Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Dagger. Melee or Ranged Weapon Attack: +6 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 4 (1d4 + 2) piercing damage.
Spellcasting. The archmage is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17 +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt light mage hand prestidigitation shocking grasp
1st level (4 slots): detect magic identify mage armor* magic missile
2nd level (3 slots): detect thoughts mirror image misty step
3rd level (3 slots): counterspell fly lightning bolt
4th level (3 slots): banishment fire shield stoneskin*
5th level (3 slots): cone of cold scrying wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself before combat.
Scimitar. Melee Weapon Attack:+3 to hit reach 5 ft. one target.
Hit:4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack:+3 to hit range 80 ft./320 ft. one target.
Hit: 5 (1d8 + 1) piercing damage.
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 5 (1d4 + 3) piercing damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so the captain must see the attacker and be wielding a melee weapon.
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 hit points at thestart of its turn if it has at least 1 hit point.
Multiattack. The slaad makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit reach 5 ft. one target.
Hit: 12 (2d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit reach 5 ft. one target.
Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected the target can’t regain hit points and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target’s hit point maximum to 0 the target instantly transforms into a red slaad or if it has the ability to cast spells of 3rd level or higher a green slaad. Only a wish spell can reverse the transformation.
Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells requiring no material components:
3/day each: alter self command detect magic
1/day: plane shift (self only)
Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
Spear. Melee or Ranged Weapon Attack: +7 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack plus 3 (1d6) fire damage.
Fire Ray. Ranged Spell Attack: +7 to hit range 120 ft. one target.
Hit: 10 (3d6) fire damage.
Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion the target can repeat the saving throw ending the effect on itself on a success. If a target’s saving throw is successful or if the effect ends for it the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Club. Melee Weapon Attack:+2 to hit reach 5 ft. one target.
Hit: 2 (1d4) bludgeoning damage.
Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.
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.
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.
Multiattack. The dragonclaw attacks twice with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit:6 ( 1d6 + 3) slashing damage.
Dragon Fanatic. The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher ranking Cult of the Dragon cultist friendly to it the dragonfang ignores the effect of being charmed or frightened.br>
Fanatic Advantage. Once per turn If the dragonfang makes a weapon attack with advantage on the attack roll and hits the target takes an extra 10 (3d6) damage.
Limited Flight. The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics. The dragonfang has advantage on an attack roll against a creature if at least one of the dragonfang's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The dragonfang attacks twice with its shortsword.
Shortsword. Melee Weapon Attack: +5 to hit reach 5 ft.one target.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has damage resistance.
Orb of Dragon's Breath (2/Day). Ranged Spell Attack: +5 to hit range 90 ft. one target.
Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance.
Dragon Fanatic. The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher ranking Cult of the Dragon cultist friendly to it the dragonsoul ignores the effect of being charmed or frightened.br>
Fanatic Advantage. Once per turn If the dragonsoul makes a weapon attack with advantage on the attack roll and hits the target takes an extra 10 (3d6) damage.
Limited Flight. The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics. The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonsoul's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The dragonsoul attacks twice with its shortsword.
Shortsword. Melee Weapon Attack: +7 to hit reach 5 ft. one target.
Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has damage resistance.
Orb of Dragon's Breath (3/Day). Ranged Spell Attack: +7 to hit range 90 ft. one target.
Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.
Dragon Fanatic. The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher ranking Cult of the Dragon cultist friendly to it the dragonwing ignores the effect of being charmed or frightened.br>
Fanatic Advantage. Once per turn If the dragonwing makes a weapon attack with advantage on the attack roll and hits the target takes an extra 7 (2d6) damage.
Limited Flight. The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics. The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The dragonwing attacks twice with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type to which the cultist has damage resistance.
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.
Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit reach 5 ft. and range 20/60 ft. one target.
Hit: 11 (2d6 + 4) piercing damage or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit reach 5 ft. one creature.
Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature it must succeed on a DC 15 Strength saving throw or be knocked prone.
Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so the gladiator must see the attacker and be wielding a melee weapon.
Keen Sight.The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit reach 5 ft. one target.
Hit:8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit reach 5 ft. one target.
Hit:11 (2d6 + 4) slashing damage.
Battleaxe. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit: 12 (2d8 + 3) slashing damage or 14 (2d10 + 3) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit reach 5 ft. or range 30/120 ft. one target.
Hit: 10 (2d6 + 3) piercing damage.
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: 5 (1d10) piercing damage.
Poison Breath (Recharge 5d6). The veteran exhales poisonous gas in a 15 foot cone. Each creature in that area must make a DC 11 Constitution saving throw taking 21 (6d6) poison damage on a failed save or half as much damage on a successful one.
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5–6). The hound exhales fire in a 15 foot cone. Each creature in that area must make a DC 12 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half as much damage on a successful one.
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.
Multiattack.The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:9 (2d6 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target.
Hit:5 (1d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Martial Advantage. Once per turn the hobgoblin can deal an extra 14 (4d6) 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.
Multiattack. The hobgoblin makes three melee attacks. Alternatively it can make two ranged attacks with its javelins.
Longsword. Melee Weapon Attack: +9 to hit reach 5 ft. one target.
Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +9 to hit reach 5 ft. one creature.
Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller it must succeed on a DC 14 Strength saving throw or be knocked prone.
Javelin. Melee or Ranged Weapon Attack: +9 to hit reach 5 ft. or range 30/120 ft. one target.
Hit: 6 (1d6 + 3) 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 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.
Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so the hobgoblin must see the attacker and be wielding a melee weapon.
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.
Longsword. Melee Weapon Attack:+3 to hit reach 5 ft. one target.
Hit:5 (1d8 + 1) slashing damage or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit range 150/600 ft. one target.
Hit:5 (1d8 + 1) piercing damage.
Invisibility. The stalker is invisible.
Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
Multiattack. The stalker makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit reach 5 ft. one target.
Hit: 10 (2d6 + 3) bludgeoning damage.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit:10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit range 100/400 ft. one target.
Hit:5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so the knight must see the attacker and be wielding a melee weapon.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
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.
Hit:5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target.
Hit:5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) piercing damage.
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
Dagger. Melee or Ranged Weapon Attack: +5 to hit reach 5 ft. or range 20/60 ft. one target.
Hit:4 (1d4 + 2) piercing damage.
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.
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.
Legendary Resistance (3/Day). If the orog fails a saving throw it can choose to succeed instead.
Multiattack. The orog makes three greataxe attacks.
Manticore Tail Salvo The orog makes up to eight Manticore Tail Spike attacks. The orog cannot target the same creature twice with these attacks.
Greataxe. Melee Weapon Attack: +6 to hit reach 5 ft. one target.
Hit: 10 (1d12 + 4) slashing damage. If the target has already taken damage from this attack on this turn it takes an additional 10 (3d6) slashing damage.
Manticore Tail Spike. Ranged Weapon Attack: +6 to hit range 100/120 ft. one target.
Hit: 7 (1d8 + 3) piercing damage.
The orog 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 orog regains spent legendary actions at the start of its turn.
Melee attack. The orog makes one greataxe attack.
Manticore Tail Spike. The orog makes one manticore tail spike attack.
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13 +5 to hit with spell attacks). She can innately cast the following spells requiring no material components:
At will: detect magic magic missile
2/day each: plane shift (self only) ray of enfeeblement sleep
Claws (Hag Form Only). Melee Weapon Attack: +6 to hit reach 5 ft.one target.
Hit: 13 (2d8 + 4) slashing damage.
Change Shape. The hag magically polymorphs into a Small or Medium female humanoid or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Etherealness. The hag magically enters the Ethereal Plane from the Material Plane or vice versa. To do so the hag must have a heartstone in her possession.
Nightmare Haunting (1/Day). While on the Ethereal Plane the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact as does a magic circle. As long as the contact persists the target has dreadful visions. If these visions last for at least 1 hour the target gains no benefit from its rest and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0 the target dies and if the target was evil its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
Aggressive.As a bonus action the orc can move up to its speed
toward a hostile creature that it can see.
Greataxe. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit:9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit reach 5 ft. or range 30/120 ft. one target.
Hit:6 (1d6 + 3) piercing damage.
Aggressive. As a bonus action the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
Spellcasting. The orc is a 3rd‐level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11 +3 to hit with spell attacks). The orc has the following cleric spells prepared:
Cantrips (at will): guidance resistance thaumaturgy
1st level (4 slots): bless command
2nd level (2 slots): augury spiritual weapon (spear)
Spear. Melee or Ranged Weapon Attack: +5 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 11 (1d6 + 3 plus 1d8) piercing damage or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
Aggressive. As a bonus action the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack)
Multiattack. The orc makes two attacks with its greataxe or with its spear.
Greataxe. Melee Weapon Attack: +6 to hit reach 5 ft. one creature.
Hit: 14 (1d12 + 4 plus 1d8) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 12 (1d6 + 4 plus 1d8) piercing damage or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Aggressive. As a bonus action the orog can move up to its speed toward a hostile creature that it can see.
Multiattack. The orog makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit reach 5 ft. one target.
Hit: 10 (1d12 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit reach 5 ft. or range 30/120 ft.
one target. Hit: 7 (1d6 +4) piercing damage.
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.
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.
Keen Hearing and Sight.The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit ranged 150/600 ft. one target.
Hit: 6 (1d8 + 2) piercing damage.
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.
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.
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit range 100/400 ft. one target.
Hit: 5 (1d10) piercing damage.
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.
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.
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.
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.
Hit:8 (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.
Hit:6 (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.
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:5 (1d10) piercing damage.
Shapechanger. The werewolf can use its action to polymorph into a wolf‐humanoid hybrid or into a wolfor back into its true form which is humanoid. Its statistics other than its AC 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 Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit reach 5 ft. one creature.
Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 20/60 ft. one creature.
Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Sunlight Sensitivity. While in sunlight the wight has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.
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.
Incorporeal Movement. The wraith 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 wraith has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.
Life Drain. Melee Weapon Attack: +6 to hit reach 5 ft. one target.
Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 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.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit reach 10 ft. one target.
Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) poison damage.
Claw. Melee Weapon Attack: +10 to hit reach 5 ft. one target.
Hit: 13 (2d6 + 6) slashing damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 30foot cone. Each creature in that area must make a DC 17 Dexterity saving throw taking 56 (16d6) fire damage on a failed save or half as much damage on a successful one.
Damage Vulnerabilities fire
Undead Fortitude. If damage reduces the zombie to 0 hit points it must make a Constitution saving throw with a DC of 5 + the damage taken unless the damage is radiant or from a critical hit. On a success the zombie drops to 1 hit point instead.
Multiattack. The zombie makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit reach 5 ft. one target.
Hit: 16 (3d6 + 6) bludgeoning damage.
Undead Fortitude. If damage reduces the zombie to 0 hit points it must make a Constitution saving throw with a DC of 5 + the damage taken unless the damage is radiant or from a critical hit. On a success the zombie drops to 1 hit point instead.
Multiattack. The zombie makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit reach 10 ft. one target.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit reach 5 ft. one target.
Hit: 13 (2d8 + 4) slashing damage.