Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no materiel components:
3/day: alter self, fog cloud,,
Multiattack. An annis hag can attack with both claws.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 2d6+7 slashing damage.
Rend. If both of the hag's claws hit they do double damage.
Charge. If the boar moves at least 20 feet toward a target and then hits it with a tusk attack on the same turn, the target takes and extra 6d6 slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 13 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.,,
Tusk. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 4d6+9 slashing damage.
Dismantle Armor. If a bebilith hits a foe with two claw attacks, it can attempt to peel away the target's armor and shield as a bonus action. The target must makea DC 17 Strength save to avoid this effect. Nonmagical armor subjected to this attacks gains the broken condition and can't be used till it has been repaired.
Penetrating Strike. A bebilith's natural weapons are treated as magical for the purposes of overcoming resistance.
Rot. A bebilith's bite causes a horrible withering. Each round the player must make a DC 16 Constitution save or take damage. The damage is equal to 1d6 for each failed save (i.e. 1d6 for the first failed save, 2d6 for the second, etc...). If the target makes two successful saves in a row or is subject to a lesser restoration, the effect is cured. ,,
Multiattack. The bebilith can make one attack with it's bite and two attacks with its claws each round.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 2d6+9 piercing damage plus rot.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 2d4+9 slashing damage.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by wevving. As an action, the restrained target can make a DC 14 Strength check, bursting the web on a success. The webbing can also be attacked and destroyed (AC 10, hp 12, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).
Innate Spellcasting. The bebilith's innate spellcasting ability is Wisdom (spell save DC 13, +4 to hit with spell attacks). It can innately cast the following spell, requiring no material components:
At will: plane shift (self only)
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no materiel components:
3/day: alter self, fog cloud,,
Multiattack. Caigreal can attack with both claws.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 2d6+7 slashing damage.
Rend. If both of the hag's claws hit they do double damage.
Spellcasting. Caigreal is a 6th level cleric of Mestama. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She has the following spells prepared:
Cantrips (at will): guidance, resistance, thaumaturgy
1st Level (4 slots): charm person, disguise self, cure wounds, guiding bolt, sanctuary, command
2nd Level (3 slots): hold person, enhance ability, silence
3rd Level (3 slots): mirror image, pass without trace, meld into stone, magic circle, protection from energy
Channel Divinity. Twice between rests the hag can Channel Divinity to create a perfect illusion of herself or to vanish until the end of her next turn.
Drawn to Service. Daemons have Disadvantage when attempting to resist binding.,,
Multiattack. A daemon can make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 2d6+6 piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 1d6+6 slashing damage.
Breath Weapon (Recharge 5-6). The daemon can exhale electricity in a 30 ft. cone. This attack does 6d6 damage and has a DC 14 Dex save for half.
Innate Spellcasting. The daemon's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Constant: detect evil and good, detect magic, see invisibility
At will: dimension door
3/day: dispel magic, fly
1/day: hold monster
Damage Vulnerabilities fire, thunder
Icewalking. A cold rider and any creature it rides can move across snowy and icy surfaces without a movement penalty and do not need to make Dexterity checks to avoid falling prone. The may climb icy surfaces as if under the effects of the spider climb spell.
Implements of Ice. A cold rider wears +2 full plate armor and wields a +2 frost brand glaive made of magical ice as hard as steel. Its armor has no armor stealth disadvantage and allow the wearer his full Dexterity bonus to AC. When a cold rider dies, it's armor and glaive melt into water in 1d6 rounds.,,
Multiattack. The cold rider can make two attacks with its glaive.
Glaive. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 1d10+1d6+5 slashing damage.
Spellcasting. The cold rider is a 10th level spellcaster. His spellcasting avility is Charisma (spell save DC 16, +8 to hit with spell attacks. He has the following spells prepared:
Cantrips (at will): blade ward, chill touch, mage hand, ray of frost, true strike
1st Level (4 slots): snowball, shield, fog cloud, sleep
2nd Level (3 slots): flurry of snowballs, hold person
3rd Level (3 slots): ice spears, sleet storm
4th Level (3 slots): greater invisibility, ice storm
5th Level (2 slots): cone of cold
Pass without Trace. The cold rider leaves no tracks, as if under the effects of a permanent pass without trace spell.
Susceptible to Shatter. A cold rider automatically fails the saving throw versus shatter spells. In addition, a shatter spell affects the cold rider's armor and all attack rolls against the cold rider are made at advantage for the next 1 minute.
Blinding Beauty. All humanoids within 30 feet of a nymph who look directly at her must succeed on a DC 15 Con save or be blinded permanently. A nymph can suppress or resume this ability as a bonus action.
Anathema. Normal plants within 20 ft. of a dark nymph wither and die. Plant creatures must make a DC 15 Con save or take 1d2 damage each round.
Defiling Touch. Damage dealt by a dark fey's claws cannot be healed by magic unless the caster makes a DC 16 spellcasting ability check. Otherwise, the damage can only be healed with a long rest.
Unearthly Grace. A dark nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.,,
Multiattack. The dark nymph makes two attacks with her claws.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage.
Stunning Glance. As an action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 15 Con save or be stunned for 2d4 rounds.
Spellcasting. Dark nymphs are 9th level druids. Her spellcasting ability is Wisdom (spell save DC 16, +9 to hit with spell attacks). She has the following spells prepared:
Cantrips (at will): guidance, produce flame, thorn whip
1st Level (4 slots): entangle, longstrider, charm person, cure wounds
2nd Level (3 slots): enhance ability, flaming sphere, heat metal
3rd level (3 slots): call lightning, dispel magic, sleet storm
4th level (3 slots): wall of fire, confusion, blight
5th level (1 slot): contagion
1/day: dimension door
Innate Spellcasting. The andrazku's spellcasting ability is Wisdom (spell save DC 13). The andrazku can innately cast the following spells, requiring no material components:
3/day - fear, locate creature, teleport (self plus 50 lbs. of objects only)
1/day - enlarge (self only)
Icewalking. A andrazu can move across snowy and icy surfaces without a movement penalty and do not need to make Dexterity checks to avoid falling prone. The may climb icy surfaces as if under the effects of the spider climb spell.,,
Multiattack. The andrazku makes three attacks: two slam attacks and one bite attack.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+5 bludgeoning damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+5 piercing damage plus 1d6 cold damage.
Mutilating Gouge. If the andrazku hits with both slams in the smae round, its target must succeed at a DC 15 Constitution save or both attacks do critical damage.
Cold Breath (Recharge 5-6). The andrazku exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one.
Charge. If the andrazku moves at least 20 feet straight toward a target and then hits with a slam attack, the target takes an extra 3d6 bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked prone.
This creature resembles a young six-legged dragon with glistening scales and gleaming eyes. The vicious dracolisk is a rare crossbreed of dragon and basilisk.
,,
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 2d6+6 piercing damage plus 2d6 poison damage.
Breath Weapon (Recharge 5-6). The dracolisk can exhale 60-ft. line of acid for 4d8 points of damage and has a DC 14 Dex save for half.
Petrifying Gaze. If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Con save. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Energy Immunity. Dragonkin are immune to the energy type of their breath weapon.
Rider Bond. A dragonkin can form a permanent bond with its rider. Once this bond is made, a dragonkin cannot form another rider bond until its current rider dies. A dragonkin and its rider share an empathic bond and can feel each other's emotions if they are on the same plane of existence. In addition they can communicate with each other as if they both had telepathy 100 ft. In combat, when a rider is mounted on his dragonkin, they both act at the same time. They use highest the initiative bonus between them to determine when they act.,,
Multiattack. A dragonkin can make three attacks: one with its bite and two with its claws, or one with its bite and two with its weapon.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 1d8+6 piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 1d6+6 slashing damage.
Glaive. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 1d10+6 slashing damage.
Breath Weapon (Recharge 5-6). The dragonkin uses one of the following breath weapons, determined by scale color, which does 9d6 damage of the appropriate energy type and has a DC 15 Dex save for half:
Gold - fire, 30 ft. cone
Blue, Bronze - lightning, 60 ft. line
Black, Copper - acid, 60 ft. line
Green - poison, 30 ft. cone
White, Silver - cold, 30 ft. cone
Brass - fire, 60 ft. line
This ettin is a 7th level Pact of the Blade warlock.
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.
Dark One's Blessing. When the ettin reduces a creature to 0 hit points, she gains 2 temporary hit point.
Dark One's Own Luck. When the warlock makes and ability check or saving throw, she can use this feature to add 1d10 to the roll. Requires a short rest to recharge.,,
Mulitattack. The ettin can make two attacks with his pact weapon and casts a spell in the same round.
Pact Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 2d8+5 slashing damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one target per bolt. Hit: 1d10+2 force damage and push the target back 10 feet in a straight line.
Pact of the Blade. As an action, the warlock can create a pact weapon in her empty hand. This weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Spellcasting. The ettin witch is a 7th level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). All spells are cast using a 4th level spell slot. She has the following spells prepared:
Cantrips (at will): eldritch blast, ray of frost, chill touch
Spells (2 slots):
1) expeditious retreat, witch bolt,
2) burning hands, misty step, scorching ray, invisibility
3) fireball
4) wall of fire
The bastard offspring of a nymph and an fiend.
Charge. If the forlarren moves at least 20 feet toward a target and then hits it with a ram attack on the same turn, the taget takes and extra 2d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.,,
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6+6 slashing damage.
Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6+6 bludgeoning damage.
Innate Spellcasting. The forlarren's innate spellcasting ability is Wisdom (spell save DC 16, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: poison spray
1/day: entangle, invisibility (self only)
3/day: heat metal, faerie fire
Vulnerabilities: Fire
Snow Vision. A frost drake never takes penalties on Perception checks for snowy conditions.
Icewalking. This ability works like spider climb, but the surfaces the drake climbs must be icy. It can move across icy surfaces without penalty.
Speed Surge. 3/day the drake may use its bonus action to take a Dash action.,,
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 2d6+6 piercing damage plus 1d6 cold damage.
Tail Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 1d8+6 bludgeoning damage.
Freezing Mist Breath (Recharge 6). A frost drake can spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals 7d6 points of cold damage (DC 14 Dex half) to all creatures in a 20-foot-radius spread. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds.
Damage vulnerability: fire
False Appearance While motionless the roper is indistinguishable from normal cave formations.
Grasping Tendrils. The roper can have up to 6 tendrils at a time. Each can be attacked (AC 20, HP 20, immune to poison and psychic damage). Destroying a tendril does not damage to the roper which can extrude another on its next turn. A tendril can be broken by a DC 15 Str check as an action.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.,,
Multiattack. The roper makes 4 attacks with its tendrils, uses Reel, and makes on attack with its bite.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.
Hit: 4d8+12 piercing damage.
Tendril. Melee Weapon Attack: +16 to hit, reach 50 ft., one target.
Hit: The target is grappled (escape DC 23). Until the grapple ends, the target is restrained and has disadvantage on Str checks and Str 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.
Damage vulnerability: fire
Cold. A creature that is grappled with a frost worm takes 4d6 cold damage each round.
Death Throes. When killed, a frost worm explodes in a 100-foot-radius burst that deals 12d6 cold damage and 8d6 piercing damage (DC 16 Dex save for half).,,
Bite. Melee Weapon Attack. +15 to hit, reach 10 ft., one target.
Hit: 4d10+10 piercing damage plus 4d6 cold damage.
Trill. As an action the frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a a DC 14 Wisdom save or be incapacitated for as long as the worm continues to trill. Once a creature has resisted or broken the effect, it cannot be affected again my that same worm's trill for 25 hours.
Breath Weapon (Recharge 6). The frost worm can exhale 60-ft. cone of freezing breath for 15d6 points of cold damage. DC 16 Dex save for half.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a crircial hit. On a success, the zombie drops to 1 hit point instead.,,
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage.
Damage Vulnerability. fire
Cold Absorption. Whenever the golem is subjected to cold damage it takes no damage and instead regains a number of hit points equal to the cold damage dealt.
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.
,,
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit reach 5 ft. one target. Hit: 3d8+6 bludgeoning plus 1d6 cold damage.
Cold. An ice golem's body generates intense cold dealing 1d6 points of damage with its touch. Creatures attackng an ice golem with unarmed strikes or natural weapons take the same cold damage each time one of their attacks hits.
Icy Desturction. when reduced to 0 hit points an ice golem shatters in an expolosion of jagged shards of ice. All creatures within a 10-foot burst 3d6 points of slashing damage and 2d6 points of cold damage a DC 13 Dexterity save halves the damage.
Cold Breath (Recharge 5-6). The golem exhales a blast of freezing wind in a 2--foot cone. Each creature in that area must make a DC 13 Dexterity saving throw taking 6d8 cold damage on a failed save or half as much damage on a successful one.
Damage Vulnerability. fire
Keen Smell. The ice troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at he 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.,,
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: 1d6+4 piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+4 slashing damage.
,,
Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+4 bludgeoning damage.
Rock. Ranged Attack: +7 to hit, range 20/60 ft., one target. Hit: 1d6+4 bludgeoning damage.
Animated Hair. As a bonus action, a korred can cause its long hair to reach out and interfere with all adjacent creatures-tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself. The korred can choose which adjacent targets are affected, these targets are at Disadvantage on attacks against the korred.
Stone Stride. As an action, the korred may step into any stone at least as large as itself and instantly teleport to any other appropriately sized stone within 30 feet. The korred may then continue its movement as normal.
Stunning Laugh. 3/day, as a bonus action, the korred can unleash a strange laugh that stuns all creatures within a 30-ft. radius for 1 rounds (DC 12 Constitution negates). This is sonic, mind-affecting effect. Fey are immune to this ability.
Damage Vulnerabilities: sonic, bludgeoning
Brittle. A critical hit that deals bludgeoning or sonic damage causes the crystal to split, creating two identical copies, each with half the creature's current HP.
Crystallize. A creature hit by the ooze must make a DC 15 Con save or become restrained by the ooze's crystal. Thereafter, the creature must make a DC 15 Con save each round or become incapacitated also. If an incapacitated creature fails the save , it becomes petrified. A petrified victim shatters in 1d4 hours and a new carnivorous crystal emerges from the remains.,,
Pseudopod. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 7d8+6 slashing damage plus Crystallize.
Razor Sharp. The ooze's pseudopod attacks deal devastating slashing damage and critical hit on a 19 or 20.
Subsonic Hum. As a bonus action, the ooze gives off a supernatural sonic vibration. Any living creature starting its turn within 60 ft. must succeed at a DC 15 Con save or be stunned for 1 round. A creature that saves cannot be affected by the same ooze's hum for 24 hours.
Heavy Weapons. A redcap can wield weapons with the Heavy descriptor without Disadvantage.
Irreligious. Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends an action presenting such a holy symbol, any redcap that can see the creature must make a DC 12 Wisdom save or become frightened for 1 minute and attempt to flee.
Red Cap. While wearing its cap, a redcap gains +4 damage on all rolls and heals 3 hit points at the start of each of its turns.,,
Multiattack. Redcaps can attack with both their scythe and their boot stomp each round.
Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 2d4+8 slashing damage.
Boot Stomp. Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 2d4+8 bludgeoning damage.
These creatures serve as mounts for Baba Yaga's Three Riders. Originally these magnificent beasts were giant elks captured by a cold rider. When the cold rider is elevated to one of the Three Riders, their giant elk gains additional strength and power.
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 2d6 damage. If the target is a creature, it must succeed on a a DC 15 Strength saving throw or be knocked prone. If the creature is knocked prone the elk may immediately make an attack with its hooves as a bonus action.
Air Walk. A Rider's Mount in under the effect of a permanent air walk spell, except that it can move at full speed, even when changing elevation. This spell cannot be dispelled, though it will cease to function in an anti-magic field.,,
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 2d6+5 bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature.
Hit: 4d8+5 bludgeoning damage.
Breastplate, longbow, lance, shield +1
Vulnerable to fire.
Trampling Charge. If the svathurim moves at last 20 feet towards its target and then hits with his lance attack on the same turn, that target must succeed on a DC 19 Strength save or be knocked prone. If the target is prone, the svathurim can make one trample attack against it as a bonus action.
Skyrunner. The svathurim an run across open air as if it were a solid surface.,,
Multiattack. A svathurim can attack with his lance and two hooves.
Lance. Melee Weapon Attack: +14 to hit, reach 20 ft., one prone target. Hit 2d6+9 bludgeoning damage.
Hooves. Melee Weapon Attack: +14 to hit, reach 10 ft., one prone target. Hit 1d8+9 bludgeoning damage.
Trample. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone target. Hit 3d10+9 bludgeoning damage.
Damage Vulnerabilities: fire
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has 7 heads. While it has more than 1 head, it has advantage on saving throws vs. blindness, charm, deafened, fear, stun, or unconsciousness. When it takes more than 25 damage in a single turn, a head dies. If all heads die, it dies. At the end of its turn, it grows two head unless it took fire damage since its last turn. It regains 10 HP for each head regrown.
Reactive Heads. For each head beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.,,
Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 1d10+5 piercing damage.
Breathe Weapon (Recharge 5-6). Each of the war hydra's heads can breathe freezing air in a 15 ft.-cone for 3d6 cold damage (DC 14 Dex save for half).
Witch trees are created by taking a sapling that has the spark of potential to become a treant and watering it at least once a week with the blood of warm-blooded creatures of at least medium size and of greater than animal intelligence (Intelligence of 3 or higher).
False Appearance. While the witch tree remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The witch tree deals double damage to objects and structures.,,
Multiattack. The witch tree makes 4 tendril attacks.
Tendril. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 3d6+8 bludgeoning damage, and the target is grappled and will take 3d6+8 damage per round until they escape the grapple.
Rock. Ranged Weapon Attack: +13 to hit, range 60/180 ft., one target. Hit 4d10+9 bludgeoning damage. The witch tree must have at least one tendril free (not grappling) to use this ability.
Incorporeal Movement. The witchfire can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. The creature passed through must make a DC 16 Wisdom save or be affected by witchflame.,,
Incorporeal Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8d6 fire damage plus witchflame.
Witchflame Bolt. Ranged Attack: +11 to hit, range 60 ft., one target. Hit: 8d6 fire damage plus witchflame.
Witchflame. Any creature damaged by the witchfire's incorporeal touch and witchflame bolt must succeed on a DC 19 Wisdom save or become engulfed in sickly green flames as if effected by the faerie fire spell and becomes poisoned. The victim also gains vulnerability to fire. This effect persists for 10 minutes and can only be extinguished before this duration by a remove curse or wish spell. Any creature entering or passing through the same square as witchflame, or attacking the witchfire or a creature affected by witchflame with a melee attack must succeed on a DC 19 Wisdom save or become likewise affected, even if the attack would have missed or have done no damage.
Innate Spellcasting. The witchfire's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: dancing lights, disguise self, minor illusion (sound only)
1/day: conjure undead (spell slot 6, 2 will-o-wisps)
The Zima Volk are the pack leaders of groups of winter wolves. They are slightly larger and smarter than their more common cousins, but their most distinguishing feature is that they have on brown eye and one ice blue eye.
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.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+6 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Cold Breath (Recharge 5-6). The Zima Volk exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d8 cold damage on a failed save, or half as much damage on a successful one.
Pounce. If the hoarpanther 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 hoarpanther can make one bite attack against it as a bonus action.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a crircial hit. On a success, the zombie drops to 1 hit point instead.,,
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 1d4+4 slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 1d6+4 piercing damage.
Sightless. Iantor is immune to gaze attacks, visual effects, illusions, and attacks relying on sight.
Protection from Sonics. Iantor has advantage on saving throws to avoid thunder damage. He takes no damage on a successful save.,,
Multiattack. Iantor makes three attacks: two claw attacks and one bite attack.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 2d6+10 piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 1d8+10 slashing damage.
Breath Weapon (Recharge 6). Iantor can exhale 30-ft. cone of cold for 12d6 points of cold damage and has a DC 17 Dex save for half.
Destructive Harmonics (Recharge 6). Iantor can project a blast of sonic energy in a 30-ft. radius. All creatures within the area of effect take 8d6 thunder damage (Con DC 14 for half).
Ice Walker. A kokogiak takes no penalty to speed or on athletics or stealth checks in snowy or icy terrain. It can walk across snow crusts or thin ice without breaking through and can choose not to leave tracks when moving in this type of terrain.
Penetrating Sight. A kokogiak's sigt is not affected by its own fog cloud spell-like ability. In addition, a kokogiak does not take any penalties on Perception checks while its snowing.
Sound Imitation. A kokogiak can mimic any voice or sound it has heard by making a successful Deception check against a listener's passive Insight.,,
Multiattack. A kokogiak makes seven attacks: six claw attacks and one bite attack.
Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 2d6+10 piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 2d6+10 slashing damage.
Blizzard Breath (Recharge 5-6). A kokogiak can exhale 60-ft. cone of cold for 8d6 points of cold damage and has a DC 16 Dex save for half. Any creature damaged by this attack must then make a DC 16 Con save or gain one level of exhaustion.
Forlorn Gaze. As an action the kokogiak can lock eyes on a target within 60 ft. to fascinate teh creature. A DC 15 Wis save negates this effect. Creatures that fail see the kokogiak as a friend in need and the kokogiak can comple the creature to move toward it. The kokogiak has advantage on attacks against the creature. Taking damage breaks the effect.
Innate Spellcasting. The kokogiak's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: fog cloud
3/day: major image
Damage Vulnerabilities: fire
Savage Bite. The akhlut's bite critical hits on a roll of 18-20.
Shore Storming. As a bonus action, an akhlut transforms into an orca when fully immersed in water, losing its legs and fur. Likewise, on land it transforms into its wolf-orca hybied form.
Snow Vision. An akhlut can see perfectly well in snowy conditions and does not take any penalties on Perception checks in snowy weather.
Snow Walking. An akhlut can walk on snow or thin ice as though affected by water walk. It only leaves a trail on such surfaces when it wants to.,,
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 4d8+10 piercing damage plus 3d6 cold damage and the target is grappled (escape DC 20).
Swallow Whole. if the akhlut begins the round with an opponent grappled it can swallow the creature inflicting 2d8+10 bludgeoning damage plus 4d6 cold damage each round. The creature's interior is has an AC of 19 and 18 HP.
Innate Spellcasting. The akhlut's innate spellcasting ability is Wisdom (spell save DC 18, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
1/day: control weather
Damage Vulnerabilities: fire
Ice Glide. A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 12 Con save.
Icewalking. An ice elemental can move across snowy and icy surfaces without a movement penalty and do not need to make Dexterity checks to avoid falling prone. The may climb icy surfaces as if under the effects of the spider climb spell.
Snow Vision. An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Perception checks in snowy weather.,
Multiattack. The ice elemental makes two slam attacks.
Slam. Melee Weapon Attack: +15 to hit,reach 15 ft., one target.
Hit: 2d10+10 bludgeoning plus 2d8 cold damage.
Numbing Cold. When an ice elemental deals cold damage, that creature must succed on a Con save (DC 15) or be incapacitated for one round.
Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.
Intense Cold. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 2d8 cold damage. Any nonmagical weapon made of metal that hits the pudding freezes and becomes brittle. If the weapon is used again within 1 minutes it shatters.
Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.,,
Pseudopod. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 2d8+7 bludgeoning damage plus 4d8 cold and the creature is grappled (escape DC 17). In addition, nonmagical metal armor or shields worn by the target are frozen and becomes brittle. If the target is struck again its armor shatters. Grappled creatures take 4d8 cold damage each round.
Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are once size smaller than the original pudding.
acid dc 17