Barbed Devil;Medium fiend (devil);lawful evil;15;natural armor;110;13d8+52;30 ft.;16;17;18;12;14;14;Str +6, Con +7, Wis +5, Cha +5;Deception +5, Insight +5, Perception +8;cold, bludgeoning, piercing, and slashing from non magical weapons that aren't silvered;fire, poison;poisoned;darkvision 120ft., passive Perception 18;Infernal , telepathy 120ft.;5;1800;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 al so catches fire.
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1dl0) 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.";;The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Berserker;Medium humanoid (any race);any chaotic alignment;13;hide armor;67;9d8+27;30 ft.;16;12;17;9;11;9;;;;;;passive Perception 10;any one language (usually Common);2;450;;Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.;;Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Cult Fanatic;Medium humanoid (any race);any non-good alignment;13;leather armor;33;6d8+6;30 ft.;11;14;12;10;13;14;Dex +6, Wis +3;Deception +4, Persuasion +4, Religion +2;;;;passive Perception 10;any one language (usually Common);2;450;Multiattack. The fanatic makes two melee attacks.;Rotting ray Ranged attack: +10 vs. Dexterity or Constitution. Hit: Target starts to rot and gain 14 (1d12+8) necrotic damage and is frightened. Save ends.
Club. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.;;Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.
Death dog;Medium monstrosity;neutral evil;12;;39;6d8+12;40 ft.;15;14;14;3;13;6;;Perception +5, Stealth +4;;;;darkvision 120ft., passive Perception 15;-;1;200;Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.;"Multiattack. The dog makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) piercing damage. lf the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.";;A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.
Gelatinous Cube;Large ooze;unaligned;12;;110;10d10+60;15 ft.;14;3;20;1;6;1;;;;;blinded, charmed, deafened, exhaustion, frightened, prone;blindsight 60ft. (blind beyond this radius) , passive Perception 8;-;2;450;;"Ooze Cube.. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
Engulf The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.";;Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.
A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims' bones, coins, and other objects can be seen suspended inside the creature.
Ghast;Medium undead;chaotic evil;13;;36;8d8;30 ft.;16;17;10;11;10;8;;;necrotic;poison;charmed, exhaustion, poisoned;darkvision 60ft., passive Perception 10;Common;2;450;;"Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful l saving throw, the creature is immune to the ghast's Stench for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an 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.";;Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
Hobgoblin;Medium humanoid (goblinoid);lawful evil;18;chain mail, shield;11;2d8+2;30 ft.;13;12;12;10;10;9;;;;;;darkvision 60ft., passive Perception 10;Common, Goblin;1/2;100;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) s lashing 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.";;Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.
Hobgoblin Captain;Medium humanoid (goblinoid);lawful evil;17;half plate;39;6d8+12;30 ft;15;14;14;12;10;13;;;;;;darkvision 60ft., passive Perception 10;Common, Goblin;3;700;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 with in 5 feet of an ally of the hobgoblin that isn't incapacitated.
Reactions
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.;"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 in 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.";;Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.
Hobgoblin Warlord;Medium humanoid (goblinoid);lawful evil;20;plate, shield;97;13d8+39;30 ft.;16;14;16;14;11;15;lnt +5, Wis +3, Cha +5;;;;;darkvision 60ft., passive Perception 10;Common, Goblin;6;2300;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 (1 d6 + 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 non hostile 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.
";;Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.
Hobgoblin Wizard;Medium humanoid (goblinoid);lawful evil;18;chain mail, shield;11;2d8+2;30 ft.;13;12;12;10;10;9;;;;;;darkvision 60ft., passive Perception 10;Common, Goblin;1/2;100;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.";;Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.
Knight;Medium humanoid (any race);any alignment;18;plate;52;8d8+16;30 ft.;16;11;14;11;11;15;Con +4, Wis +2;;;;;passive Perception 10;any one language (usually Common);3;700;"Brave. The knight has advantage on saving throws against being frightened .
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.";"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 100f/400 ft., one target. Hit: 5 (ld10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile 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.
";;Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm: a knight often travels with an entourage that includes squires and hirelings who are commoners.
Minotaur Skeleton;Large undead;lawful evil;12;natural armor;67;9d10+18;40 ft.;18;11;15;6;8;5;;;;poison;exhaustion, poisoned;darkvision 60ft., passive Perception 9;understands Abyssal but can't speak;2;450;"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.";"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.";;Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Quadrone;Medium construct;lawful neutral;16;natural armor;22;4d8+4;30 ft., fly 30ft.;12;14;12;10;10;11;;Perception +2;;;;true sight 120ft., passive Perception 12;Modron;1;200;Axiomatic Mind. The quadrone can't be compelled to act in a manner contrary to its nature or its instructions .
Disintegration. If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.;"Multiattack. The quadrone makes two fist attacks or four shortbow attacks.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80(320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.";;Astute combatants, quadrones serve as artillery and field officers in the regiments of modron armies.
Shadow;Medium undead;chaotic evil;12;;16;3d8+3;40 ft.;6;14;13;6;10;8;;Stealth +4 (+6 in dim light or darkness);acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from non magical weapons;necrotic, poison;"exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained";darkvision 60ft., passive Perception 10;-;1/2;100;"Damage Vulnerabilities radiant
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.";Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.;;Shadows are undead that resemble dark exaggerations of humanoid shadows. Undead Nature. A shadow doesn't require air, food, drink, or sleep.
Skeleton;Medium undead;lawful evil;13;armor scraps;13;2d8+4;30 ft.;10;14;15;6;8;5;;;;poison;exhaustion, poisoned;darkvision 60ft., passive Perception 9;understands all languages it knew in life but can't speak;1/4;50;Damage Vulnerabilities bludgeoning;"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 80f320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.";;Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Spy;Medium humanoid (any race);any alignment;12;;27;6d8;30 ft.;10;15;10;12;14;16;;Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4;;;;passive Perception 16;any two languages;1;200;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 hit s 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.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150f/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Engineering bomb: Ranged Weapon Attack: Athletics check 2 for each 5 ft. Spy throws a mechanical bomb to the ground under the enemy. The bomb ticking and explodes in 15 ft. radius inflating 15 (1d12+6) damage (type depends on bomb configuration). Target is pushed and knocked prone 10 ft. from explosion center.";;
Vampire Spellcaster;Medium undead;neutral evil ;15;natural armor;82;11d8+33;30 ft.;16;16;16;11;10;12;Dex +6, Wis +3;Perception +3, Stealth +6;necrotic, bludgeoning, piercing, and slashing from non magical weapons;;;darkvision 60ft., passive Perception 13;the languages it knew in life ;5;1800;;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.
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. ;;Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Werebear;Medium humanoid (human, shapechanger);neutral good;"10 in humanoid form, 11 in bear
and hybrid form";natural armor;135;18d8+54;30ft. (40ft., climb 30ft. in bear or hybrid form);19;10;17;11;12;12;;Perception +7;;bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered;;passive Perception 17;Common (can't speak in bear form);5;1800;;"Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and 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 Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.";;Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A were bear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.
Werewolf;Medium humanoid (human, shapechanger);chaotic evil;"11 in humanoid form, 12 in wolf or
hybrid form";natural armor;58;9d8+18;30ft. (40ft. in wolfform);15;13;14;10;11;10;;Perception +4, Stealth +3;;bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered;;passive Perception 14;Common (can't speak in wolf form);3;700;;"Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or 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.";;A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far -a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.
Zombie;Medium undead;neutral evil;8;;22;3d8+9;20 ft.;13;6;16;3;6;5;; ; ;poison;poisoned;darkvision 60 ft., passive Perception 8;languages understands the languages it knew in life but can't speak;1/4;50;;Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.;;Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.
Zombie Ogre;Large undead;neutral evil;8;;85;9d10+36;30 ft.;19;6;18;3;6;5;;;;poison;poisoned;darkvision 60 ft., passive Perception 8;understands Common and Giant but can't speak ;2;450;;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.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage. ;;Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.