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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 Onlyacid, 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+2Fighter 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 beast 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)
  • 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 beast, 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 beast, 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 beast, 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.Hit61d8 + 2slashing damage.

Druid Axe Beak

Druid Axe Beak large beast, 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.Hit61d8 + 2slashing 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.Hit1 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.Hit1 piercing damage.

Druid Bat

Druid Bat tiny beast, 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 beast, 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 beast, 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 beast, 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.Hit41d4 + 2piercing 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.Hit41d4 + 2piercing damage.

Druid Boar

Druid Boar medium beast, 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.
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.

Actions

Tusk. Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit41d6 + 1slashing damage.

Druid Boar

Druid Boar medium beast, 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.
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.

Actions

Tusk. Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit41d6 + 1slashing 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 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 beast, 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.Hit21d4bludgeoning damage.

Druid Camel

Druid Camel large beast, 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.Hit21d4bludgeoning 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.Hit1 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.Hit1 slashing damage.

Druid cave bear

Druid cave bear large beast, 2 0 xp

  • Armor class 12
  • Hit points 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 beast, 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 beast, 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 beast, 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 beast, 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 beast, 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 beast, 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.Hit21d4piercing 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.Hit21d4piercing 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 beast, 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 41d4 + 2piercing 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 31d6every 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 beast, 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 41d4 + 2piercing 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 31d6every 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 beast, 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.Hit92d4 + 4bludgeoning damage.

Druid Draft Horse

Druid Draft Horse large beast, 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.Hit92d4 + 4bludgeoning 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 beast, 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.Hit61d6 + 3bludgeoning 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 beast, 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.Hit61d6 + 3bludgeoning 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 beast, 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 beast, 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 beast, 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 beast, 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 (425d10+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 beast, 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 beast, 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 beast, 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 beast, 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 (425d12+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.Hit21d6 ? 1slashing 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.Hit21d6 ? 1slashing damage.

Druid Giant Frog

Druid Giant Frog medium beast, 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 beast, 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 beast, 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 beast, 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 beast, 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 beast, 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 beast, 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.Hit61d8 + 2piercing damage.

Druid Giant Lizard Variant

Druid Giant Lizard Variant large beast, 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.Hit61d8 + 2piercing 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 beast, 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 beast, 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 beast, 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 41d4 + 2piercing damage.

Druid Giant Rat

Druid Giant Rat small beast, 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 41d4 + 2piercing damage.

Druid Giant Sea Horse

Druid Giant Sea Horse large beast, 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 beast, 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.

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 hp 5 vulnerability to fire damage immunity to bludgeoning, poison, and psychic damage.

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 beast, 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.Hit51d4 + 3piercing damage.

Druid Giant Weasel

Druid Giant Weasel medium beast, 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.Hit51d4 + 3piercing damage.

Druid Giant Wolf Spider

Druid Giant Wolf Spider medium beast, 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.Hit41d6 + 1piercing damage, and the target must make a DC 11 Constitution saving throw, taking 72d6poison 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 beast, 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.Hit41d6 + 1piercing damage, and the target must make a DC 11 Constitution saving throw, taking 72d6poison 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 beast, 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.Hit31d4 + 1bludgeoning damage.

Druid Goat

Druid Goat medium beast, 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.Hit31d4 + 1bludgeoning damage.

Druid Hawk

Druid Hawk tiny beast, 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 beast, 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)
  • 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 beast, 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.Hit31d6piercing damage.

Druid Hyena

Druid Hyena medium beast, 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.Hit31d6piercing damage.

Druid Jackal

Druid Jackal small beast, 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.Hit11d4 1 piercing damage.

Druid Jackal

Druid Jackal small beast, 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.Hit11d4 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 beast, 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.Hit1 piercing damage.

Druid Lizard

Druid Lizard tiny beast, 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.Hit1 piercing damage.

Druid Mastiff

Druid Mastiff medium beast, 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.Hit41d6 + 1piercing 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 beast, 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.Hit41d6 + 1piercing 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 beast, 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.Hit41d4 + 2bludgeoning 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 beast, 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.Hit41d4 + 2bludgeoning 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 beast, 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 beast, 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 beast, 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.Hit1 slashing damage.

Druid Owl

Druid Owl tiny beast, 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.Hit1 slashing damage.

Druid Panther

Druid Panther medium beast, 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 beast, 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)
  • 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 beast, 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.Hit1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 52d4poison damage on a failed save, or half as much damage on a successful one.

Druid Poisonous Snake

Druid Poisonous Snake tiny beast, 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.Hit1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 52d4poison 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)
  • 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 beast, 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.Hit72d4 + 2bludgeoning damage.

Druid Pony

Druid Pony medium beast, 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.Hit72d4 + 2bludgeoning 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.Hit62d4 + 1piercing 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.Hit62d4 + 1piercing damage.

Druid Quipper

Druid Quipper tiny beast, 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 beast, 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 beast, 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.Hit1 piercing damage.

Druid Rat

Druid Rat tiny beast, 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.Hit1 piercing damage.

Druid Raven

Druid Raven tiny beast, 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.Hit1 piercing damage.

Druid Raven

Druid Raven tiny beast, 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.Hit1 piercing damage.

Druid Reef Shark

Druid Reef Shark medium beast, 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 beast, 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)
  • 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 92d8bludgeoning 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.Hit142d8 + 5bludgeoning damage.

Druid Riding Horse

Druid Riding Horse large beast, 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 beast, 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)
  • 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 beast, 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.Hit1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 41d8poison damage on a failed save, or half as much damage on a successful one.

Druid Scorpion

Druid Scorpion tiny beast, 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.Hit1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 41d8poison damage on a failed save, or half as much damage on a successful one.

Druid Sea Horse

Druid Sea Horse tiny beast, 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 beast, 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 beast, 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.Hit1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 41d8poison 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 beast, 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.Hit1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 41d8poison 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 beast, 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 beast, 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 beast, 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 beast, 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 beast, 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.Hit1 piercing damage.

Druid Weasel

Druid Weasel tiny beast, 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.Hit1 piercing damage.

Druid Wolf

Druid Wolf medium beast, 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 beast, 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)
  • 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)
  • 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.Hit184d6 + 4bludgeoning 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)
  • 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)
  • 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, 5 0 xp

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

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

Damage Immunities:Poison

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

Senses:Darkvision60 ft

Languages:Auran

Challenge:5 (0 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 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)
  • 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)
  • 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 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.

Druid Water Elemental

Druid Water Elemental large elemental, 5 0 xp

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

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

Damage Immunities:Poison

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

Senses:Darkvision60 ft

Languages:aquan

Challenge:5 (0 xp)

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

Actions

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.

druid Elephant

druid Elephant huge beast, 4 0 xp

  • Armor class 12 (natural armor)
  • Hit points 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.Hit223d10 + 6piercing 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:

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:

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:

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:

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)
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Actions

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.
Hit14 2d6 + 7 slashing damage.
Tail. Melee Weapon Attack +12 to hit, reach 15 ft., one target.
Hit16 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.
Hit17 2d10 + 6 piercing damage plus 4 1d8 cold damage.
Claw. Melee Weapon Attack +11 to hit, reach 5 ft., one target.
Hit13 2d6 + 6 slashing damage.
Tail. Melee Weapon Attack +11 to hit, reach 15 ft., one target.
Hit15 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.
Hit4 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.
Hit6 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.
Hit7 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 0Ç30 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.
Hit4 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.
Hit9 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.
Hit21 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.
Hit3 1d4 + 1 bludgeoning damage.
Spear. Melee or Ranged Weapon Attack +3 to hit, reach 5 ft. Or range 20/60 ft., one target.
Hit4 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.
Hit8 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.
Hit7 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.
Hit4 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 WisdomPerception 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.
Hit7 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.
Hit6 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.
Hit8 1d8 + 4 slashing damage.
Dagger. Melee or Ranged Weapon Attack+6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit6 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.
Hit8 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.
Hit6 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.
Hit7 2d4 + 2 slashing damage.
Web Recharge 5-6.Ranged Weapon Attack+4 to hit, range 30/60 ft., one Large or smaller creature. HitThe 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.
Hit5 1d6 + 2 piercing damage.
Claws. Melee Weapon Attack +4 to hit, reach 5 ft., one target.
Hit5 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.
Hit4 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.
Hit4 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.
Hit7 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.HitThe 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.
Hit4 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.
Hit8 1d8 + 4 piercing damage.
Claws. Melee Weapon Attack +6 to hit, reach 5 ft., one target.
Hit11 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.
Hit8 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.
Hit9 2d6 + 2 piercing damage.
Javelin. Melee or Ranged Weapon Attack +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit5 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.
Hit5 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.
Hit5 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.
Hit6 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.
Hit10 2d6 + 3 slashing damage.
Heavy Crossbow. Ranged Weapon Attack +2 to hit, range 100/400 ft., one target.
Hit5 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.
Hit4 1d4 + 2 piercing damage.
Sling. Ranged Weapon Attack +4 to hit, range 30/120 ft., one target.
Hit4 1d4 + 2 bludgeoning damage.

Kuo-toa Monitor

Kuo-toa Monitor Medium humanod kuo-toa, neutral evil 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6, Religion +4

Senses: darkvision 120,passive perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and
saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has
disadvantage on attack rolls, as well as on Wisdom
Perception checks that rely on sight.,,

Actions

Multiattack. The kuo-toa makes one bite attack and two
unarmed strikes.

Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 4 ld4 + 2 piercing damage.

Unarmed Strike. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 5 1d6 + 2 bludgeoning damage plus 3 1d6 lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.

Kuo-toa Whip

Kuo-toa Whip Medium humanod kuo-toa, neutral evil 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6, Religion +4

Senses: darkvision 120,passive perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and
saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has
disadvantage on attack rolls, as well as on Wisdom
Perception checks that rely on sight.

Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its
spellcasting abil ity is Wisdom spell save DC 12, +4 to hit
with spell attacks. The kuo-toa has the following cleric
spells prepared Cantrips at will sacred flame, thaumaturgy 1st level 3 slots bane, shield of faith,

Actions

Multiattack. The kuo-toa makes two attacks one with its bite and one with its pincer staff.

Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 4 ld4 + 2 piercing damage.

Pincer Staff. Melee Weapon Attack +4 to hit, reach 10ft.,
one target. Hit 5 1 d6 + 2 piercing damage. If the target is a Medium or smaller creature, it is grappled escape DC 14. Until this grapple ends, the kuo-toa can't use its pincer staff on another target.

Kuo-Toa

Kuo-Toa Medium humanoid kuo-toa, neutral evil 1/4 50 xp

  • Armor class 13 (natural armor, shield)
  • Hit points 18
  • Speed 30 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: darkvision 120ft., passive Perception 14

Languages: Undercommon

Challenge: 1/4 (50 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight. ,

Actions

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

Spear. Melee or Ranged Weapon Attack +3 t0 hit, reach 5 ft. or range 20f60 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.

Net. Ranged Weapon Attack +3 to hit, range Sf15 ft., one Large or smaller creature. Hit The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net AC 10 frees the target without harming it and destroys the net.

Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

Langdedrosa Cyanwrath

Langdedrosa Cyanwrath medium Humanoid, lawful evil 4 1 xp

  • Armor class 17 (splint)
  • Hit points 57 (6d12+18)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +6, Con +5

Skills: Athletics +6, Intimidation +3, Perception +4

Damage Resistances: lightning

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages: Common, Draconic

Challenge: 4 (1 xp)

Action Surge Recharges when Langdedrosa Finishes a Short or Long Rest. On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Multiattack. Langdedrosa attacks twice, either with his greatsword or spear.
Greatsword. Melee Weapon Attack+6 to hit, reach 5 ft., one target.
Hit 11 2d6 + 4 slashing damage.
Spear. Melee or Ranged Weapon Attack+6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit 7 1d6 + 4 piercing damage.
Lightning Breath Recharge 5-6 . Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking
22 4d10 lightning damage on a failed save, or half as much damage on a successful one.

Lizardfolk

Lizardfolk Medium humanoid lizardfolk, neutral 1/2 100 xp

  • Armor class 15 (natural armor, shield)
  • Hit points 22 (4d8+4)
  • Speed 30 ft., swim 30ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4, Survival +5

Senses: passive Perception 13

Languages: Draconic

Challenge: 1/2 (100 xp)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.,,

Actions

Multiattack.The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target.
Hit5 1d6 + 2 piercing damage.
Heavy Club. Melee Weapon Attack +4 to hit, reach 5 ft., one target.
Hit5 1d6 + 2 bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit5 1d6 + 2 piercing damage.
Spiked Shield. Melee Weapon Attack +4 to hit, reach 5 ft., one target.
Hit5 1d6 + 2 piercing damage.

Mage

Mage Medium humanoid any race, any alignment 6 2 xp

  • Armor class 12 (15 with Mage Armor)
  • Hit points 40 (9d8)
  • Speed 30
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6, History +6

Senses: passive Perception 11

Languages: any four languages

Challenge: 6 (2 xp)

Spellcasting.The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence spell save DC 14, +6 to hit with spell attacks. The mage has the following wizard spells prepared
Cantrips at will fire bolt, light, mage hand, prestidigitation
1st level 4 slots detect magic, mage armor, magic missile, shield
2nd level 3 slots misty step, suggestion
3rd level 3 slots counterspell, fireball, fly
4th level 3 slots greater invisibility, ice storm
5th level 1 slot cone of cold,,

Actions

Dagger. Melee or Ranged Weapon Attack +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit4 1d4 + 2 piercing damage.

Merrow

Merrow Large monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d10+12)
  • Speed 10ft., swim 40ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60ft., passive Perception 12

Languages: Abyssal, Aquan

Challenge: 2 (450 xp)

Amphibious. The merrow can breathe air and water.,,

Actions

Multiattack. The merrow makes two attacks one with its bite and one with its claws or harpoon.

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 9 2d4 + 4 slashing damage.

Harpoon. Melee or Ranged Weapon Attack +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 11 2d6 + 4 piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Merrow

Merrow Large monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural)
  • Hit points 45 (6d10+12)
  • Speed 10 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., PP12

Languages: Abyssal, Aquan

Challenge: 2 (450 xp)

Amphibious. The merrow can breathe air and water.,,

Actions

Multiattack. The merrow makes two attacks one with its bite and one with its claws or harpoon.

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 9 2d4 + 4 slashing damage.

Harpoon. Melee or Ranged Weapon Attack +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 11 2d6 + 4 piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Minotaur Skeleton

Minotaur Skeleton Large undead, lawful evil 2 450 xp

  • Armor class 12 (natural)
  • Hit points 67 (9d10+18)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands Abyssal but can't speak

Challenge: 2 (450 xp)

Damage Vulnerabilities bludgeoning

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

Actions

Greataxe. Melee Weapon Attack +6 to hi t, reach 5 ft., one
target. Hit 17 2d12 + 4 slashing damage.

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

Mummy Lord

Mummy Lord Medium undead, lawful evil 15 13,000 xp

  • Armor class 17 (natural)
  • Hit points 97 (13d8+39)
  • Speed 20
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 16 (+3)

Save Throws: Con +8, Int +5, Wis +9, Cha+8

Skills: History +5, Religion +5

Damage Immunities: necrotic, poison, bludgeoning, piercing and slashing from nonmagical weapons

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

Senses: darkvision 60 ft., PP14

Languages: the languages that it knew in life

Challenge: 15 (13,000 xp)

Damage vulnerabilities fire

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

Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom spell save DC 17, +9 to hit with spell attacks. The mummy lord has the following cleric spells prepared
Cantrips at will sacred flame, thaumaturgy
1st level 4 slots command, guiding bolt, shield of faith
2nd level 3 slots hold person, silence, spiritual weapon
3rd level 3 slots animate dead, dispel magic
4th level 3 slots divination, guardian of faith
5th level 2 slots contagion, insect plague
6th level 1 slot harm,

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack +9 to hit, reach 5 ft., one target. Hit 14 3d6 + 4 bludgeoning damage plus 21 6d6 necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 3d6 for every 24 hours that elapse.
If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the
saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions

The mummy lord 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 mummy lord regains spent legendary actions at the start of its turn.

Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Blasphemous Word Costs 2 Actions. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

Channel Negative Energy Costs 2 Actions. The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

Whirlwind of Sand Costs 2 Actions. The mummy lord
magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

Noble

Noble Medium humanoid any race, any alignment 1/8 25 xp

  • Armor class 15 (breastplate)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

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

Senses: passive Perception 10

Languages: any two languages

Challenge: 1/8 (25 xp)

,

Actions

Rapier. Melee Weapon Attack +3 to hit, reach 5 ft., one target.
Hit5 1d8 + 1 piercing damage.

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

Ogre

Ogre Large giant, chaotic evil 2 450 xp

  • Armor class 11 (hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Giant

Challenge: 2 (450 xp)

Actions

Greatclub. Melee Weapon Attack+6 to hit, reach 5 ft., one target.
Hit13 2d8 + 4 bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack+6 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit11 2d6 + 4 piercing damage.

Orc

Orc Medium humanoid orc, chaotic evil 1/2 100 xp

  • Armor class 13 (hide armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

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

Actions

Greataxe. Melee Weapon Attack +5 to hit, reach 5 ft., one target.
Hit9 1d12 + 3 slashing damage.
Javelin. Melee or Ranged Weapon Attack +5 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit6 1d6 + 3 piercing damage.

Otyugh

Otyugh Large aberration, neutral 5 1 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 6 (-2)

Save Throws: Con +7

Senses: darkvision 120 ft., passive Perception 11

Languages: Otyugh

Challenge: 5 (1 xp)

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The otyugh makes three attacks one with its bite and two with its tentacles.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target.
Hit12 2d8 + 3 piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 1d10 on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack +6 to hit, reach 10 ft., one target.
Hit7 1d8 + 3 bludgeoning damage plus 4 1d8 piercing damage. If the target is Medium or smaller, it is grappled escape DC 13 and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 2d6 + 3 bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Owlbear

Owlbear Large monstrosity, unalinged 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d10 + 21)
  • Speed 40ft
  • STR20 (+5)
  • DEX12 (+1)
  • CON17 (+3)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills: Perception +3

Damage Resistances: darkvision 60ft, PP 13

Languages:

Challenge:3 (700 xp)

Keen Sight and Smell. The owlbear has advantage on WIS Perception checks that rely on sight or smell.,

Actions

Multiattack. The owlbear makes thwo attacks one with its beak and one with its claws.

Beak. Melee Weapon Attack +7 to hit, reach 5ft, one creature. Hit 10 1d10 +5 piercing damage.

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

Peryton

Peryton Medium monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 20ft., fly 60ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 9 (-1)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Perception +5

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

Senses: passive Perception 15

Languages: understands Common and Elvish but can't speak

Challenge: 2 (450 xp)

Dive Attack.If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 2d8 damage to the target.
Flyby.The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Sight and Smell.The peryton has advantage on Wisdom Perception checks that rely on sight or smell.,

Actions

Multiattack. The peryton makes one gore attack and one talon attack.
Gore. Melee Weapon Attack +5 to hit, reach 5 ft., one target.
Hit 7 1d8 + 3 piercing damage.
Talons. Melee Weapon Attack +5 to hit, reach 5 ft., one target.
Hit8 2d4 + 3 piercing damage.

Pharblex Spattergoo

Pharblex Spattergoo Medium humanoid bullywug, chaotic evil 3 700 xp

  • Armor class 15 (studded leather, Shield)
  • Hit points 59 (7d8+28)
  • Speed 20ft., swim 40ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 16 (+3)
  • CHA 7 (-2)

Save Throws: Str +4, Con +6

Skills: Perception +5, Religion +2, Stealth +3

Senses: passive Perception 15

Languages: Common, Bullywug

Challenge: 3 (700 xp)

Amphibious. Pharblex can breathe air and water.
Poison Strike 3/Day.Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 2d8 poison damage.
Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability spell save DC 13, +5 to hit with spell attacks. Pharblex has the following spells prepared from the druid spell list
Cantrips at will druidcraft, guidance, poison cloud
1st level 4 slots cure wounds, entangle, healing word, thunderwave
2nd level 3 slots barkskin, beast sense, spike growth
3rd level 3 slots plant growth, water walk
Standing Leap.As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.
Swamp Camouflage. Pharblex has advantage on Dexterity Stealth checks made to hide in swampy terrain.,

Actions

Multiattack. Pharblex attacks twice, once with his bite and once with his spear.
Bite. Melee Weapon Attack+5 to hit, reach 5 ft., one target.
Hit 4 1d4 + 2 piercing damage.
Spear. Melee or Ranged Weapon Attack+5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit 5 1d6 + 2 piercing damage.

Pixie

Pixie Tiny fey, netural good 1/4 50 xp

  • Armor class 15
  • Hit points 1 (1d4 - 1)
  • Speed 10ft, fly 30ft
  • STR2 (-4)
  • DEX20 (+5)
  • CON8 (-1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA15 (+2)

Skills: Perception +4, Stealth +7

Senses: PP 14

Languages: Sylvan

Challenge: 1/4 (50 xp)

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

Innate Spellcasting. The pixie's innate spellcasting ability is CHA spell save DC 12 it can innately cast the following spells, requiring only its pixie dust as a component

At will druidcraft 236
1/day each confusion234, dancing lights230, detect evil and good231, detect thoughts231, dispel magic234, entangle238, fly243, phantasmal force264, polymorph266, sleep276

Actions

Superior Invisibility. The pixie magically turns invisible until its concentration ends as if concentrating on a spell. Any equipment the picie wears or carries is invisible with it.

Poltergeist

Poltergeist Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. hover
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

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

Damage Immunities: necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 10

Languages: can't speak

Challenge: 1 (200 xp)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 1d10 force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight.
Invisibility. The poltergeist is invisible.,,

Actions

Forceful Slam. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit 10 3d6 force damage.
Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path +4 to hit and dealing 5 2d4 bludgeoning damage on a hit.

Priest

Priest Medium humanoid any race, any alignment 2 450 xp

  • Armor class 13 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Senses: passive Perception 13

Languages: any two languages

Challenge: 2 (450 xp)

Divine Eminence.As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting.The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom spell save DC 13, +5 to hit with spell attacks. The priest has the following cleric spells prepared
Cantrips at will light,sacred flame, thaumaturgy
1st level 4 slots cure wounds,guiding bolt, sanctuary
2nd level 3 slots lesser restoration, spiritual weapon
3rd level 2 slots dispel magic, spirit guardians,,

Actions

Mace. Melee Weapon Attack +2 to hit, reach 5 ft., one target.
Hit3 1d6 bludgeoning damage.

Pseudodragon

Pseudodragon Tiny dragon, netural good 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 7 (2d4+2)
  • Speed 15 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Perception +3, Stealth +4

Senses: blindsight 10 ft., darkvision 60 ft., PP 13

Languages: understands Common and Draconic but can't speak

Challenge: 1/4 (50 xp)

Keen Senses. The pseudodragon has advantage on Wisdom Perception checks that rely on sight, hearing, or smell.

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

Limited Telepathy. The pseudodragon can magically
communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it that can understand a language.

Actions

Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 4 1d4 + 2 piercing damage.
Sting. 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 become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Quaggoth

Quaggoth Medium humanoid quaggoth, chaotic neutral 2 450 xp

  • Armor class 13 (natural)
  • Hit points 45 (6d8+18)
  • Speed 30ft., climb 30ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +5

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120,passive perception 10

Languages: Undercommon

Challenge: 2 (450 xp)

Wounded Fury. While it has 10 hit points or fewer, the
quaggoth has advantage on attack rolls. In addition, it deals an extra 7 2d6 damage to any target it hits with a melee attack.

Actions

Multiattack. The quaggoth makes two claw attacks.
Claw. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 ld6 + 3 slashing damage.

Rath Modar

Rath Modar Medium humanoid human, lawful evil 6 2 xp

  • Armor class 13 (16 with mage armor)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Int +7, Wis +5

Skills: Arcana +7, Deception +3, Insight +5, Stealth +6

Senses: passive Perception 12

Languages: Common, Draconic, Infernal, Primordial, Thayan

Challenge: 6 (2 xp)

Special Equipment. Rath has a staff of fire, and scrolls of dimension door, featherfall, and fireball.
Spellcasting. Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability spell save DC 15, +7 to hit with spell attacks. Rath has the following spells prepared
from the wizard spell list
Cantrips at will fire bolt, minor illusion, prestidigitation, shocking grasp
1st level 4 slots chromatic orb, color spray, mage armor, magic missile
2nd level 3 slots detect thoughts, mirror image, phantasmal force
3rd level 3 slots counterspell, fireball, major image
4th level 3 slots confusion, greater invisibility
5th level 2 slots mislead, seeming
6th level 1 slot globe of invulnerability,

Actions

Quarterstaff. Melee Weapon Attack +4to hit, reach 5 ft., one target. Hit 4 1d8 bludgeoning damage.

Reactions
Illusory Self Recharges when Rath Finishes a Short or Long Rest.When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.

Revenant

Revenant Medium undead, neutral 5 1,800 xp

  • Armor class 13 (leather armor)
  • Hit points 136 (16d8 + 64)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 18 (+4)

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

Damage Resistances: necrotic, psychic

Damage Immunities: poison

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

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

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

Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

Turn Immunity. The revenant is immune to effects that turn undead.

Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.,,

Actions

Multiattack. The revenant makes two fist attacks.
Fist. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit 11 2d6 + 4 bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 4d6 bludgeoning damage. Instead of dealing damage, the revenant can grapple the target escape DC 14 provided the target is Large or smaller.
Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

Rezmir

Rezmir Medium humanoid half-black dragon, neutral evil 7 2 xp

  • Armor class 13 (15 with Black Dragon Mask)
  • Hit points 90 (12d8+36)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Dex +6, Wis +4

Skills: Arcana +5, Stealth +9

Damage Immunities: acid

Condition Immunities: charmed, frightened

Senses: blindsight 10 ft., darkvision 120 ft., passive Perception 11

Languages: Common, Draconic, Infernal, Giant, Netherese

Challenge: 7 (2 xp)

Special Equipment. Rezmir has the Black Dragon Mask,Hazirawn, and an insignia of claws see appendix C for all items.
Amphibious. Rezmir can breathe air and water.
Dark Advantage. Once per turn, Rezmir can deal an extra 10 3d6 damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.
Draconic Majesty.While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC included.
Immolation.When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.
Legendary Resistance 1/Day. If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.,,

Actions

Greatsword Hazirawn. Melee Weapon Attack+9 to hit, reach 5 ft., one target.
Hit 13 2d6 + 6 slashing damage plus 7 2d6 necrotic damage.
If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect
early on a success.
Caustic Bolt. Ranged Spell Attack+8 to hit, range 90 ft., one target. Hit 18 4d8 acid damage.
Acid Breath Recharge 5-6 . Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 5d8 acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A
legendary action can be taken only at the start or end of a turn.
Rezmir has the following legendary action options, some of which expend more than one action when taken
2 Actions. A 15-foot radius of magical darkness extends from
a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with
darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
1 Action. Rezmir makes one melee attack.
1 Action. Rezmir takes the Hide action.

Roper

Roper Large monstrosity, neutral evil 5 1 xp

  • Armor class 20 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 10 ft., climb 10 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 16 (+3)
  • CHA 6 (-2)

Skills: Perception +6, Stealth +5

Senses: darkvision 60 ft., passive Perception 16

Languages:

Challenge: 5 (1 xp)

False Appearance.While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked AC 20, 10 hit points, immunity to poison and psychic damage. Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a
creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.,,

Actions

Multiattack.The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack +7 to hit, reach 5 ft., one target.
Hit 22 4d8 + 4 piercing damage.
Tendril. Melee Weapon Attack +7 to hit, reach 50 ft., one creature.
HitThe target is grappled escape DC 15. Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.Reel.The roper pulls each creature grappled by it up to 25 feet straight toward it.

Rug of Smothering

Rug of Smothering Large construct, unaligned 2 450 xp

  • Armor class 12
  • Hit points 33 (6d10)
  • Speed 10 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

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

Senses: blindsight 60 ft. blind beyond this radius, passive Perception 6

Languages:

Challenge: 2 (450 xp)

Antimagic Susceptibility.The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer.While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance.While the rug remains motionless, it is indistinguishable from a normal rug.,,

Actions

Smother. Melee Weapon Attack +5 to hit, reach 5 ft., one Medium or smaller creature.
HitThe creature is grappled escape DC 13. Until this grapple ends, the target is restrained blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 2d6 + 3 bludgeoning damage.

Scout

Scout Medium humanoid any race, any alignment 1/2 100 xp

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

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: any one language usually Common

Challenge: 1/2 (100 xp)

Keen Hearing and Sight.The scout has advantage on Wisdom Perception checks that rely on hearing or sight.,,

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft., one target.
Hit5 1d6 + 2 piercing damage.
Longbow. Ranged Weapon Attack +4 to hit, ranged 150/600 ft., one target.
Hit 6 1d8 + 2 piercing damage.

Shambling Mound

Shambling Mound Large plant, unaligned 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 136 (16d10+48)
  • Speed 20 ft., swim 20 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Damage Resistances: cold, fire

Damage Immunities: lightning

Condition Immunities: blinded, deafened, exhaustion

Senses: blindsight 60 ft. blind beyond this radius, passive Perception 10

Languages:

Challenge: 5 (1 xp)

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

Actions

Multiattack.The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled escape DC 14, and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack+7 to hit, reach 5 ft., one target.
Hit13 2d8 + 4 bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 2d8 + 4 bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Skeleton

Skeleton Medium undead, lawful evil 1/4 50 xp

  • Armor class 13 (armor scraps)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 9

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

Challenge: 1/4 (50 xp)

Damage Vulnerabilities bludgeoning

Actions

Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 5 1d6 + 2 piercing damage.

Shortbow. Ranged Weapon Attack +4 to hit, range 80/320 ft ., one target. Hit 5 1d6 + 2 piercing damage.

Spectator

Spectator Medium aberration, lawful neutral 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 39
  • Speed fly 30 ft. hover
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6

Condition Immunities: Prone

Senses: darkvision 120 ft., passive Perception 16

Languages: Deep Speech, Undercommon, telepathy, 120 ft.

Challenge: 3 (700 xp)

,,

Actions

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

Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agaiAst a randomly determined creature within range. If the target can't attack, it does nothing on its turn.

2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.

4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 3d10 necrotic damage on a failed save, or half as much damage on a successful one.

Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature including the spellcaster it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Specter

Specter Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. hover
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

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

Damage Immunities: necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 10

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

Challenge: 1 (200 xp)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 1d10 force damage if it ends its turn inside an object.
Sunlight Sensitivity.While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight.,,

Actions

Life Drain. Melee Spell Attack +4 to hit, reach 5 ft., one creature.
Hit10 3d6 necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Specter

Specter Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. hover
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

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

Damage Immunities: necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 10

Languages: can't speak

Challenge: 1 (200 xp)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 1d10 force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight.

Actions

Life Drain. Melee Spell Attack +4 to hit, reach 5 ft. , one creature. Hit 10 3d6 necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Spy

Spy Medium humanoid any race, any alignment 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses: passive Perception 16

Languages: any two languages

Challenge: 1 (200 xp)

Cunning Action.On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack 1/Turn.The spy deals an extra 7 2d6 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 spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.,

Actions

Multiattack.The spy makes two melee attacks.
Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft., one target.
Hit5 1d6 + 2 piercing damage.
Hand Crossbow. Ranged Weapon Attack +4 to hit, range 30/120 ft., one target.
Hit5 1d6 + 2 piercing damage.

Stirge

Stirge Tiny beast, unaligned 1/8 25 xp

  • Armor class 14 (natural armor)
  • Hit points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
  • STR 4 (-3)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 6 (-2)

Senses: darkvision 60 ft., passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

,,

Actions

Blood Drain. Melee Weapon Attack+5 to hit, reach 5 ft., one creature.
Hit5 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.

Stone Giant

Stone Giant Huge giant, neutral 7 2 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 15 (+2)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Save Throws: Dex +5, Con +8, Wis +4

Skills: Athletics +12, Perception +4

Senses: darkvision 60 ft., passive Perception 14

Languages: Giant

Challenge: 7 (2 xp)

Actions

Multiattack.The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack +9 to hit, reach 15 ft., one target.
Hit19 3d8 + 6 bludgeoning damage.
Rock. Ranged Weapon Attack +9 to hit, range 60/240 ft., one target.
Hit28 4d10 + 6 bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reaction
Rock Catching.If a rock or similar object is hurled at the giant the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Stone Golem

Stone Golem Large construct, unaligned 10 5 xp

  • Armor class 17 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 1 (-5)

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

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

Senses: darkvision 120 ft., passive Perception 10

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

Challenge: 10 (5 xp)

Immutable Form.The golem is immune to any spell or effect that would alter its form.
Magic Resistance.The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons.The golem's weapon attacks are magical.,,

Actions

Multiattack.The golem makes two slam attacks.
Slam. Melee Weapon Attack +10 to hit, reach 5 ft., one target.
Hit19 3d8 + 6 bludgeoning damage.
Slow Recharge 5-6.The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Succubus

Succubus Medium fiend shapecahanger, neutral evil 4 1,100 xp

  • Armor class 15 (natural)
  • Hit points 66 (12d8+12)
  • Speed 30 ft., fly 60 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 20 (+5)

Skills: Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Damage Resistances: cold, fire, lightning, poison, bludgeoning, piercing and slashing from nonmagical weapons

Senses: darkvision 60 ft., PP 15

Languages: Abyssal, Common, Infernal, telepathy 60 ft.

Challenge: 4 (1,100 xp)

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Claw Fiend Form Only. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 1d6 + 3 slashing damage.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw,
ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 5d10 + 5 psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

Swarm of Insects

Swarm of Insects Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 10 ft., passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.,

Actions

Bites. Melee Weapon Attack+3 to hit, reach 0 ft., one target in the swarm's space.
Hit10 4d4 piercing damage, or 5 2d4 piercing damage if the swarm has half of its hit points or fewer.

Swarm of Quippers

Swarm of Quippers Medium swarm of Tiny beasts, unaligned 1 200 xp

  • Armor class 13
  • Hit points 28 (8d8-8)
  • Speed 0ft., 40ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 2 (-4)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 60ft., passive Perception 8

Languages: --

Challenge: 1 (200 xp)

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe on ly underwater.,

Actions

Bites. Melee Weapon Attack +5 to hit, reach 0 ft ., one creature in the swarm's space. Hit 14 4d6 piercing damage, or 7 2d6 piercing damage if the swarm has half of its hit points or fewer.

Swarm of Rats

Swarm of Rats Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, piercing, slashing Condition Immunitiescharmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Keen Smell.The swarm has advantage on Wisdom Perception checks that rely on smell.
Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Bites. Melee Weapon Attack +2 to hit, reach 0 ft., one target in the swarm's space.
Hit7 2d6 piercing damage, or 3 1d6 piercing damage if the swarm has half of its hit points or fewer.

Swarm of Ravens

Swarm of Ravens Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 24 (7d8-7)
  • Speed 10 ft., fly 50 ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: PP 15

Languages:

Challenge: 1/4 (50 xp)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Beaks. Melee Weapon Attack +4 to hit, reach 5 ft., one target in the swarm's space. Hit 7 2d6 piercing damage, or 3 1d6 piercing damage if the swarm has half of its hit points or fewer.

Talis the White

Talis the White Medium humanoid half-elf, lawful evil 5 1 xp

  • Armor class 18 (+1 scale mail, shield)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 16 (+3)
  • CHA 16 (+3)

Save Throws: Wis +6, Cha +6

Skills: Deception +6, Insight +6, Perception +6, Persuasion +6

Senses: darkvision 60 ft., passive Perception 16

Languages: Common, Draconic, Elvish, Infernal

Challenge: 5 (1 xp)

Special Equipment.Talis has +1 scale mail and a wand of wintersee appendix C.
Fey Ancestry.Talis has advantage on saving throws against being charmed, and magic can't put her to sleep.
Spellcasting.Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability spell save DC 14, +6 to hit with spell attacks. Talis has the following spells prepared from the cleric spell list
Cantrips at will guidance, resistance, thaumaturgy
1st level 4 slots command, cure wounds, healing word, inflict wounds
2nd level 3 slots blindness/deafness, lesser restoration, spiritual weapon spear
3rd level 3 slots dispel magic, mass healing word, sending
4th level 3 slots death ward, freedom of movement
5th level 1 slot insect plague
Winter Strike 3/Day. Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 2d8 cold damage.,

Actions

Spear. Melee or Ranged Weapon Attack+5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit6 1d6 + 2 piercing damage.

Troglodyte

Troglodyte Medium humanoid troglodyte, chaotic evil 1/4 50 xp

  • Armor class 11 (natural armor)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Stealth +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Troglodyte

Challenge: 1/4 (50 xp)

Chameleon Skin.The troglodyte has advantage on Dexterity Stealth checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature s immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight.,

Actions

Multiattack.The troglodyte makes three attacks one with its bite and two with its claws.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target.
Hit4 1d4 + 2 piercing damage.
Claw. Melee Weapon Attack +4 to hit, reach 5 ft., one target.
Hit 4 1d4 + 2 slashing damage.

Troll

Troll Large giant, chaotic evil 5 1 xp

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

Skills: Perception +1

Senses: darkvision 60 ft., passive Perception 11

Languages: Giant

Challenge: 5 (1 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.,,

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.
Hit7 1d6 + 4 piercing damage.
Claw. Melee Weapon Attack+7 to hit, reach 5 ft., one target.
Hit11 2d6 + 4 slashing damage.

Vampire Spawm

Vampire Spawm Medium undead, neutral evil 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

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

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1 xp)

Regeneration.The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb.The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses.The vampire has the following flaws
Forbiddance.The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water.The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart.The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack.The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack +6 to hit, reach 5 ft., one creature.
Hit8 2d4 + 3 slashing damage. Instead of dealing damage, the vampire can grapple the target escape DC 13.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit6 1d6 + 3 piercing damage plus 7 2d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Vampire

Vampire Medium undead shapechanger, lawful evil 13 10 xp

  • Armor class 16 (natural armor)
  • Hit points 144 (17d8+68)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 18 (+4)

Save Throws: Dex +9, Wis +7, Cha +9

Skills: Perception +7, Stealth +9

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

Senses: darkvision 120 ft., passive Perception 17

Languages: the languages it knew in life

Challenge: 13 (10 xp)

Shapechanger.If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance 3/Day.If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape.When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist as in the Shapechanger trait instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration.The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb.The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses.The vampire has the following flaws
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water.The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire isincapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack Vampire Form Only. The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike Vampire Form Only. Melee Weapon Attack
+9 to hit, reach 5 ft., one creature. Hit8 1d8 + 4 bludgeoning damage. Instead of dealing damage, the vampire can grapple the target escape DC 18.
Bite Bat or Vampire Form Only. Melee Weapon Attack +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit7 1d6 + 4 piercing damage plus 10 3d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm.The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night 1/Day.The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

The vampire 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 vampire regains spent legendary actions at the start of its turn.
Move.The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike.The vampire makes one unarmed strike.
Bite Costs 2 Actions.The vampire makes one bite attack.

Veteran

Veteran Medium humanoid any race, any alignment 3 700 xp

  • Armor class 17 (splint)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Athletics +5, Perception +2

Senses: passive Perception 12

Languages: any one language usually Common

Challenge: 3 (700 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.
Hit7 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.
Hit6 1d6 + 3 piercing damage.
Heavy Crossbow. Ranged Weapon Attack +3 to hit, range 100/400 ft., one target.
Hit5 1d10 piercing damage.

Violent Fungus

Violent Fungus Medium plant, unaligned 1/4 50 xp

  • Armor class 5
  • Hit points 18 (4d8)
  • Speed 5 ft.
  • STR 3 (-4)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Condition Immunities: blinded, deafened, frightened

Senses: blindsight 30 ft. blind beyond this radius, passive Perception 6

Languages:

Challenge: 1/4 (50 xp)

False Appearance.While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

Actions

Multiattack.The fungus makes 1d4 Rotting Touch attacks.
Rotting Touch. Melee Weapon Attack+2 to hit, reach 10 ft., one creature.
Hit4 1d8 necrotic damage.

Vrock

Vrock Large fiend demon, chaotic evil 6 2,300 xp

  • Armor class 15 (naturdal)
  • Hit points 104 (11d10+44)
  • Speed 40ft.,fly 60ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 8 (-1)

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

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120,passive perception 11

Languages: Abyssal, telepathy 120ft.

Challenge: 6 (2,300 xp)

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

Actions

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

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

Talons. Melee Weapon Attack +6 to hit, reach 5 ft ., one target. Hit 14 2d10 + 3 slashing damage.

Spores Recharge 6. A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 1d10 poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
Stunning Screech 1/Day. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .

Warhorse

Warhorse Large beast, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Senses: PP 11

Languages:

Challenge: 1/2 (100 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 +4 to hit, reach 5 ft., one target. Hit 11 2d6 + 4 bludgeoning damage.

Water Elemental

Water Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 14 (natural)
  • Hit points 114 (12d10+48)
  • Speed 30 ft., swim 90 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 8 (-1)

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

Damage Immunities: poison

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

Languages: Aquan

Challenge: 5 (1,800 xp)

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

Actions

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 4-6. 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 and succeeding.

Water Weird

Water Weird Large elemental, neutral good 3 700 xp

  • Armor class 13
  • Hit points 58 (9d10+9)
  • Speed 0ft., swim 60 ft.
  • STR 17 (+3)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 10 (0)

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

Damage Immunities: poison

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

Senses: blindsight 30ft., passive Perception 10

Languages: understand Aquan but doesn't speak

Challenge: 3 (700 xp)

Invisible in Water. The water weird is invisible while fully
immersed in water.

Water Bound. The water weird dies if it leaves the water to
which it is bound or if that water is destroyed.,

Actions

Constrict. Melee Weapon Attack +5 to hit, reach 10ft., one
creature. Hit 13 3d6 + 3 bludgeoning damage. If the target is Medium or smaller, it is grappled escape DC 13 and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.

Wererat

Wererat Medium humanoid shape changer, lawful evil 2 450 xp

  • Armor class 12
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2, Stealth +4

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses: darkvision 60 ft. rat form only, passive perception 12

Languages: Common can't speak in rat form

Challenge: 2 (450 xp)

Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, or back into its
true form, which is humanoid. 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.

Keen Smell. The were rat has advantage on Wisdom
Perception checks that rely on smell.,,

Actions

Multiattack Humanoid or Hybrid Form Only. The were rat
makes two attacks, only one of which can be a bite.

Bite Rat or Hybrid Form Only. Melee Weapon Attack
+4 to hit, reach 5 ft., one target. Hit 4 1 d4 + 2 piercing
damage. If the target is a humanoid, it must succeed on a
DC 11 Constitution saving throw or be cursed with were rat
lycanthropy.

Shortsword Humanoid or Hybrid Form Only. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 5 1d6 + 2 piercing damage.

Hand Crossbow Humanoid or Hybrid Form Only. Ranged
Weapon Attack +4 to hit, range 30/120 ft., one target. Hit 5 1d6 + 2 piercing damage.

Wight

Wight Medium undead, neutral evil 3 700 xp

  • Armor class 14 (studded leather)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 15 (+2)

Skills: Perception +3, Stealth +4

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

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., PP 13

Languages: the languages it knew in life

Challenge: 3 (700 xp)

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

Actions

Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit 5 1d6 + 2 necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longsword. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 6 1d8 + 2 slashing damage, or 7 1d10 + 2 slashing damage if used with two hands.

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

Will-o'-Wisp

Will-o'-Wisp Tiny undead, chaotic evil 2 450 xp

  • Armor class 19
  • Hit points 22 (9d4)
  • Speed 0 ft., fly 50 ft. hover
  • STR 1 (-5)
  • DEX 28 (+9)
  • CON 10 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

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

Damage Immunities: lightning, poison

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

Senses: darkvision 120 ft., passive Perception 12

Languages: the languages it knew in life

Challenge: 2 (450 xp)

Actions

Consume Life.As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 3d6 hit points.
Ephemeral.The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 1d10 force damage if it ends its turn inside an object.
Variable Illumination.The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Winged Kobold

Winged Kobold Small humanoid kobold, lawful evil 1/4 50 xp

  • Armor class 13
  • Hit points 7 (3d6-3)
  • Speed 30 ft., fly 30 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/4 (50 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 +5 to hit, reach 5 ft., one target.
Hit5 1d4 + 3 piercing damage.
Dropped Rock. Ranged Weapon Attack +5 to hit, one target directly below the kobold.
Hit6 1d6 + 3 bludgeoning damage.

Wolf

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (50 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 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. ,,

Actions

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.

Wyvern

Wyvern Large dragon, unaligned 6 2 xp

  • Armor class 13 (natural armor)
  • Hit points 110 (13d10+39)
  • Speed 20 ft., fly 80 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +4

Senses: darkvision 60 ft., passive Perception 14

Languages:

Challenge: 6 (2 xp)

Actions

Multiattack.The wyvern makes two attacks one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack +7 to hit, reach 10 ft., one creature.
Hit11 2d6 + 4 piercing damage.
Claws. Melee Weapon Attack +7 to hit, reach 5 ft., one target.
Hit 13 2d8 + 4 slashing damage.
Stinger. Melee Weapon Attack +7 to hit, reach 10 ft., one creature.
Hit11 2d6 + 4 piercing damage. 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.

Yuan-ti Malison

Yuan-ti Malison Medium monstrosity shapechanger, yuan-ti, neutral evil 3 700 xp

  • Armor class 12
  • Hit points 66 (12d8+12)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 16 (+3)

Skills: Deception +5, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 11

Languages: Abyssal, Common, Draconic

Challenge: 3 (700 xp)

Shapechanger.The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting Yuan-ti Form Only.The yuan-ti's innate spellcasting ability is Charisma spell save DC 13. The yuan-ti can innately cast the following spells, requiring no material components
At will animal friendship snakes only
3/day suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.
Malison Type.The yuan-ti has one of the following types
Type 1Human body with snake head
Type 2Human head and body with snakes for arms
Type 3 Human head and upper body with a serpentine lower body instead of legs,,

Actions

Actions for Type 1
Multiattack Yuan-ti Form Only.The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
Bite. Melee Weapon Attack+5 to hit, reach 5 ft., one creature.
Hit 5 1d4 + 3 piercing damage plus 7 2d6 poison damage.
Scimitar Yuan-ti Form Only. Melee Weapon Attack+5 to hit, reach 5 ft., one target.
Hit6 1d6 + 3 slashing damage.
Longbow Yuan-ti Form Only. Ranged Weapon Attack+4 to hit, range 150/600 ft., one target.
Hit6 1d8 + 2 piercing damage plus 7 2d6 poison damage.
Actions for Type 2
Multiattack Yuan-ti Form Only.The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack+5 to hit, reach 5 ft., one creature.
Hit5 1d4 + 3 piercing damage plus 7 2d6 poison damage.
Actions for Type 3
Multiattack Yuan-ti Form Only.The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once.
Bite Snake Form Only. Melee Weapon Attack+5 to hit, reach 5 ft., one creature.
Hit5 1d4 + 3 piercing damage plus 7 2d6 poison damage.
Constrict. Melee Weapon Attack+5 to hit, reach 5 ft., one target.
Hit10 2d6 + 3 bludgeoning damage, and the target is grappled escape DC 13. Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.
Scimitar Yuan-ti Form Only. Melee Weapon Attack+5 to hit, reach 5 ft., one target.
Hit6 1d6 + 3 slashing damage.
Longbow Yuan-ti Form Only. Ranged Weapon Attack+4 to hit, range 150/600 ft., one target.
Hit6 1d8 + 2 piercing damage.

Yuan-ti Pureblood

Yuan-ti Pureblood Medium humanoid yuan-ti, neutral evil 1 200 xp

  • Armor class 11
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6, Perception +3, Stealth +3

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 13

Languages: Abyssal, Common, Draconic

Challenge: 1 (200 xp)

Innate Spellcasting.The yuan-ti's spellcasting ability is Charisma spell save DC 12. The yuan-ti can innately cast the following spells, requiring no material components
At will animal friendship snakes only
3/day each poison spray, suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.,

Actions

Multiattack.The yuan-ti makes two melee attacks.
Scimitar. Melee Weapon Attack+3 to hit, reach 5 ft., one target.
Hit4 1d6 + 1 slashing damage.
Shortbow. Ranged Weapon Attack+3 to hit, range 80/320 ft., one target.
Hit4 1d6 + 1 piercing damage plus 7 2d6 poison damage.