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
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
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
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 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
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
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 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
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
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
Keen Hearing and Smell: The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell
Pack Tactics: The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft of the creature and the ally isn't incapacitated
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage
Fire Breath (Recharge 5-6): The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one
Detect Sentience: The intellect devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell
Multiattack: The intellect devourer makes one attack with its claws and uses Devour Intellect
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d4 + 2) slashing damage
Devour Intellect: The intellect devourer targets one creature it can see within 10 ft of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence
Body Thief: The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 ft of it. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages
If the host body drops to 0 hit points, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it. The body then dies, unless its brain is restored within 1 round
Magic Resistance: The mind flayer has advantage on saving throws against spells and other magical effects
Innate Spel/casting (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)
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
Telepathic Bond: The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
Shapechanger: The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, 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
Claw (Fiend Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1 d6 + 3) slashing damage
Charm: One humanoid the fiend can see within 30 ft of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends
Draining Kiss: The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a success ful one. The target's 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
Etherealness: The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa
Charge: If the minotaur moves at least 10 ft 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 ft 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
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
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 ft 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) acid damage
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time
Transparent: Even when .the cube is in plain sight, it takes 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
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' spaces. 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 ft 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 its choice within 5 ft of the cube
Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing
Corrode Metal: Any non magical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls
If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the ooze is destroyed after dealing damage
The ooze can eat through 2-inch-thick, non magical metal in 1 round
False Appearance: While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock
Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing non magical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10
Amorphous: The jelly can move through a space as narrow as 1 inch wide without squeezing
Spider Climb: The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an abi lity check.
Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage
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REACTIONS
Split: When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly
Keen Smell.The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space.
Hit:7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Dark Devotion: The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting:The Cultist is a 4th-level spellcaster. His spellcasting ability is Wisdom (save DC 13, +5 to hit with spell attacks). He knows the following spells.
Cantrips (at will): light, sacred flame, thaumaturgy.
1st level (4 slots): command, inflict wounds, shield of faith.
2nd level (3 slots): hold person, spiritual weapon.
Multiattack: The fanatic makes two melee attacks.
Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
False Appearance: While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Multiattack: The gargoyle makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) slashing damage.
Advantages:
- Temporary hit points equals to maximum hit points.
- AC equals 13 + Dexterity Modifier.
- Strength equals 15.
- Expertise in Perception.
- Advantage in Animal Handling rolls against wolves.
- Advantage in Intimadation rolls.
Disadvantages:
- Can't use handle weapons.
- Can't wear armor.
- Vulnerability to silver weapons.
- Can't use skills that require tools.
Claws:Your unarmed attack deals 1d6 + Strength Modifier slashing damage. The damage increases to 1d8 at 6th level, 1d10 at 8th level and 2d6 by 14th level.
BiteAt 6th level, your fangs grow stronger and your bloodlust rises. As an extra attack action, you can bite one enemy in your reach of 5 feet. The attack deals 1d8 + your Strength modifier piercing damage. The damage increases to 1d10 at 8th level, 2d6 at 12th level and 2d8 by 16th level. If you successfully bite a target, you may attempt to grapple them as a bonus action.