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