception +4

Senses: passive Perception 14

Languages: Druidic plus any two languages

Challenge:2 (450 xp)

Spellcasting. The 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 (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with
animals, thunderwave
2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with
shillelagh), reach 5 ft ., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands

Gelatinous Cube

Gelatinous Cube Large ooze, unaligned 2 450 xp

  • Armor class 6
  • Hit points 84 (8d10+40)
  • Speed 15 ft.
  • STR14 (+2)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone

Senses: blindsight 60ft. (blind beyond this radius) , passive Perception 8

Languages:

Challenge:2 (450 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the 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 can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) ac id damage. The cube can hold only one Large creature or up to four Medium or small er creatures inside it at a time.

Transparent. Even when .the cube is in plain sight, it take.s a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' space. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not
to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of it s choice within 5 feet of the cube.

Ghost

Ghost Medium undead, any alignment 4 1,100 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 0ft., fly 40 ft.
  • STR7 (-2)
  • DEX13 (+1)
  • CON10 (0)
  • INT10 (0)
  • WIS12 (+1)
  • CHA17 (+3)

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from non magical weapons

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified , poisoned, prone, restrained

Senses: darkvision 60ft., passive Perception 11

Languages: any languages it knew in life

Challenge:4 (1,100 xp)

Ethereal Sight. The ghost can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other
creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn in s id e an object

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) necrotic damage

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane

Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost, the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened . It otherwise uses the possessed
target's statistics, but doesn't gain access to the target's
knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points ,the ghost ends it as a bonus action, or the ghost is turned or
forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Imp

Imp tiny fiend (devil, shapechanger), lawful evil 1 200 xp

  • Armor class 13
  • Hit points 10 (3d4+3)
  • Speed 20ft., fly 40ft.
  • STR6 (-2)
  • DEX17 (+3)
  • CON13 (+1)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Skills: Deception +4 , Insight +3 , Persuasion +4, Stealth +5

Damage Resistances: cold, bludgeoning, piercing, and slashing from non magical weapons that aren't silvered

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120ft. , passive Perception 11

Languages: Infernal, Common

Challenge:1 (200 xp)

Shapechanger. The imp can u se its action to polymorph into a beast form that resembles a rat (speed 20ft.), a raven (20ft., fly 60ft.), or a spider (20ft., climb 20ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight. Magical darkness doesn't impede the imp's
darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage , and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Shadow

Shadow Medium undead, chaotic evil 1/2 100 xp

  • Armor class 12
  • Hit points 16 (3d8+3)
  • Speed 40 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT6 (-2)
  • WIS10 (0)
  • CHA8 (-1)

Skills: Stealth +4 (+6 in dim light or darkness)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from non magical weapons

Damage Immunities: poison, necrotic

Condition Immunities: exhaustion, frightened , grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft. passive Perception 10

Languages: -

Challenge: 1/2 (100 xp)

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow
can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has
disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Kenku

Kenku medium humanoid, chaotic neutral 1/4 50 xp

  • Armor class 13 (natural armour)
  • Hit points 13 (3d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON10 (0)
  • INT11 (0)
  • WIS10 (0)
  • CHA10 (0)

Skills: Deception +4, Perception +2, Stealth +5

Senses: passive Perception 12

Languages: understands Auran and Common but speaks only through the use of its Mimicry trait

Challenge: 1/4 (50 xp)

Ambusher: The kenku has advantage on attack rolls against any creature it has surprised.
Mimicry: The kenku can mimic any sounds it has heard,
including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check .

Actions

Shortsword . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage

Shortbow . Ranged Weapon Attack: +5 to hit, range 80/320 ft. one target. Hit:6 (1d6 + 3) piercing damage

Zombie

Zombie Medium undead, neutral evil 1/4 50 xp

  • Armor class 8 (natural armour)
  • Hit points 22 (3d8+9)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft. passive Perception 8

Languages: understands the languages it knew in life but can't speak

Challenge: 1/4 (50 xp)

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.

Actions

Slam. Melee Weapon Attack: +3 to hit , reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Thug

Thug Medium humanoid, non good alignment 1/2 100 xp

  • Armor class 11 (leather armour)
  • Hit points 32 (5d8+10)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA11 (0)

Skills: Intimidation +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/2 (100 xp)

Thugs are ruthless enforcers skilled at intimidation and
violence. They work for money and have few scruples.

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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., one target. Hit: 5 (1d10) piercing damage.

Beholder Zombie

Beholder Zombie Large undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural armour)
  • Hit points 93 (11d10+33)
  • Speed fly 20 ft.(hover)
  • STR10 (0)
  • DEX8 (-1)
  • CON16 (+3)
  • INT3 (-4)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws: Wis +2

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft. passive Perception 9

Languages: understands Deep Speech and Undercommon but can't speak

Challenge:5 (1,800 xp)

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.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.Hit : 14 (4d6) piercing damage.

Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

1. Paralyzing Ray: The targeted creature must succeed on a DC 14 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.
2. Fear Ray : The targeted creature must succeed on a DC 14 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 it self on a success .
3. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
4. Disintegration Ray: If the target is a creature, it must
succeed on a DC 14 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 non magical object or creation of magical force , this ray disintegrates a 10-foot cube of it.

Worg

Worg Large monstrosity, neutral evil 1/2 100 xp

  • Armor class 13 (natural armour)
  • Hit points 26 (4d10+4)
  • Speed 50 ft.
  • STR16 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT7 (-2)
  • WIS11 (0)
  • CHA8 (-1)

Skills: Perception +4

Senses: darkvision 60 ft., passive Perception 14

Languages: Goblin , Worg

Challenge: 1/2 (100 xp)

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

A worg is an evil predator that delights in hunting and
devouring creatures weaker than itself. Cunning and
malevolent, worgs roam across the remote wilderness
or are raised by goblins and hobgoblins . Those
creatures use worgs as mounts, but a worg will turn on
its rider if it feels mistreated or malnourished. Worgs
speak in their own language and Goblin, and a few learn
to speak Common as well.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Death Dog

Death Dog Medium monstrosity, neutral evil 1 200 xp

  • Armor class 12
  • Hit points 39 (6d8+12)
  • Speed 40 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT3 (-4)
  • WIS13 (+1)
  • CHA6 (-2)

Skills: Perception +5, Stealth +4

Senses: darkvision 120ft ., passive Perception 15

Languages: -

Challenge:1 (200 xp)

Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

A death dog is an ugly two-headed hound that roams
plains, deserts, and the Underdark . Hate burns in a
death dog's h ear t, and a taste for humanoid flesh drives
it to attack travelers and explorers. Death dog saliva
carries a foul disease that causes a victim's fl es h to
slowly rot off the bone.

Actions

Multiattack. The dog makes two bite attacks .

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target .Hit: 5 (1 d6 + 2) piercing damage . lf the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Halfe-Orge

Halfe-Orge Large Giant, chaotiv alignment 1 200 xp

  • Armor class 12 (hide armour)
  • Hit points 30 (4d10+8)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX10 (0)
  • CON14 (+2)
  • INT7 (-2)
  • WIS9 (-1)
  • CHA10 (0)

Senses: darkvision 60ft. , passive Perception 9

Languages: Common, Giant

Challenge:1 (200 xp)

Actions

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target . Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10+3)
slashing damage if used with two hands.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft . or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage .

Harpy

Harpy Medium monstrosity, chaotiv evil 1 200 xp

  • Armor class 11
  • Hit points 38 (7d8+7)
  • Speed 20 ft., fly 40ft.
  • STR12 (+1)
  • DEX13 (+1)
  • CON12 (+1)
  • INT7 (-2)
  • WIS10 (0)
  • CHA13 (+1)

Senses: passive Perception 10

Languages: Common

Challenge:1 (200 xp)

Actions

Multiattack. The harpy makes two attacks : one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every
humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends . The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target can take the Dash action on its turn to move toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy,
a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns . If a creature's saving throw is successful , the effect ends on it.
A target that successfully saves is immune to this harpy's
song for the next 24 hours.

Flying Sword

Flying Sword Small construct, unaligned 1/4 50 xp

  • Armor class 17 (natural armor)
  • Hit points 17 (5d6)
  • Speed fly 50ft
  • STR12 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT1 (-5)
  • WIS5 (-3)
  • CHA1 (-5)

Save Throws: Dex +1

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60ft. passive Perception 7

Languages: -

Challenge: 1/4 (50 xp)

False Appearance: While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Antimagic Susceptibility: The sword is incapacitated while in
the area of an anti magic field. if targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute

Actions

Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.