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monster

monster type, alienment challenge 0 xp

  • Armor class ac (ac type)
  • Hit points hit points (hit points dice)
  • Speed movement
  • STRstr (-5)
  • DEXdex (-5)
  • CONcon (-5)
  • INTint (-5)
  • WISwis (-5)
  • CHAcha (-5)

Save Throws:saving

Skills:skills

Damage Resistances:daage resistances

Damage Immunities:damage imunities

Condition Immunities:condition immunities

Senses:sences

Languages:languages

Challenge:challenge (0 xp)

special bsence

spellcasting

Actions

actions

Legendary Actions

legendary

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Summon Fey Spirit

Summon Fey Spirit Small fey , 0 xp

  • Armor class 12+lvl spell (natural armor)
  • Hit points 30+10 spell lvl above 3rd
  • Speed 40ft
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT14 (+2)
  • WIS11 (0)
  • CHA16 (+3)

Senses:darkvision 60 ft., passive Perception 10

Languages:Sylvan, understands the languages you speak

Challenge: (0 xp)

Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the feys chosen mood.
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

Actions

Multiattack.The Fey makes a number of attacks equal to half this spells level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spells level piercing damage + 1d6 force damage.

Summon Draconic Spirit

Summon Draconic Spirit Large Dragon,, 0 xp

  • Armor class 14+lvl spell (natural armor)
  • Hit points 50+10 spell lvl above 5th
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON17 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA14 (+2)

Damage Resistances:(Chromatic and Metallic Only)acid, cold, fire, lightning, poison (Gem Only) force, necrotic, psychic, radiant, thunder

Condition Immunities:charmed, frightened, poisoned

Senses:blindsight 30 ft., darkvision 60 ft., passive Perception 12

Languages:Draconic, understands the languages you speak

Challenge: (0 xp)

When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends

Actions

Multiattack. The dragon makes a number of Rend attacks equal to half the spells level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 plus 4 + the spell's level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.

Summon Beast

Summon Beast small beast, 0 xp

  • Armor class 11+lvl spell (natural armor)
  • Hit points 20 (Air only) or 30 (Land and Water only) + 5 spell level above 2nd
  • Speed 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:darkvision 60 ft., passive Perception 12

Languages:understands the languages you speak

Challenge: (0 xp)

Flyby (Air Only). The beast doesnt provoke opportunity attacks when it flies out of an enemys reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beasts allies is within 5 feet of the creature and the ally isnt incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Multiattack. The beast makes a number of attacks equal to half this spells level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spells level piercing damage.

Summon Shadowspawn

Summon Shadowspawn Medium monstrosity , 0 xp

  • Armor class 11+lvl spell (natural armor)
  • Hit points 35+15 spell lvl above 3rd
  • Speed 40ft
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:necrotic

Condition Immunities:frightened

Senses:darkvision 120 ft., passive Perception 10

Languages:understands the languages you speak

Challenge: (0 xp)

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creatures next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spells level (rounded down).
Chilling Hand. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spells level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Summon Warrior Spirit

Summon Warrior Spirit Medium Undead , 0 xp

  • Armor class 13+lvl spell+2(Fighter only)
  • Hit points 30 (Babarian and Fighter only) or 20 (Monk only)+10 spell level above 3rd
  • Speed 30 ft., 40 ft. (Monk only)
  • STR16 (+3)
  • DEX16 (+3)
  • CON14 (+2)
  • INT10 (0)
  • WIS16 (+3)
  • CHA9 (-1)

Save Throws:Str +3, Dex +3

Damage Resistances:poison

Condition Immunities:charmed, poisoned

Senses:passive Perception 13

Languages:Common, understands the languages you speak

Challenge: (0 xp)

Flurry of Blows (Monk Only). The monk makes one Unarmed Strike attack.

Actions

Multiattack. The warrior makes a number of attacks equal to half this spells level (rounded down).
Reckless Strike (Barbarian Only). Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d12 + 3 + the spells level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.
Rallying Strike (Fighter Only). Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 1d6 + 3 + the spells level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.
Unarmed Strike (Monk Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spells level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Summon Aberration

Summon Aberration Medium aberration , 0 xp

  • Armor class 11+lvl spell (natural armor)
  • Hit points 40+10 spell lvl above 4th
  • Speed 30 ft., fly 30 ft. (hover) (Beholderkin only)
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:psychic

Senses:darkvision 60 ft., passive Perception 10

Languages:Deep Speech, understands the languages you speak

Challenge: (0 xp)

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberrations turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isnt incapacitated.

Actions

Multiattack. The aberration makes a number of attacks equal to half this spells level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spells level slashing damage. If the target is a creature, it cant regain hit points until the start of the aberrations next turn.
Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spells level psychic damage.
Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spells level psychic damage

Summon Construct

Summon Construct Medium construct , 0 xp

  • Armor class 13+lvl spell (natural armor)
  • Hit points 40+15 spell lvl above 4th
  • Speed 30ft
  • STR18 (+4)
  • DEX10 (0)
  • CON18 (+4)
  • INT14 (+2)
  • WIS11 (0)
  • CHA5 (-3)

Damage Resistances:poison

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

Senses:darkvision 60 ft., passive Perception 10

Languages:understands the languages you speak

Challenge: (0 xp)

ReactionBerserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target cant use reactions and its speed is halved until the start of its next turn.

Actions

Multiattack. The construct makes a number of attacks equal to half this spells level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spells level bludgeoning damage.

Summon Elemental

Summon Elemental Medium elemental , 0 xp

  • Armor class 11+lvl spell (natural armor)
  • Hit points 50+10 spell lvl above 4th
  • Speed 40 ft. burrow 40 ft. (Earth only) fly 40 ft. (hover) (Air only) swim 40 ft. (Water only)
  • STR18 (+4)
  • DEX15 (+2)
  • CON17 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:acid (Water only) lightning and thunder (Air only) piercing and slashing (Earth only)

Damage Immunities:poison fire (Fire only)

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

Senses:darkvision 60 ft., passive Perception 10

Languages:Primordial, understands the languages you speak

Challenge: (0 xp)

Amorphous Form (Air, Fire, and Water Only).The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spells level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spells level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

Summon Celestial

Summon Celestial Large celestial , 0 xp

  • Armor class 11+lvl spell+2 (Defender only) (natural armor)
  • Hit points 40+10 spell lvl above 5th
  • Speed 30 ft., fly 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:radiant

Condition Immunities:charmed, frightened

Senses:darkvision 60 ft., passive Perception 10

Languages:Celestial, understands the languages you speak

Challenge: (0 xp)

Actions

Multiattack. The celestial makes a number of attacks equal to half this spells level (rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spells level radiant damage.
Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spells level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spells level.

Summon Fiend

Summon Fiend Large fiend , 0 xp

  • Armor class 12+lvl spell (natural armor)
  • Hit points 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) +15 spell lvl above 6th
  • Speed 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:fire

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 60 ft., passive Perception 10

Languages:Abyssal, Infernal, telepathy 60 ft.

Challenge: (0 xp)

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spells level fire damage on a failed save, or half as much damage on a successful one.
Devils Sight (Devil Only). Magical darkness doesnt impede the fiends darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to half this spells level (rounded down).
Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spells level necrotic damage.
Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spells level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spells level fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.

Dancing Item

Dancing Item Large or smaller construct , 0 xp

  • Armor class 16 (natural armor)
  • Hit points 10+5Xbard level
  • Speed 30 ft., fly 30 ft. (hover)
  • STR18 (+4)
  • DEX14 (+2)
  • CON16 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:poison, psychic

Condition Immunities:charmed, exhaustion, poisoned, frightened

Senses:darkvision 60 ft., passive Perception 10

Languages:understands the languages you speak

Challenge: (0 xp)

Immutable Form. The item is immune to any spell or effect that would alter its form.
Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.

Actions

Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft. one target you can see. Hit: 1d10 + your Proficency Bonusforce damage.

Druid Allosaurus

Druid Allosaurus large beast, 2 0 xp

  • Armor class 13 (natural armor)
  • Hit points 51 (6d10+18) (51 (6d10+18))
  • Speed 60
  • STR19 (+4)
  • DEX13 (+1)
  • CON17 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+5

Languages:

Challenge:2 (0 xp)

Pounce.If the allosaurus moves at least 30 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 knockedprone. If the target isprone, the allosaurus can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Druid Ape

Druid Ape medium, 1/2 0 xp

  • Armor class 12
  • Hit points 19 ((3d8+6))
  • Speed 30, 30climb
  • STR16 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Athletics+5,Perception+3

Languages:

Challenge:1/2 (0 xp)

Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Druid Ape

Druid Ape medium, 1/2 0 xp

  • Armor class 12
  • Hit points 19 ((3d8+6))
  • Speed 30, 30climb
  • STR16 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Athletics+5,Perception+3

Languages:

Challenge:1/2 (0 xp)

Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Druid Axe Beak

Druid Axe Beak large, 1/4 0 xp

  • Armor class 11
  • Hit points 19 ((3d10+3))
  • Speed 50
  • STR14 (+2)
  • DEX12 (+1)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:6(1d8 + 2)slashing damage.

Druid Axe Beak

Druid Axe Beak large, 1/4 0 xp

  • Armor class 11
  • Hit points 19 ((3d10+3))
  • Speed 50
  • STR14 (+2)
  • DEX12 (+1)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:6(1d8 + 2)slashing damage.

Druid Baboon

Druid Baboon small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 30, 30climb
  • STR8 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

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

Actions

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

Druid Baboon

Druid Baboon small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 30, 30climb
  • STR8 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

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

Actions

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

Druid Badger

Druid Badger tiny beast, 0 0 xp

  • Armor class 10
  • Hit points 3 ((1d4+1))
  • Speed 20, 5burrow
  • STR4 (-3)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Badger

Druid Badger tiny beast, 0 0 xp

  • Armor class 10
  • Hit points 3 ((1d4+1))
  • Speed 20, 5burrow
  • STR4 (-3)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Bat

Druid Bat tiny, 0 0 xp

  • Armor class 12
  • Hit points 1 ((1d4-1))
  • Speed 5, 30flying
  • STR2 (-4)
  • DEX15 (+2)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight60 ft

Languages:

Challenge:0 (0 xp)

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Druid Bat

Druid Bat tiny, 0 0 xp

  • Armor class 12
  • Hit points 1 ((1d4-1))
  • Speed 5, 30flying
  • STR2 (-4)
  • DEX15 (+2)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight60 ft

Languages:

Challenge:0 (0 xp)

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Druid Black Bear

Druid Black Bear medium, 1/2 0 xp

  • Armor class 11 (natural armor)
  • Hit points 19 ((3d8+6))
  • Speed 40, 30climb
  • STR15 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1/2 (0 xp)

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

Actions

Multiattack. The bear 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: 7 (2d4 + 2) slashing damage.

Druid Black Bear

Druid Black Bear medium, 1/2 0 xp

  • Armor class 11 (natural armor)
  • Hit points 19 ((3d8+6))
  • Speed 40, 30climb
  • STR15 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1/2 (0 xp)

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

Actions

Multiattack. The bear 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: 7 (2d4 + 2) slashing damage.

Druid Blood Hawk

Druid Blood Hawk small beast, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 10, 60flying
  • STR6 (-2)
  • DEX14 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:1/8 (0 xp)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:4(1d4 + 2)piercing damage.

Druid Blood Hawk

Druid Blood Hawk small beast, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 10, 60flying
  • STR6 (-2)
  • DEX14 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:1/8 (0 xp)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:4(1d4 + 2)piercing damage.

Druid Boar

Druid Boar medium, 1/4 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR13 (+1)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Actions

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Tusk.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:4(1d6 + 1)slashing damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Boar

Druid Boar medium, 1/4 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR13 (+1)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Actions

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Tusk.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:4(1d6 + 1)slashing damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Brown Bear

Druid Brown Bear large beast, 1 0 xp

  • Armor class 11 (natural armor)
  • Hit points 34 ((4d10+12))
  • Speed 40, 30climb
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

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

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Druid Brown Bear

Druid Brown Bear large beast, 1 0 xp

  • Armor class 11 (natural armor)
  • Hit points 34 ((4d10+12))
  • Speed 40, 30climb
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

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

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Druid Camel

Druid Camel large, 1/8 0 xp

  • Armor class 9
  • Hit points 15 ((2d10+4))
  • Speed 50
  • STR16 (+3)
  • DEX8 (-1)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:2(1d4)bludgeoning damage.

Druid Camel

Druid Camel large, 1/8 0 xp

  • Armor class 9
  • Hit points 15 ((2d10+4))
  • Speed 50
  • STR16 (+3)
  • DEX8 (-1)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:2(1d4)bludgeoning damage.

Druid Cat

Druid Cat tiny beast, 0 0 xp

  • Armor class 12
  • Hit points 2 ((1d4))
  • Speed 40, 30climb
  • STR3 (-4)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +4

Languages:

Challenge:0 (0 xp)

keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 slashing damage.

Druid Cat

Druid Cat tiny beast, 0 0 xp

  • Armor class 12
  • Hit points 2 ((1d4))
  • Speed 40, 30climb
  • STR3 (-4)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +4

Languages:

Challenge:0 (0 xp)

keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 slashing damage.

Druid Cave Bear

Druid Cave Bear large beast, 2 0 xp

  • Armor class 12
  • Hit points 42 (5d10+15) (42 (5d10+15))
  • Speed 40, 30S
  • STR20 (+5)
  • DEX10 (0)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception: +3

Senses:Darkvision 60 ft.

Languages:

Challenge:2 (0 xp)

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

Actions

Multiattack

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Constrictor Snake

Druid Constrictor Snake large, 1/4 0 xp

  • Armor class 12
  • Hit points 13 ((2d10+2))
  • Speed 30, 30swim
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+2

Senses:Blindsight10 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Druid Constrictor Snake

Druid Constrictor Snake large, 1/4 0 xp

  • Armor class 12
  • Hit points 13 ((2d10+2))
  • Speed 30, 30swim
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+2

Senses:Blindsight10 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Druid Crab

Druid Crab tiny, 0 0 xp

  • Armor class 11 (natural armor)
  • Hit points 2 ((1d4))
  • Speed 20, 20swim
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+2

Senses:Blindsight30 ft

Languages:

Challenge:0 (0 xp)

Amphibious.The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Druid Crab

Druid Crab tiny, 0 0 xp

  • Armor class 11 (natural armor)
  • Hit points 2 ((1d4))
  • Speed 20, 20swim
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+2

Senses:Blindsight30 ft

Languages:

Challenge:0 (0 xp)

Amphibious.The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Druid Crocodile

Druid Crocodile large, 1/2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 20, 30swim
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+1,Stealth+3

Languages:

Challenge:1/2 (0 xp)

Hold Breath.The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Druid Crocodile

Druid Crocodile large, 1/2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 20, 30swim
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+1,Stealth+3

Languages:

Challenge:1/2 (0 xp)

Hold Breath.The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Druid Deer

Druid Deer medium beast, 0 0 xp

  • Armor class 13
  • Hit points 4 ((1d8))
  • Speed 50
  • STR11 (0)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:2(1d4)piercing damage.

Druid Deer

Druid Deer medium beast, 0 0 xp

  • Armor class 13
  • Hit points 4 ((1d8))
  • Speed 50
  • STR11 (0)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:2(1d4)piercing damage.

Druid Dire Wolf

Druid Dire Wolf large beast, 1 0 xp

  • Armor class 14 (natural armor)
  • Hit points 37 ((5d10+10))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+4

Languages:

Challenge:1 (0 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

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.

Druid Dire Wolf

Druid Dire Wolf large beast, 1 0 xp

  • Armor class 14 (natural armor)
  • Hit points 37 ((5d10+10))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+4

Languages:

Challenge:1 (0 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

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.

Druid Diseased Giant Rat

Druid Diseased Giant Rat small, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 60ft

Languages:

Challenge:1/8 (0 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

desease: If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 3 (1d6) every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit: 4(1d4 + 2)piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 3(1d6)every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.

Druid Diseased Giant Rat

Druid Diseased Giant Rat small, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 60ft

Languages:

Challenge:1/8 (0 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit: 4(1d4 + 2)piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 3(1d6)every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.

Druid Draft Horse

Druid Draft Horse large, 1/4 0 xp

  • Armor class 10
  • Hit points 19 ((3d10+3))
  • Speed 40
  • STR18 (+4)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Hooves.Melee Weapon Attack:+6to hit, reach 5 ft., one target.Hit:9(2d4 + 4)bludgeoning damage.

Druid Draft Horse

Druid Draft Horse large, 1/4 0 xp

  • Armor class 10
  • Hit points 19 ((3d10+3))
  • Speed 40
  • STR18 (+4)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Hooves.Melee Weapon Attack:+6to hit, reach 5 ft., one target.Hit:9(2d4 + 4)bludgeoning damage.

Druid Eagle

Druid Eagle small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 10, 60flying
  • STR6 (-2)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:0 (0 xp)

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

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Druid Eagle

Druid Eagle small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 10, 60flying
  • STR6 (-2)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:0 (0 xp)

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

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Druid Elk

Druid Elk large, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 50
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:6(1d6 + 3)bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Elk

Druid Elk large, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 50
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:6(1d6 + 3)bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Flying Snake

Druid Flying Snake tiny beast, 1/8 0 xp

  • Armor class 14
  • Hit points 5 ((2d4))
  • Speed 30, 60flying, 30swim
  • STR4 (-3)
  • DEX18 (+4)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight10 ft

Languages:

Challenge:1/8 (0 xp)

Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

Druid Flying Snake

Druid Flying Snake tiny beast, 1/8 0 xp

  • Armor class 14
  • Hit points 5 ((2d4))
  • Speed 30, 60flying, 30swim
  • STR4 (-3)
  • DEX18 (+4)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight10 ft

Languages:

Challenge:1/8 (0 xp)

Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

Druid Frog

Druid Frog tiny, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 20. 20swim
  • STR1 (-5)
  • DEX13 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+4

Senses:Darkvision30 ft

Languages:

Challenge:0 (0 xp)

Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Actions

Druid Frog

Druid Frog tiny, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 20. 20swim
  • STR1 (-5)
  • DEX13 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+4

Senses:Darkvision30 ft

Languages:

Challenge:0 (0 xp)

Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Actions

Druid Giant Badger

Druid Giant Badger medium, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 30, 10burrow
  • STR13 (+1)
  • DEX10 (0)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

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

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Druid Giant Badger

Druid Giant Badger medium, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 30, 10burrow
  • STR13 (+1)
  • DEX10 (0)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

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

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Druid Giant Bat

Druid Giant Bat large beast, 1/4 0 xp

  • Armor class 13
  • Hit points 22 ((4d10))
  • Speed 10, 60flying
  • STR15 (+2)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight60 ft

Languages:

Challenge:1/4 (0 xp)

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Druid Giant Bat

Druid Giant Bat large beast, 1/4 0 xp

  • Armor class 13
  • Hit points 22 ((4d10))
  • Speed 10, 60flying
  • STR15 (+2)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight60 ft

Languages:

Challenge:1/4 (0 xp)

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Druid Giant Boar

Druid Giant Boar large beast, 2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 42 (5d10+15) (42 (5d10+15))
  • Speed 40
  • STR17 (+3)
  • DEX10 (0)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:2 (0 xp)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Druid Giant Centipede

Druid Giant Centipede small, 1/4 0 xp

  • Armor class 13
  • Hit points 4 ((1d6+1))
  • Speed 30, 30climb
  • STR5 (-3)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 30ft

Languages:

Challenge:1/4 (0 xp)

the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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.

Druid Giant Centipede

Druid Giant Centipede small, 1/4 0 xp

  • Armor class 13
  • Hit points 4 ((1d6+1))
  • Speed 30, 30climb
  • STR5 (-3)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 30ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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.

Druid Giant Crab

Druid Giant Crab medium, 1/8 0 xp

  • Armor class 15 (natural armor)
  • Hit points 13 ((3d8))
  • Speed 30, 30swim
  • STR13 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2,Stealth+3

Senses:Blindsight30 ft

Languages:

Challenge:1/8 (0 xp)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Giant Crab

Druid Giant Crab medium, 1/8 0 xp

  • Armor class 15 (natural armor)
  • Hit points 13 ((3d8))
  • Speed 30, 30swim
  • STR13 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2,Stealth+3

Senses:Blindsight30 ft

Languages:

Challenge:1/8 (0 xp)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Giant Eagle

Druid Giant Eagle large beast, 1 0 xp

  • Armor class 13
  • Hit points 26 ((4d10+4))
  • Speed 10, 80flying
  • STR16 (+3)
  • DEX17 (+3)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:1 (0 xp)

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

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Druid Giant Eagle

Druid Giant Eagle large beast, 1 0 xp

  • Armor class 13
  • Hit points 26 ((4d10+4))
  • Speed 10, 80flying
  • STR16 (+3)
  • DEX17 (+3)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:1 (0 xp)

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

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Druid Giant Elk

Druid Giant Elk huge beast, 2 0 xp

  • Armor class 14 (natural armor)
  • Hit points 42 (5d12+10) (42 (5d12+10))
  • Speed 60
  • STR19 (+4)
  • DEX16 (+3)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:2 (0 xp)

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

Druid Giant Fire Beetle

Druid Giant Fire Beetle small beast, 0 0 xp

  • Armor class 13
  • Hit points 4 ((1d6+1))
  • Speed 30
  • STR8 (-1)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 30ft

Languages:

Challenge:0 (0 xp)

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

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

Druid Giant Fire Beetle

Druid Giant Fire Beetle small beast, 0 0 xp

  • Armor class 13
  • Hit points 4 ((1d6+1))
  • Speed 30
  • STR8 (-1)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 30ft

Languages:

Challenge:0 (0 xp)

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

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

Druid Giant Frog

Druid Giant Frog medium, 1/4 0 xp

  • Armor class 11
  • Hit points 18 ((4d8))
  • Speed 30, 30swim
  • STR12 (+1)
  • DEX13 (+1)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1/4 (0 xp)

Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Druid Giant Frog

Druid Giant Frog medium, 1/4 0 xp

  • Armor class 11
  • Hit points 18 ((4d8))
  • Speed 30, 30swim
  • STR12 (+1)
  • DEX13 (+1)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1/4 (0 xp)

Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Druid Giant Goat

Druid Giant Goat large, 0 xp

  • Armor class 11 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 40
  • STR17 (+3)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge: (0 xp)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Giant Goat

Druid Giant Goat large, 0 xp

  • Armor class 11 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 40
  • STR17 (+3)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge: (0 xp)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Giant Hyena

Druid Giant Hyena large beast, 1 0 xp

  • Armor class 12
  • Hit points 45 ((6d10+12))
  • Speed 50
  • STR16 (+3)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

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

Druid Giant Hyena

Druid Giant Hyena large beast, 1 0 xp

  • Armor class 12
  • Hit points 45 ((6d10+12))
  • Speed 50
  • STR16 (+3)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

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

Druid Giant Lizard

Druid Giant Lizard large, 1/4 0 xp

  • Armor class 12
  • Hit points 19 ((3d10+3))
  • Speed 30, 30climb
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Druid Giant Lizard

Druid Giant Lizard large, 1/4 0 xp

  • Armor class 12
  • Hit points 19 ((3d10+3))
  • Speed 30, 30climb
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Druid Giant Lizard Variant

Druid Giant Lizard Variant large, 1/4 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 30, 30climb, 30swim
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:6(1d8 + 2)piercing damage.

Druid Giant Lizard Variant

Druid Giant Lizard Variant large, 1/4 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 30, 30climb, 30swim
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:6(1d8 + 2)piercing damage.

Druid Giant Octopus

Druid Giant Octopus large beast, 1 0 xp

  • Armor class 11
  • Hit points 52 ((8d10+8))
  • Speed 10, 60swim
  • STR17 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +4, Stealth +5

Senses:Darkvision 60 ft

Languages:

Challenge:1 (0 xp)

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Druid Giant Octopus

Druid Giant Octopus large beast, 1 0 xp

  • Armor class 11
  • Hit points 52 ((8d10+8))
  • Speed 10, 60swim
  • STR17 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +4, Stealth +5

Senses:Darkvision 60 ft

Languages:

Challenge:1 (0 xp)

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Druid Giant Owl

Druid Giant Owl large beast, 1/4 0 xp

  • Armor class 12
  • Hit points 19 ((3d10+3))
  • Speed 5, 60flying
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+5,Stealth+4

Senses:Darkvision120 ft

Languages:

Challenge:1/4 (0 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

Druid Giant Owl

Druid Giant Owl large beast, 1/4 0 xp

  • Armor class 12
  • Hit points 19 ((3d10+3))
  • Speed 5, 60flying
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+5,Stealth+4

Senses:Darkvision120 ft

Languages:

Challenge:1/4 (0 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

Druid Giant Poisonous Snake

Druid Giant Poisonous Snake medium, 1/4 0 xp

  • Armor class 14
  • Hit points 11 ((2d8+2))
  • Speed 30, 30swim
  • STR10 (0)
  • DEX8 (-1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2

Senses:Blindsight10 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Druid Giant Poisonous Snake

Druid Giant Poisonous Snake medium, 1/4 0 xp

  • Armor class 14
  • Hit points 11 ((2d8+2))
  • Speed 30, 30swim
  • STR10 (0)
  • DEX8 (-1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2

Senses:Blindsight10 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Druid Giant Rat

Druid Giant Rat small, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit: 4(1d4 + 2)piercing damage.

Druid Giant Rat

Druid Giant Rat small, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit: 4(1d4 + 2)piercing damage.

Druid Giant Sea Horse

Druid Giant Sea Horse large, 1/2 0 xp

  • Armor class 13 (natural armor)
  • Hit points 16 ((3d10))
  • Speed 0, 40swim
  • STR12 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.

Actions

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

Druid Giant Sea Horse

Druid Giant Sea Horse large, 1/2 0 xp

  • Armor class 13 (natural armor)
  • Hit points 16 ((3d10))
  • Speed 0, 40swim
  • STR12 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.

Actions

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

Druid Giant Spider

Druid Giant Spider large beast, 1 0 xp

  • Armor class 14 (natural armor)
  • Hit points 26 ((4d10+4))
  • Speed 30, 30climb
  • STR14 (+2)
  • DEX16 (+3)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+7

Senses:Blindsight10 ft.,Darkvision60 ft

Languages:

Challenge:1 (0 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

vulnerability to fire damage

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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.
Web (Recharge 56). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10

Legendary Actions

hp 5

Druid Giant Spider

Druid Giant Spider large beast, 1 0 xp

  • Armor class 12
  • Hit points 26 ((4d10+4))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+6

Languages:

Challenge:1 (0 xp)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lions allies is within 5 feet of the creature and the ally isnt incapacitated.
Pounce. If the lion 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 lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Druid Giant Toad

Druid Giant Toad large beast, 1 0 xp

  • Armor class 11
  • Hit points 39 ((6d10+6))
  • Speed 20, 40swim
  • STR15 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1 (0 xp)

Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Druid Giant Toad

Druid Giant Toad large beast, 1 0 xp

  • Armor class 11
  • Hit points 39 ((6d10+6))
  • Speed 20, 40swim
  • STR15 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1 (0 xp)

Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Druid Giant Vulture

Druid Giant Vulture large beast, 1 0 xp

  • Armor class 10
  • Hit points 22 ((3d10+6))
  • Speed 10, 60flying
  • STR15 (+2)
  • DEX10 (0)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Druid Giant Vulture

Druid Giant Vulture large beast, 1 0 xp

  • Armor class 10
  • Hit points 22 ((3d10+6))
  • Speed 10, 60flying
  • STR15 (+2)
  • DEX10 (0)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Druid Giant Wasp

Druid Giant Wasp medium beast, 1/2 0 xp

  • Armor class 12
  • Hit points 13 ((3d8))
  • Speed 10, 50flying
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) 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.

Druid Giant Wasp

Druid Giant Wasp medium beast, 1/2 0 xp

  • Armor class 12
  • Hit points 13 ((3d8))
  • Speed 10, 50flying
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) 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.

Druid Giant Weasel

Druid Giant Weasel medium, 1/8 0 xp

  • Armor class 13
  • Hit points 9 ((2d8))
  • Speed 40
  • STR11 (0)
  • DEX16 (+3)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +5

Senses:darkvision 60ft

Languages:

Challenge:1/8 (0 xp)

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

Actions

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

Druid Giant Weasel

Druid Giant Weasel medium, 1/8 0 xp

  • Armor class 13
  • Hit points 9 ((2d8))
  • Speed 40
  • STR11 (0)
  • DEX16 (+3)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +5

Senses:darkvision 60ft

Languages:

Challenge:1/8 (0 xp)

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

Actions

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

Druid Giant Wolf Spider

Druid Giant Wolf Spider medium, 1/4 0 xp

  • Armor class 13
  • Hit points 11 ((2d8+2))
  • Speed 40, 40climb
  • STR12 (+1)
  • DEX16 (+3)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +7

Senses:Blindsight 10 ft., Darkvision 60 ft

Languages:

Challenge:1/4 (0 xp)

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

Actions

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

Web Walker. The spider ignores movement restrictions caused by webbing. Bite.Melee Weapon Attack:+3to hit, reach 5 ft., one creature.Hit:4(1d6 + 1)piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7(2d6)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 butpoisonedfor 1 hour, even after regaining hit points, and isparalyzedwhilepoisonedin this way. , 0 xp

  • Armor class the target must make a DC 11 Constitution saving throw, taking 7 (2d6) 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.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Giant Wolf Spider

Druid Giant Wolf Spider medium, 1/4 0 xp

  • Armor class 13
  • Hit points 11 ((2d8+2))
  • Speed 40, 40climb
  • STR12 (+1)
  • DEX16 (+3)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +7

Senses:Blindsight 10 ft., Darkvision 60 ft

Languages:

Challenge:1/4 (0 xp)

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

Actions

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

Web Walker. The spider ignores movement restrictions caused by webbing. Bite.Melee Weapon Attack:+3to hit, reach 5 ft., one creature.Hit:4(1d6 + 1)piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7(2d6)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 butpoisonedfor 1 hour, even after regaining hit points, and isparalyzedwhilepoisonedin this way. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Goat

Druid Goat medium, 0 0 xp

  • Armor class 10
  • Hit points 4 ((1d8))
  • Speed 40
  • STR12 (+1)
  • DEX10 (0)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

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

Druid Goat

Druid Goat medium, 0 0 xp

  • Armor class 10
  • Hit points 4 ((1d8))
  • Speed 40
  • STR12 (+1)
  • DEX10 (0)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

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

Druid Hawk

Druid Hawk tiny, 0 0 xp

  • Armor class 13
  • Hit points 1 ((1d4-1))
  • Speed 10, 60flying
  • STR5 (-3)
  • DEX16 (+3)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:0 (0 xp)

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

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Druid Hawk

Druid Hawk tiny, 0 0 xp

  • Armor class 13
  • Hit points 1 ((1d4-1))
  • Speed 10, 60flying
  • STR5 (-3)
  • DEX16 (+3)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:0 (0 xp)

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

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Druid Hunter Shark

Druid Hunter Shark large beast, 2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 45 (6d10+12) (45 (6d10+12))
  • Speed 0, 40S
  • STR18 (+4)
  • DEX13 (+1)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2

Senses:Blindsight30 ft

Languages:

Challenge:2 (0 xp)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.

Actions

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

Druid Hyena

Druid Hyena medium, 0 0 xp

  • Armor class 11
  • Hit points 5 ((1d8+1))
  • Speed 50
  • STR11 (0)
  • DEX13 (+1)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:3(1d6)piercing damage.

Druid Hyena

Druid Hyena medium, 0 0 xp

  • Armor class 11
  • Hit points 5 ((1d8+1))
  • Speed 50
  • STR11 (0)
  • DEX13 (+1)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:3(1d6)piercing damage.

Druid Jackal

Druid Jackal small, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 40
  • STR8 (-1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3

Languages:

Challenge:0 (0 xp)

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Druid Jackal

Druid Jackal small, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 40
  • STR8 (-1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3

Languages:

Challenge:0 (0 xp)

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Druid Lion

Druid Lion large beast, 1 0 xp

  • Armor class 12
  • Hit points 26 ((4d10+4))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+6

Languages:

Challenge:1 (0 xp)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lions allies is within 5 feet of the creature and the ally isnt incapacitated.
Pounce. If the lion 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 lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Druid Lion

Druid Lion large beast, 1 0 xp

  • Armor class 12
  • Hit points 26 ((4d10+4))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+6

Languages:

Challenge:1 (0 xp)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lions allies is within 5 feet of the creature and the ally isnt incapacitated.
Pounce. If the lion 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 lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Druid Lizard

Druid Lizard tiny, 0 0 xp

  • Armor class 10
  • Hit points 2 ((1d4))
  • Speed 20, 20climb
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

Actions

Bite.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Lizard

Druid Lizard tiny, 0 0 xp

  • Armor class 10
  • Hit points 2 ((1d4))
  • Speed 20, 20climb
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

Actions

Bite.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Mastiff

Druid Mastiff medium, 1/8 0 xp

  • Armor class 12
  • Hit points 5 ((1d8+1))
  • Speed 40
  • STR13 (+1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:4(1d6 + 1)piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knockedprone.

Druid Mastiff

Druid Mastiff medium, 1/8 0 xp

  • Armor class 12
  • Hit points 5 ((1d8+1))
  • Speed 40
  • STR13 (+1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:4(1d6 + 1)piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knockedprone.

Druid Mule

Druid Mule medium, 1/8 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR14 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Actions

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Hooves.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:4(1d4 + 2)bludgeoning damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Mule

Druid Mule medium, 1/8 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR14 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Actions

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Hooves.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:4(1d4 + 2)bludgeoning damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Octopus

Druid Octopus small, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 5, 30swim
  • STR4 (-3)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2,Stealth+4

Senses:Darkvision30 ft

Languages:

Challenge:0 (0 xp)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Druid Octopus

Druid Octopus small, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 5, 30swim
  • STR4 (-3)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2,Stealth+4

Senses:Darkvision30 ft

Languages:

Challenge:0 (0 xp)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Druid Owl

Druid Owl tiny, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 5, 60flying
  • STR3 (-4)
  • DEX13 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +3

Senses:Darkvision 120 ft., passive Perception 10

Languages:

Challenge:0 (0 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:1 slashing damage.

Druid Owl

Druid Owl tiny, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 5, 60flying
  • STR3 (-4)
  • DEX13 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +3

Senses:Darkvision 120 ft., passive Perception 10

Languages:

Challenge:0 (0 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:1 slashing damage.

Druid Panther

Druid Panther medium, 1/4 0 xp

  • Armor class 12
  • Hit points 13 ((3d8))
  • Speed 50, 40climb
  • STR14 (+2)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +4, Stealth +6

Languages:

Challenge:1/4 (0 xp)

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

Actions

Pounce. If the panther 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 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Pounce. If the panther 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 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.,
0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Panther

Druid Panther medium, 1/4 0 xp

  • Armor class 12
  • Hit points 13 ((3d8))
  • Speed 50, 40climb
  • STR14 (+2)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +4, Stealth +6

Languages:

Challenge:1/4 (0 xp)

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

Actions

Pounce. If the panther 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 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Pounce. If the panther 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 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.,
0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Plesiosaurus

Druid Plesiosaurus large beast, 2 0 xp

  • Armor class 13 (natural armor)
  • Hit points 68 (8d10+24) (68 (8d10+24))
  • Speed 20, 40S
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+4

Languages:

Challenge:2 (0 xp)

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Druid Poisonous Snake

Druid Poisonous Snake tiny, 1/8 0 xp

  • Armor class 13
  • Hit points 2 ((1d4))
  • Speed 30, 30swim
  • STR2 (-4)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight10 ft

Languages:

Challenge:1/8 (0 xp)

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5(2d4)poison damage on a failed save, or half as much damage on a successful one.

Druid Poisonous Snake

Druid Poisonous Snake tiny, 1/8 0 xp

  • Armor class 13
  • Hit points 2 ((1d4))
  • Speed 30, 30swim
  • STR2 (-4)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight10 ft

Languages:

Challenge:1/8 (0 xp)

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5(2d4)poison damage on a failed save, or half as much damage on a successful one.

Druid Polar Bear

Druid Polar Bear large beast, 2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 42 (5d10+15) (42 (5d10+15))
  • Speed 40, 30S
  • STR20 (+5)
  • DEX10 (0)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:2 (0 xp)

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

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Druid Pony

Druid Pony medium, 1/8 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Actions

Hooves.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:7(2d4 + 2)bludgeoning damage.

Druid Pony

Druid Pony medium, 1/8 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Actions

Hooves.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:7(2d4 + 2)bludgeoning damage.

Druid Pteranodon

Druid Pteranodon medium beast, 1/4 0 xp

  • Armor class 13 (natural armor)
  • Hit points 13 ((3d8))
  • Speed 10, 60flying
  • STR12 (+1)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+1

Languages:

Challenge:1/4 (0 xp)

Flyby.The pteranodon doesnt provoke an opportunity attack when it flies out of an enemys reach.

Actions

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

Druid Pteranodon

Druid Pteranodon medium beast, 1/4 0 xp

  • Armor class 13 (natural armor)
  • Hit points 13 ((3d8))
  • Speed 10, 60flying
  • STR12 (+1)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+1

Languages:

Challenge:1/4 (0 xp)

Flyby.The pteranodon doesnt provoke an opportunity attack when it flies out of an enemys reach.

Actions

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

Druid Quipper

Druid Quipper tiny, 0 0 xp

  • Armor class 13
  • Hit points 1 ((1d4-1))
  • Speed 0, 40swim
  • STR2 (-4)
  • DEX16 (+3)
  • CON9 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision60 ft

Languages:

Challenge:0 (0 xp)

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The quipper can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Druid Quipper

Druid Quipper tiny, 0 0 xp

  • Armor class 13
  • Hit points 1 ((1d4-1))
  • Speed 0, 40swim
  • STR2 (-4)
  • DEX16 (+3)
  • CON9 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision60 ft

Languages:

Challenge:0 (0 xp)

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The quipper can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Druid Rat

Druid Rat tiny, 0 0 xp

  • Armor class 10
  • Hit points 1 ((1d4-1))
  • Speed 20
  • STR2 (-4)
  • DEX11 (0)
  • CON9 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Rat

Druid Rat tiny, 0 0 xp

  • Armor class 10
  • Hit points 1 ((1d4-1))
  • Speed 20
  • STR2 (-4)
  • DEX11 (0)
  • CON9 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Raven

Druid Raven tiny, 0 0 xp

  • Armor class 12
  • Hit points 1 ((1d4-1))
  • Speed 10, 50flying
  • STR2 (-4)
  • DEX14 (+2)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:0 (0 xp)

Mimicry.The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Raven

Druid Raven tiny, 0 0 xp

  • Armor class 12
  • Hit points 1 ((1d4-1))
  • Speed 10, 50flying
  • STR2 (-4)
  • DEX14 (+2)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:0 (0 xp)

Mimicry.The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Reef Shark

Druid Reef Shark medium, 1/2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 22 ((4d8+4))
  • Speed 0, 40swim
  • STR14 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2

Senses:Blindsight30 ft

Languages:

Challenge:1/2 (0 xp)

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Druid Reef Shark

Druid Reef Shark medium, 1/2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 22 ((4d8+4))
  • Speed 0, 40swim
  • STR14 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2

Senses:Blindsight30 ft

Languages:

Challenge:1/2 (0 xp)

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Druid Rhinoceros

Druid Rhinoceros large beast, 2 0 xp

  • Armor class 11 (natural armor)
  • Hit points 45 (6d10+12) (45 (6d10+12))
  • Speed 40
  • STR21 (+5)
  • DEX8 (-1)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:2 (0 xp)

Charge.If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9(2d8)bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knockedprone.

Actions

Gore.Melee Weapon Attack:+7to hit, reach 5 ft., one target.Hit:14(2d8 + 5)bludgeoning damage.

Druid Riding Horse

Druid Riding Horse large, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 60
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Riding Horse

Druid Riding Horse large, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 60
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Saber-Toothed Tiger

Druid Saber-Toothed Tiger large beast, 2 0 xp

  • Armor class 12
  • Hit points 52 (7d10+14) (52 (7d10+14))
  • Speed 40
  • STR18 (+4)
  • DEX14 (+2)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+6

Languages:

Challenge:2 (0 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 14 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: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Druid Scorpion

Druid Scorpion tiny, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 10
  • STR2 (-4)
  • DEX11 (0)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 10ft

Languages:

Challenge:0 (0 xp)

the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Actions

Sting.Melee Weapon Attack:+2to hit, reach 5 ft., one creature.Hit:1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4(1d8)poison damage on a failed save, or half as much damage on a successful one.

Druid Scorpion

Druid Scorpion tiny, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 10
  • STR2 (-4)
  • DEX11 (0)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 10ft

Languages:

Challenge:0 (0 xp)

Actions

Sting.Melee Weapon Attack:+2to hit, reach 5 ft., one creature.Hit:1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4(1d8)poison damage on a failed save, or half as much damage on a successful one.

Druid Sea Horse

Druid Sea Horse tiny, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 0, 20swim
  • STR1 (-5)
  • DEX12 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Water Breathing. The sea horse can breathe only underwater.

Actions

Druid Sea Horse

Druid Sea Horse tiny, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 0, 20swim
  • STR1 (-5)
  • DEX12 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Water Breathing. The sea horse can breathe only underwater.

Actions

Druid Spider

Druid Spider tiny, 0 0 xp

  • Armor class 12
  • Hit points 1 ((1d4-1))
  • Speed 20, 20climb
  • STR2 (-4)
  • DEX14 (+2)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth +4

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

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

Actions

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

Web Walker. The spider ignores movement restrictions caused by webbing. Sting.Melee Weapon Attack:+2to hit, reach 5 ft., one creature.Hit:1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4(1d8)poison damage on a failed save, or half as much damage on a successful one. , 0 xp

  • Armor class the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Spider

Druid Spider tiny, 0 0 xp

  • Armor class 12
  • Hit points 1 ((1d4-1))
  • Speed 20, 20climb
  • STR2 (-4)
  • DEX14 (+2)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth +4

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

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

Actions

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

Web Walker. The spider ignores movement restrictions caused by webbing. Sting.Melee Weapon Attack:+2to hit, reach 5 ft., one creature.Hit:1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4(1d8)poison damage on a failed save, or half as much damage on a successful one. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Stirge

Druid Stirge tiny, 1/8 0 xp

  • Armor class 14 (natural armor)
  • Hit points 2 ((1d4))
  • Speed 10, 40flying
  • STR4 (-3)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision60 ft

Languages:

Challenge:1/8 (0 xp)

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Druid Stirge

Druid Stirge tiny, 1/8 0 xp

  • Armor class 14 (natural armor)
  • Hit points 2 ((1d4))
  • Speed 10, 40flying
  • STR4 (-3)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision60 ft

Languages:

Challenge:1/8 (0 xp)

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Druid Tiger

Druid Tiger large beast, 1 0 xp

  • Armor class 12
  • Hit points 37 ((5d10+10))
  • Speed 40
  • STR17 (+3)
  • DEX15 (+2)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+6

Senses:Darkvision60 ft

Languages:

Challenge:1 (0 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.

Druid Tiger

Druid Tiger large beast, 1 0 xp

  • Armor class 12
  • Hit points 37 ((5d10+10))
  • Speed 40
  • STR17 (+3)
  • DEX15 (+2)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+6

Senses:Darkvision60 ft

Languages:

Challenge:1 (0 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.

Druid Vulture

Druid Vulture medium beast, 0 0 xp

  • Armor class 10
  • Hit points 5 ((1d8+1))
  • Speed 10, 50flying
  • STR7 (-2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:0 (0 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Druid Vulture

Druid Vulture medium beast, 0 0 xp

  • Armor class 10
  • Hit points 5 ((1d8+1))
  • Speed 10, 50flying
  • STR7 (-2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:0 (0 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Druid Warhorse

Druid Warhorse large, 1/2 0 xp

  • Armor class 11
  • Hit points 19 ((3d10+3))
  • Speed 60
  • STR18 (+4)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Druid Warhorse

Druid Warhorse large, 1/2 0 xp

  • Armor class 11
  • Hit points 19 ((3d10+3))
  • Speed 60
  • STR18 (+4)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Druid Weasel

Druid Weasel tiny, 0 0 xp

  • Armor class 13
  • Hit points 1 ((1d4-1))
  • Speed 30
  • STR3 (-4)
  • DEX16 (+3)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +5

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Weasel

Druid Weasel tiny, 0 0 xp

  • Armor class 13
  • Hit points 1 ((1d4-1))
  • Speed 30
  • STR3 (-4)
  • DEX16 (+3)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +5

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Wolf

Druid Wolf medium, 1/4 0 xp

  • Armor class 13
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR12 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +4

Languages:

Challenge:1/4 (0 xp)

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

Actions

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

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Wolf

Druid Wolf medium, 1/4 0 xp

  • Armor class 13
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR12 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +4

Languages:

Challenge:1/4 (0 xp)

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

Actions

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

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Giant Constrictor Snake

Druid Giant Constrictor Snake huge beast, 2 0 xp

  • Armor class 12
  • Hit points 60 (8d12+8) (60 (8d12+8))
  • Speed 30, 30S
  • STR19 (+4)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2

Senses:Blindsight10 ft

Languages:

Challenge:2 (0 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Druid Ankylosaurus

Druid Ankylosaurus huge beast, 3 0 xp

  • Armor class 15 (natural armor)
  • Hit points 68 (8d12+16) (68 (8d12+16))
  • Speed 30
  • STR19 (+4)
  • DEX11 (0)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:3 (0 xp)

Actions

Tail.Melee Weapon Attack:+7to hit, reach 10 ft., one target.Hit:18(4d6 + 4)bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knockedprone.

Druid Giant Scorpion

Druid Giant Scorpion large beast, 3 0 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d10+14) (52 (7d10+14))
  • Speed 40
  • STR15 (+2)
  • DEX13 (+1)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight 60 ft

Languages:

Challenge:3 (0 xp)

Actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Druid Killer Whale

Druid Killer Whale huge beast, 3 0 xp

  • Armor class 12 (natural armor)
  • Hit points 90 (12d12+12) (90 (12d12+12))
  • Speed 0, 60S
  • STR19 (+4)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Senses:Blindsight120 ft

Languages:

Challenge:3 (0 xp)

Echolocation. The whale can't use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

Druid Air Elemental

Druid Air Elemental large elemental, Auran 5 xp

  • Armor class 15
  • Hit points 90 (12d10+24) (90 (12d10+24))
  • Speed 0, 90F
  • STR14 (+2)
  • DEX20 (+5)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Damage Resistances:Lightning, Thunder

Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities:Poison

Senses:Exhaustion,Grappled,Paralyzed,Petrified,Poisoned,Prone,Restrained,Unconscious

Languages:Darkvision60 ft

Challenge:Auran (5 xp)

Actions

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Legendary Actions

Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 46). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Druid Earth Elemental

Druid Earth Elemental large elemental, 5 0 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (12d10+60) (126 (12d10+60))
  • Speed 30, 30B
  • STR20 (+5)
  • DEX5 (-3)
  • CON20 (+5)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Damage Resistances:Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities:Poison

Condition Immunities:Exhaustion,Paralyzed,Petrified,Poisoned,Unconscious

Senses:Darkvision60 ft.,Tremorsense60 ft

Languages:Terran

Challenge:5 (0 xp)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Druid Fire Elemental

Druid Fire Elemental large elemental, 5 0 xp

  • Armor class 13
  • Hit points 102 (12d10+36) (102 (12d10+36))
  • Speed 50
  • STR10 (0)
  • DEX17 (+3)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Damage Resistances:Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities:Fire, Poison

Condition Immunities:Exhaustion,Grappled,Paralyzed,Petrified,Poisoned,Prone,Restrained,Unconscious

Senses:Darkvision60 ft

Languages:ignan

Challenge:5 (0 xp)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire

Actions

until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Legendary Actions

Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Druid Water Elemental

Druid Water Elemental large elemental, aquan 5 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10+48) (114 (12d10+48))
  • Speed 30, 90S
  • STR18 (+4)
  • DEX14 (+2)
  • CON18 (+4)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Damage Resistances:Acid

Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities:Poison

Senses:Exhaustion,Grappled,Paralyzed,Petrified,Poisoned,Prone,Restrained,Unconscious

Languages:Darkvision60 ft

Challenge:aquan (5 xp)

Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 46). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Actions

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes

Legendary Actions

its speed is reduced by 20 feet until the end of its next turn.

druid Elephant

druid Elephant huge beast, 4 0 xp

  • Armor class 12 (natural armor)
  • Hit points 76 (8d12+24) (76 (8d12+24))
  • Speed 40
  • STR22 (+6)
  • DEX9 (-1)
  • CON17 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:4 (0 xp)

Trampling Charge.If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knockedprone. If the target isprone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Druid Giant Crocodile

Druid Giant Crocodile huge beast, 5 0 xp

  • Armor class 14 (natural armor)
  • Hit points 85 ((9d12 + 27))
  • Speed 30 ft., swim 50 ft.
  • STR21 (+5)
  • DEX9 (-1)
  • CON17 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth +5

Languages:

Challenge:5 (0 xp)

Hold Breath. The crocodile can hold its breath for 30 minutes.

Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Druid Giant Shark

Druid Giant Shark huge beast, 5 0 xp

  • Armor class 13 (natural armor)
  • Hit points 126 ((11d12 + 55))
  • Speed 0 ft., swim 50 ft.
  • STR23 (+6)
  • DEX11 (0)
  • CON21 (+5)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Senses:Blindsight60 ft

Languages:

Challenge:5 (0 xp)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.

Actions

Bite.Melee Weapon Attack:+9to hit, reach 5 ft., one target.Hit:22(3d10 + 6)piercing damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Triceratops

Druid Triceratops huge beast, 5 0 xp

  • Armor class 13 (natural armor)
  • Hit points 95 ((10d12 + 30))
  • Speed 50
  • STR22 (+6)
  • DEX9 (-1)
  • CON17 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:5 (0 xp)

Trampling Charge.If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knockedprone. If the target isprone, the triceratops can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

druid Mammoth

druid Mammoth huge beast, 0 xp

  • Armor class 13+lvl spell (natural armor)
  • Hit points 126 ((11d12 + 55))
  • Speed 40 ft
  • STR24 (+7)
  • DEX9 (-1)
  • CON21 (+5)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge: (0 xp)

Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

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Acolyte

Acolyte Medium humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

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,

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.

Adult Blue Dragon

Adult Blue Dragon Huge dragon, lawful evil 16 15 xp

  • Armor class 19 (natural armor)
  • Hit points 225 (18d12+108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5, Con +11, Wis +7, Cha +9

Skills: Perception +12, Stealth +5

Damage Immunities: lightning

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22

Languages: Common, Draconic

Challenge: 16 (15 xp)

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.,,

Actions

Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+12 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit:14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit:16 (2d8 + 7) bludgeoning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning
in a 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw, taking 66 (12d10)
lightning damage on a failed save, or half as much damage on
a successful one.

Legendary Actions

Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect.The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Adult White Dragon

Adult White Dragon Hufe Dragon, chaotic evil 13 10 xp

  • Armor class 18 (natural armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
  • STR 22 (+6)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: Dex +5, Con +11, Wis +6, Cha +6

Skills: Perception +11, Stealth +5

Damage Immunities: cold

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages: Common, Draconic

Challenge: 13 (10 xp)

Ice Walk.The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
,

Actions

Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target.
Hit:17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit:13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit:15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.

Air Elemental

Air Elemental Large elemental, neutral 5 1 xp

  • Armor class 15
  • Hit points 90 (12d10+24)
  • Speed 0 ft., fly 90 ft. (hover)
  • STR 14 (+2)
  • DEX 20 (+5)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Resistances: lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: poison

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

Senses: darkvision 60 ft., passive Perception 10

Languages: Auran

Challenge: 5 (1 xp)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack:+8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6).Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Ambush Drake

Ambush Drake Medium Dragon, unaligned 1/2 100 xp

  • Armor class 13 (natural armor)
  • Hit points 22 (4d6+8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 11 (0)
  • CHA 6 (-2)

Skills: Perception +4, Stealth +4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 14

Languages: understands Draconic but can't speak

Challenge: 1/2 (100 xp)

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

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

Animated Armor

Animated Armor Medium Construct, unaligned 1 200 xp

  • Armor class 18 (natural)
  • Hit points 33 (6d8+6)
  • Speed 25 ft
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

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

Senses: blindsight 60ft. (blind beyond this radius), PP 6

Languages:

Challenge: 1 (200 xp)

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. 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.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.,,

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Aquatic Troll

Aquatic Troll Large Giant, chaotic evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30ft., swim 30ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Senses: darkvision 60ft., passive Perception 11

Languages: Giant

Challenge: 5 (1,800 xp)

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

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't
function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Amphibious. Can breath water or air.,,

Actions

Multiattack. The troll makes three attacks: one with its bite
and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

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

Assassin

Assassin Medium humanoid (any race), any non-good alignment 8 3 xp

  • Armor class 15 (studded leather)
  • Hit points 78 (12d8+24)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Dex +7, Int +5

Skills: Acrobatics +7, Deception +4, Perception +4, Stealth +11

Damage Resistances: poison

Senses: passive Perception 14

Languages: Thieves' cant plus any two languages

Challenge: 8 (3 xp)

Assassinate.During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion.If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn).The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
,,

Actions

Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack:+7 to hit, range 80/320 ft., one target.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Awakened Tree

Awakened Tree Huge plant, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d12+14)
  • Speed 20 ft.
  • STR 19 (+4)
  • DEX 6 (-2)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, piercing

Senses: PP 10

Languages: one language known by its creator

Challenge: 2 (450 xp)

Damage vulnerabilities: fire

False Appearance. While the tree remains motionless, it is
indistinguishable from a normal tree.,,

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Azbara Jos

Azbara Jos Medium Humanoid, lawful evil 4 1 xp

  • Armor class 13 (16 with Mage Armor)
  • Hit points 39 (6d8+12)
  • Speed 0ŒÇ30 ft.
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 11 (0)

Save Throws: Int +5, Wis +3

Skills: Arcana +5, Deception +2, Insight +3, Stealth +5

Senses: passive Perception 11

Languages: Common, Draconic, Infernal, Primordial, Thayan

Challenge: 4 (1 xp)

Special Equipment.
Azbara has two scrolls of mage armor.
Potent Cantrips.
When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.
Sculpt Spells.
When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.
Spellcasting.
Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, restidigitation, ray of frost,shocking grasp
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): invisibility, misty step, scorching ray
3rd level (3 slots): counterspell, dispel magic, fireball,,

Actions

Dagger. Melee or Ranged Weapon Attack:+5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.

Bandit

Bandit Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

,,

Actions

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.

Barbed Devil

Barbed Devil Medium fiend (devil), lawful evil 5 1,800 xp

  • Armor class 15 (natural)
  • Hit points 110 (13d8+52)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 14 (+2)

Save Throws: Str+6, Con+7, Wis+5, Cha+5

Skills: Deception +5, Insight +5, Perception +8

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120ft., PP18

Languages: Infernal, telepathy 120ft

Challenge: 5 (1,800 xp)

Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

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.,,

Actions

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

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

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Berserker

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 2 (450 xp)

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

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:9 (1d12 + 3) slashing damage.

Black Bear

Black Bear Medium beast, unalinged 1/2 100 xp

  • Armor class 11 (natural armor)
  • Hit points 19 (3d8 + 6)
  • Speed 40ft, climb 30ft
  • STR15 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills: Perception +3

Senses: PP 13

Languages:

Challenge: 1/2 (100 xp)

Keen Smell. The bear has advantage on WIS (Perception) checks that rely on smell.,

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 5 (1d6 +2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 7 (2d4 + 2) slashing damage.

Blagothkus

Blagothkus Huge Giant, neutral evil 9 5 xp

  • Armor class 17 (splint)
  • Hit points 138 (12d12+60)
  • Speed 40 ft.
  • STR 26 (+8)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 15 (+2)

Save Throws: Con +9, Wis +6, Cha +6

Skills: Arcana +7, Insight +6, Intimidation +6, Perception +6

Senses: passive Perception 16

Languages: Common, Draconic, Giant

Challenge: 9 (5 xp)

Keen Smell.
Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting.
Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:
3/day each: fog cloud, levitate
Spellcasting.
Blagothkus is a 5th-level Spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells
prepared from the wizard spell list:
Cantrips (at will): light, mage hand, prestidigitation
1st level (4 slots): detect magic, identify, magic missile, shield
2nd level (3 slots): gust of wind, misty step, shatter
3rd level (2 slots): fly, lightning bolt

Actions

Multiattack.
Blagothkus attacks twice with his morningstar.
Morningstar.
Melee Weapon Attack:+10 to hit, reach 10 ft., one target.
Hit:21 (3d8 + 8) piercing damage.

Blood Hawk

Blood Hawk Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 10 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Skills: Perception +4

Senses: passive Perception 14

Languages:

Challenge: 1/8 (25 xp)

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

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

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Bone Devil

Bone Devil Large fiend (devil), lawful evil 9 5,000 xp

  • Armor class 19 (natural)
  • Hit points 142 (15d10+60)
  • Speed 40ft., fly 40ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Int +5, Wis +6, Cha +7

Skills: Deception +7, Insight +6

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120ft., PP12

Languages: Infernal, telepathy 120ft

Challenge: 9 (5,000 xp)

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.,,

Actions

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.

Bullywug

Bullywug Medium humanoid (bullywug), neutral evil 1/4 50 xp

  • Armor class 15 (hide armor, shield)
  • Hit points 11 (2d8+2)
  • Speed 20ft., swim 40ft.
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Stealth +3

Senses: passive Perception 10

Languages: Bullywug

Challenge: 1/4 (50 xp)

Amphibious.The bullywug can breathe air and water.
Speak with Frogs and Toads.The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.,

Actions

Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.
Bite. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:3 (1d4 + 1) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. Or range 20/60 ft., one target.
Hit:4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Captain Othelstan

Captain Othelstan Medium Humanoid, lawful evil 5 1 xp

  • Armor class 19 (splint, shield)
  • Hit points 93 (11d10+33)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +7. Con +6

Skills: Athletics +7, Intimidation +4, Perception +5, Religion +4

Senses: passive Perception 15

Languages: Common, Draconic, Giant

Challenge: 5 (1 xp)

Action Surge (Recharges when Othelstan Finishes a Short or Long Rest). On his turn, Othelstan can take one additional action.
Tiamat's Blessing of Retribution.When Othelstan takes damage that reduces him to 0 hit points, he immediately
regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.

Actions

Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.
Flail. Melee Weapon Attack: +7to hit, reach 5 ft., one target.
Hit:8 ( 1d8 + 4) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack:+7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit: 7 ( 1d6 + 4) piercing damage.

Carrion Crawler

Carrion Crawler Large monstrosity, unaligned 2 450 xp

  • Armor class 13 (natural amor)
  • Hit points 51 (6d10+18)
  • Speed 30 ft.,climb 30ft.
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +3

Senses: darkvision 60 ft., passive Perception 13

Languages: --

Challenge: 2 (450 xp)

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

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

Actions

Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1 d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 7 (2d4 + 2) piercing damage.

Chasme

Chasme Large fiend (demon), chaotic evil 6 2,300 xp

  • Armor class 15 (naturall)
  • Hit points 84 (13d10+13)
  • Speed 20ft., fly 60ft.
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Dex +5, Wis +4, Cha +25

Skills: Perception +5

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: blindsight 10ft.,dark vision 120ft. passive perception 15

Languages: Abyssal, telepathy 120ft.

Challenge: 6 (2,300 xp)

Drone. The chasme produces a horrid droning sound to
which demons are immune. Any other creature that starts its
turn with in 30 feet of the chasme must succeed on a DC 12
Constitution saving throw or fall unconscious for 10 minutes.
A creature that can't hear the drone automaticall y succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours .

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

Spider Climb. The chasme can climb difficult surfaces,
including upside down on ce ilin gs, without needing to make an ability check.

Actions

Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft ., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts unti l the creature finishes a long rest or until it is affected by a spell like greater restoration .

Chuul

Chuul Large aberration, chaotic evil 4 1,100 xp

  • Armor class 16 (natural)
  • Hit points 93 (11d10+33)
  • Speed 30ft., swim 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 11 (0)
  • CHA 5 (-3)

Skills: Perception +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft., PP14

Languages: understands Deep Speech but can't speak

Challenge: 4 (1,100 xp)

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.,,

Actions

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.

Commoner

Commoner Medium humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

,

Actions

Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.

Crocodile

Crocodile Large beast, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 20 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Senses: passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Cult Fanatic

Cult Fanatic Medium humanoid (any race), any non-good alignment 2 450 xp

  • Armor class 13 (leather)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Persuasion +4, Religion +2

Senses: PP 10

Languages: any one language (usually Common)

Challenge: 2 (450 xp)

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
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,,

Actions

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.

Cultist

Cultist Medium humanoid (any race), any non-good alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.

Actions

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

Cyclops

Cyclops Huge giant, chaotic neutral 6 2,300 xp

  • Armor class 14 (natural)
  • Hit points 138 (12d12+60)
  • Speed 30ft
  • STR 22 (+6)
  • DEX 11 (0)
  • CON 20 (+5)
  • INT 8 (-1)
  • WIS 6 (-2)
  • CHA 10 (0)

Senses: PP 8

Languages: Giant

Challenge: 6 (2,300 xp)

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.,,

Actions

Multiattack. The cyclops makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Dao

Dao Large elemental, neutral evil 11 7,200 xp

  • Armor class 18 (natural)
  • Hit points 187 (15d10+105)
  • Speed 30 ft., burrow 30 ft., fly 30 ft.
  • STR 23 (+6)
  • DEX 12 (+1)
  • CON 24 (+7)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Int +5, Wis +5, Cha +6

Condition Immunities: petrified

Senses: darkvision 120ft., PP11

Languages: Terran

Challenge: 11 (7,200 xp)

Earth Glide. The dao can burrow through nonmagical,
unworked earth and stone. While doing so, the dao oesn't disturb the material it moves through.

Elemental Demise. If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.

Innate Spellcasting. The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues
1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone

Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.,,

Actions

Multiattack. The dao makes two fist attacks or two maul
attacks.

Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.

Darkmantle

Darkmantle Small monstrosity, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6+5)
  • Speed 10ft., fly 30ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +3

Senses: blindsight 60ft., passive Perception 10

Languages: --

Challenge: 1/2 (100 xp)

Echolocation. The darkmantle can't use its blindsight
whi le deafened.

False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.,

Actions

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (ld6 + 3) bludgeoning damage, and the dark mantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit
from any bonus to its speed, and it moves with the ta rget.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the dark mantle can detach itselffrom the target by using 5 feet of movement.

Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the dark mantle maintains concentration, up to 10 min utes (as if concentrating on a spell). Darkvision can't penetrate this darkness , and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

Deep Gnome (Svirfneblin)

Deep Gnome (Svirfneblin) Small humanoid (gnome), neutral good 1/2 100 xp

  • Armor class 15 (chain shirt)
  • Hit points 16 (3d6+6)
  • Speed 20 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 9 (-1)

Skills: Investigation +3, Perception +2, Stealth +4

Senses: darkvision 120 ft., passive Perception 12

Languages: Gnomish, Terran, Undercommon

Challenge: 1/2 (100 xp)

Stone Camouflage. The gnome has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain .

Gnome Cunning. The gnome has advantage on Intelligence,
Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self,,

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
target. Hit: 6 (1d8 + 2) piercing damage.

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120ft ., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be 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.

Deer

Deer Medium beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 4 (1d8)
  • Speed 50 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Senses: passive Perception 12

Languages:

Challenge: 0 (10 xp)

,

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.

Derro

Derro Small Humanoid (derro), chaotic evil 1/4 50 xp

  • Armor class 13 (leather armor)
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 5 (-3)
  • CHA 9 (-1)

Skills: Stealth +4

Senses: darkvision 120 ft. passive Perception 7

Languages: Dwarfish, Undercommon

Challenge: 1/4 (50 xp)

The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take a delight in tormenting others--even their own kind.

Ferro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils.

Insanity. The ferro has advantage on saving throws against being charmed or frightened.

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

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

Actions

Hooked Shortspeak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 1 (1d4-1) piercing damage. if the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit (1d8+2) piercing damage.

Displacer Beast

Displacer Beast Large monstrosity, laweful evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 85 (10d10 +30)
  • Speed 40ft
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA8 (-1)

Senses: darkvision 60ft, PP 11

Languages:

Challenge:3 (700 xp)

Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attakc, this trait is disrupted until the end of its next turn. This trait is also dirupted while the displacer beast is incapacitaded or has a speed of 0.,,

Actions

Multiattack. The displacer beast makes two attacks with its tentacles.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit 7 (1d6 +4) bludgeoning damage plus 3 (1d6) piercing damage.

Doppelganger

Doppelganger Medium monstrosity (shapechanger), neutral 3 700 xp

  • Armor class 14
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6, Insight +3

Condition Immunities: charmed

Senses: darkvision 60 ft., passive Perception 11

Languages: Common

Challenge: 3 (700 xp)

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.,

Actions

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 feet of it. The effect can penetrate barriers, but 3 feet 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.

Dragonclaw

Dragonclaw medium Humanois, neutral evil 1 200 xp

  • Armor class 14 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Wis +2

Skills: Deception +5, Stealth +5

Senses: passive Perception 10

Languages: Common, Draconic

Challenge: 1 (200 xp)

Dragon Fanatic.The dragonclaw has advantage on saving throws against being charmed or frightened. While the
dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.
Fanatical Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.
Pack Tactics.The dragonclaw has advantage on an attack roll against a creature if at least one of the Dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.,,

Actions

Multiattack. The dragonclaw attacks twice with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:6 ( 1d6 + 3) slashing damage.

Dralmorrer Borngray

Dralmorrer Borngray Medium Humanoid, neutral evil 3 700 xp

  • Armor class 16 (studded leather, Shield)
  • Hit points 52 (7d10+14)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 10 (0)
  • CHA 8 (-1)

Save Throws: Str. +6, Con +4

Skills: Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5

Senses: darkvision 60ft., passive Perception +12

Languages: Common, Bullywug, Draconic, Elvish, Goblin, Sylvan

Challenge: 3 (700 xp)

Fey Ancestry. Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5
to hit with spell attacks). Dralmorrer has the following spells
prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile, shield, thunderwave
2nd level (2 slots): magic weapon, misty step
War Magic.When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can take a bonus action to teleport it to his hand.

Actions

Multiattack. Dralmorrer attacks twice, either with his longsword or dagger.
Longsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:8 ( 1d8 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit:6 (1d4 + 4) piercing damage.

Drow Elite Warrior

Drow Elite Warrior Medium humanoid (elf), neutral evil 5 1,800 xp

  • Armor class 18 (studded leather, shield)
  • Hit points 71
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Save Throws: Dex +7, Con +5, Wis +4

Skills: Percept +4, Stealth +10

Senses: darkvision 120 ft., passive Perception 14

Languages: Elvish, Undercommon

Challenge: 5 (1,800 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 drew'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. ,,

Actions

Multiattack. The drow makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 7 (ld6 + 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.

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.

Drow

Drow Medium humanoid (elf), neutral evil 1/4 50 xp

  • Armor class 15 (chain shirt)
  • Hit points 13 (3d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception +2, Stealth +4

Senses: darkvision 120,passive perception 12

Languages: Elvish, Undercommon

Challenge: 1/4 (50 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 drew'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.,

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120ft., one target. Hit: 5 (1 d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitutio.n saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Duergar

Duergar medium humanoid (dwarf), lawful eveil 1 200 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120,passive perception 10

Languages: Dwarfish, undercommon

Challenge: 1 (200 xp)

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.

Actions

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 .

Earth Elemental

Earth Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 17 (natural)
  • Hit points 126 (12d10+60)
  • Speed 30 ft., burrow 30 ft.
  • STR 20 (+5)
  • DEX 8 (-1)
  • CON 20 (+5)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious

Senses: darkvision 60 ft., tremorsense 60 ft., PP10

Languages: Terran

Challenge: 5 (1,800 xp)

Damage Vulnerabilities: Thunder

Earth Glide. The elemental can burrow through nonmagical,
unworked earth and stone. While doing so, the elemental
doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objectsand structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Efreeti

Efreeti Large elemental, lawful evil 11 7,200 xp

  • Armor class 17 (natural)
  • Hit points 200 (16d10+112)
  • Speed 40ft., fly 60 ft.
  • STR 22 (+6)
  • DEX 12 (+1)
  • CON 24 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 16 (+3)

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

Damage Immunities: Fire

Senses: Darkvision 120ft., PP 12

Languages: Ignan

Challenge: 11 (7,200 xp)

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

Innate Spellcasting. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic
3/day: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Actions

Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire
damage.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Elk

Elk Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Charge.If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack:+5 to hit, reach 5 ft., one prone creature.
Hit:8 (2d4 + 3) bludgeoning damage.

Ettercap

Ettercap Medium monstrosity, neutral evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 44 (8d8+8)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +4, Survival +3

Senses: darkvision 60 ft., passive Perception 13

Languages:

Challenge: 2 (450 xp)

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense.While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
Web Walker.The ettercap ignores movement restrictions caused by webbing.,,

Actions

Multiattack.The ettercap makes two attacks: one with its bite and one with its claws.
Bite.Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws.Melee Weapon Attack:+4 to hit, reach 5 ft., one target.
Hit:7 (2d4 + 2) slashing damage.
Web (Recharge 5-6).Ranged Weapon Attack:+4 to hit, range 30/60 ft., one Large or smaller creature. Hit:The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Ettin

Ettin Large giant, chaotic evil 4 1,100 xp

  • Armor class 12 (natural)
  • Hit points 85 (10d10+30)
  • Speed 40 ft.
  • STR 21 (+5)
  • DEX 8 (-1)
  • CON 17 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: Darkvision 60 ft., PP14

Languages: Giant, Orc

Challenge: 4 (1,100 xp)

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

Wakeful. When one of the ettin's heads is asleep, its other head is awake.

Actions

Multiattack. The ettin makes two attacks: one with its
battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Fire Elemental

Fire Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 13
  • Hit points 102 (12d10+36)
  • Speed 50 ft.
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

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

Damage Immunities: fire, poison

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

Senses: darkvision 60 ft., PP 10

Languages: Ignan

Challenge: 5 (1,800 xp)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the
start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Frulam Mondath

Frulam Mondath medium Humanoid, lawful evil 2 450 xp

  • Armor class 16 (chain mail)
  • Hit points 44 (8d8+8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 15 (+2)

Save Throws: Wis +6, Cha +4

Skills: Deception +4, History +2, Religion +2

Senses: passive Perception 14

Languages: Common, Draconic, Infernal

Challenge: 2 (450 xp)

Spellcasting. Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred fla me, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3 slots): calm emotions, hold person, spiritual weapon
3rd level (2 slots): mass healing word, spirit guardians.,,

Actions

Multiattack. Frulam attacks twice with her halberd.
Halberd. Melee Weapon Attack:+5 to hit, reach 10 ft., one target.
Hit: 7 (1d10 + 2) bludgeoning damage.

Gargoyle

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d8+12)
  • Speed 30 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Damage Immunities: poison

Condition Immunities: exhaustion, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Terran

Challenge: 2 (450 xp)

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.,

Actions

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.

Ghost

Ghost Medium undead, any alignment 4 1,100 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 0 ft., fly 40 ft.
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 17 (+3)

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

Damage Immunities: cold, necrotic, poison

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

Senses: darkvision 60 ft., 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 side 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 viae 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 seewithin 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 inca pacitated 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 li ke 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.

Ghoul

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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.

Giant Centipede

Giant Centipede Small beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 30 ft., climb 30 ft.
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages:

Challenge: 1/4 (50 xp)

,

Actions

Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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.

Giant Fire Beetle

Giant Fire Beetle small beast, unaligned 0 10 xp

  • Armor class 13 (natural)
  • Hit points 4 (1d6+1)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages: --

Challenge: 0 (10 xp)

A giant fire beetle is a nocturnal creature that takes its
name from a pair of glowing glands that give off light.
Miners and adventurers prize these creatures, for a
giant fire beetle's glands continue to shed light for 1d6
days after the beetle dies. Giant fire beetles are most
commonly found underground and in dark forests.

Illumination. The beetle sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.,,

Actions

Bite. Melee Weapon Attack:+ 1 to hit, re ach 5 ft., one target. Hit: 2 (1d6- 1) slashing damage.

Giant Frog

Giant Frog Medium beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft., passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Amphibious.The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Lizard

Giant Lizard Large beast, unaligned 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

,,

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Giant Owl

Giant Owl Large best, neutral 1/4 50 xp

  • Armor class 12
  • Hit points 19 (3d10 + 3)
  • Speed 5ft, fly 60ft
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT8 (-1)
  • WIS13 (+1)
  • CHA10 (0)

Skills: Perception +5, Stealth +4

Senses: darkvision 120ft, PP 15

Languages: Giant Owl, understands Common, Elvish and Sylvan, but can't speak them

Challenge: 1/4 (50 xp)

Flyby. The owl doesn't provoke oportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on WIS (Perception) checks that rely on hearing or sight.,

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 8 (2d6 + 1) slashing damage

Giant Rocktopus

Giant Rocktopus Large Beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10+8)
  • Speed 20 ft., climb 10ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4, Stealth +5

Senses: darkvision 60 ft., passive Perception 14

Languages: --

Challenge: 1 (200 xp)

Camouflage. The octopus has advantage on
Dexterity (Stealth) checks.,

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Giant Spider

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1 (200 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense.While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker.The spider ignores movement restrictions caused by webbing.,

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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.
Web (Recharge 5-6). Ranged Weapon Attack:+5 to hit, range 30/60 ft., one creature.Hit:The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Giant Vulture

Giant Vulture Large beast, neutral evil 1 200 xp

  • Armor class 10
  • Hit points 22 ((3d10 + 6))
  • Speed 10 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: understands Common but can't speak

Challenge: 1 (200 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

,

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Gnoll Pack Lord

Gnoll Pack Lord Medium humanoid (gnoll), chaotic evil 2 450 xp

  • Armor class 15 (chain shirt)
  • Hit points 49 (9d8+9)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Gnoll

Challenge: 2 (450 xp)

Rampage. When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn , the gnoll can take a bonus
action to move up to half its speed and make a bite attack.,,

Actions

Multiattack. The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

Glaive. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft ., one target. Hit: 6 (1d8 + 2) piercing damage.

Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.

Gnoll

Gnoll Medium humanoid (knoll), chaotic evil 1/2 100 xp

  • Armor class 15 (hide armor, shield)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 10

Languages: Gnoll

Challenge: 1/2 (100 xp)

Rampage. When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn, the gnoll can take a bonus
action to move up to half its speed and make a bite attack.,,

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one creature. Hit: 4 (1d4 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20J60 ft ., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1 d8 + 2) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft. , one target. Hit: 5 (1d8 + 1) piercing damage.

Goblin

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills: Stealth +6

Senses: darkvision 60ft, PP 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns,,

Actions

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

Gorgon

Gorgon Large monstrosity, unaligned 5 1,800 xp

  • Armor class 19 (natural)
  • Hit points 114 (12d10+48)
  • Speed 40 ft.
  • STR 20 (+5)
  • DEX 11 (0)
  • CON 18 (+4)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +4

Condition Immunities: petrified

Senses: darkvision 60 ft., PP 14

Languages:

Challenge: 5 (1,800 xp)

Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.,,

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Petrifying Breath (Recharge 5-6). The gorgon exhales
petrifying gas in a 30-foot cone. Each creature in that area
must succeed on a DC 13 Constitution saving throw. On a
failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Gray ooze

Gray ooze Medium ooze, unaligned 1/2 100 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 10 ft., climb 10 ft.
  • STR 12 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 2 (-4)

Skills: Stealth +2

Damage Resistances: acid, cold, fire

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

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

Languages:

Challenge: 1/2 (100 xp)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal.Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative äšÍ1 penalty to damage rolls.If its penalty drops to äšÍ5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance.While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.,

Actions

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 nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative äšÍ1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Green Hag

Green Hag Medium Fey, neutral evil 3 700 xp

  • Armor class 17 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 14 (+2)

Skills: Arcana +3, Deception +4, Perception +4, Stealth +3

Senses: darkvision 60 ft., passive perception 14

Languages: Common, Draconic, Sylvan

Challenge: 3 (700 xp)

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability
is Charisma (spell save DC 12). She can innately cast the
following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and humanoid
voices. A creature that hears the sounds can tell they are
imitations with a successful DC 14 Wisdom (Insight) cheok.,

Actions

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

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Grell

Grell Medium aberration, neutral evil 3 700 xp

  • Armor class 12
  • Hit points 55 (10d8+10)
  • Speed 10ft., fly 30 ft. (hover)
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Perception +4, Stealth +6

Damage Immunities: lightning

Condition Immunities: blinded, prone

Senses: blindsight 60 ft. (blind beyond this radius) passive perception 14

Languages: Grell

Challenge: 3 (700 xp)

,,

Actions

Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is
Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature. Hit: 7 (2d4 + 2) piercing damage.

Griffon

Griffon Large monstrosity, unaligned 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 30 ft., fly 80 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Senses: darkvision 60 ft., passive Perception 15

Languages:

Challenge: 2 (450 xp)

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

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:11 (2d6 + 4) slashing damage.

Guard Drake

Guard Drake medium Dragon, unaligned 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Perception +2

Damage Resistances: Lightning

Senses: darkvision 60ft., passive Perception 12

Languages: understands Draconic but can't speak

Challenge: 2 (450 xp)

Actions

Multiattack.The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 7 ( 1d8 + 3) piercing damage.
Tail. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.

Guard

Guard Medium humanoid (any race), any alingment 1/8 25 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 11 (2d8 + 2)
  • Speed 30ft
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Skills: Perception +2

Senses: PP 12

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

,,

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft, or range 20/60ft, one target. Hit: 4 (1d6 + 1) piercing damage.

Half-Red Dragon Veteran

Half-Red Dragon Veteran Medium humanoid (human), any alignment 5 1,800 xp

  • Armor class 18 (plate)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Str +5, Con +4

Skills: Athletics +5, Perception +2

Damage Resistances: Fire

Senses: Blindsight 10 ft., darkvision 60 ft., PP 12

Languages: Common, Draconic

Challenge: 5 (1,800 xp)

,,

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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

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

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Fire Breath (Recharge 5-6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

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

Helmed Horror

Helmed Horror Medium construct, neutral 4 1 xp

  • Armor class 20 (plate, shield)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., fly 30ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Perception +4

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Damage Immunities: force, necrotic, poison

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

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 14

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

Challenge: 4 (1 xp)

Magic Resistance.The helmed horror has advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
,

Actions

Multiattack.The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Hippogriff

Hippogriff Large monstrosity, unaligned 1 200 xp

  • Armor class 11
  • Hit points 19 (3d10 + 3)
  • Speed 40 ft., fly 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Languages:

Challenge: 1 (200 xp)

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

,

Actions

Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

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

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), lawful evil 3 700 xp

  • Armor class 17 (half plate)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 3 (700 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) 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.,

Actions

Multiattack.The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:9 (2d6 + 2) piercing damage.
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.
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.

Hobgoblin

Hobgoblin Medium humanoid (goblinoid), lawful evil 1/2 100 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) 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.

Actions

Longsword. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target.
Hit:5 (1d8 + 1) piercing damage.

Hook Horror

Hook Horror Large monstrosity, neutral 3 700 xp

  • Armor class 15 (natural)
  • Hit points 75 (10d10+20)
  • Speed 30 ft., climb 30 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: blindsight 60 ft., dark vision 10 ft., passive perception 13

Languages: Hook Horror

Challenge: 3 (700 xp)

Echolocation. The hook horror can't use its blindsight
while deafened.

Keen Hearing. The hook horror has advantage on Wisdom
(Perception) checks that rely on hearing.,

Actions

Multiattack. The hook horror makes two hook attacks .
Hook. Melee Weapon Attack: +6 to hit , reach 10ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Ixitxachitl

Ixitxachitl Small aberration, chaotic evil 1/4 40 xp

  • Armor class 15 (natural armor)
  • Hit points 18 (4d6+4)
  • Speed 0 ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 7 (-2)

Senses: darkvision 60ft., passive Perception 11

Languages: Abyssal, Ixitxachitl

Challenge: 1/4 (40 xp)

Aquatic creatures resembling mana rays, with small, clawed hands at the end of their wings and black eyes gleaming with sinister intelligence. Demon Rays is a common nickname.

,,

Actions

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

Reactions:
Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage.

Jamna Gleamsilver

Jamna Gleamsilver Small Humanoid, neutral 1 200 xp

  • Armor class 15 (leather armor)
  • Hit points 22 (4d6+8)
  • Speed 25 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 15 (+2)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +5, Int +4

Skills: Acrobatics +5, Deception +3, Insight+2, Perception +4, Persuasion +3, Stealth +7

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Gnomish, Goblin, Sylvan

Challenge: 1 (200 xp)

Cunning Action.Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
Gnome Cunning.Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting.Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
1st level (3 slots): charm person, color spray, disguise self,
longstrider

Actions

Multiattack.Jamna attacks twice with her shortswords.
Shortsword. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage, or 9 (1d6 + 3 plus 1d6) piercing damage if the target is Medium or larger.

Knight

Knight Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 18 (plate)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Con +4, Wis +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

,,

Actions

Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit:5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight 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 knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

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

Kobold

Kobold Small humanoid (kobold), lawful evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.,

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit:4 (1d4 + 2) bludgeoning damage.

Kuo-toa Monitor

Kuo-toa Monitor Medium humanod (kuo-toa), neutral evil 1 200 xp

  • Armor class 13 (natural armor)