Nightshade Zombie; Medium undead; lawful evil;14; natural armor;75; 10d8+30; 30 ft.;16;12;16;11;13;12; ; Perception +4, Stealth +4
Damage Vulnerabilities: radiant; bludgeoning, piercing and slashing from nonmagical attacks not made with silvered weapons; cold, poison; exhaustion, poisoned; darkvision 60ft., passive Perception 14; ;5;1800; ;Life Drain. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 27 (6d8) necrotic damage. The target must succeed on a DC 17 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 as a nightshade zombie under the control of its killer at the start of its next turn.; ;"Aggressive. As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see.
Innate Spellcasting. The zombie's innate spellcasting ability is Con (DC 14). It can cast the following spells:
• at will: darkness, detect magic, see invisibility
• 3/day: contagion, hold monster
Shadow Camouflage. While in dim light or darkness, it can Hide as a bonus action, and has advantage on Dexterity (Stealth) checks.
Shadow Sight. Magical darkness doesn't impede it's darkvision.
Sunlight Weakness. While in sunlight, it has disadv. on attack rolls, ability checks, and saving throws.
Undead Fortitude. If damage reduces it to 0 hit points, it must make a Con saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead."
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Yuan-ti Malison (Type 1); Medium monstrosity (shapechanger, yuan-ti); neutral evil;12; ;66; 12d8+12; 30 ft.;16;14;13;14;12;16; ; Deception +5, Stealth +4; ; poison; poisoned; darkvision 60 ft., passive Perception 11; Abyssal, Common, Draconic;3;700; ;Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.; ;
Human body with snake head
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
• At will: animal friendship (snakes only)
• 3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
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Yuan-ti Malison (Type 2); Medium monstrosity (shapechanger, yuan-ti); neutral evil;12; ;66; 12d8+12; 30 ft.;16;14;13;14;12;16; ; Deception +5, Stealth +4; ; poison; poisoned; darkvision 60 ft., passive Perception 11; Abyssal, Common, Draconic;3;700; ;Multiattack (Yuan-ti Form Only). The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage; ;Human head and body with snakes for arms
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
• At will: animal friendship (snakes only)
• 3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
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Yuan-ti Malison (Type 3); Medium monstrosity (shapechanger, yuan-ti); neutral evil;12; ;66; 12d8+12; 30 ft.;16;14;13;14;12;16; ; Deception +5, Stealth +4; ; poison; poisoned; darkvision 60 ft., passive Perception 11; Abyssal, Common, Draconic;3;700; ;Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once.
Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.; ;Human head and upper body with a serpentine lower body instead of legs
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
• At will: animal friendship (snakes only)
• 3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
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Giant Constrictor Snake; Huge beast; unaligned;12; ;60; 8d12 + 8; 30 ft., swim 30 ft.;19;14;12;1;10;3; ; Perception +2; ; ; ; blindsight 10 ft., passive Perception 12; ;2;450; ;
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft. , one creature. Hit: 1 1 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft. , one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 1 6). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.; ;
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Poisonous Snake; Tiny beast; unaligned;13; ;2; 1d4; 30 ft., swim 30 ft.;2;16;11;1;10;3; ; ; ; ; ; blindsight 10 ft., passive Perception 10; ; 1/8;25; ;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving th row, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.; ;
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Acolyte; Medium humanoid (any race); any alignment;10; ;9; 2d8; 30 ft.;10;10;10;10;14;11; ;Medicine +4, Religion +2; ; ; ; passive Perception 10; any one language (usually Common); 1/4;50; ;Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.;;
Acolytes are junior members of a clergy, usually answerable to a Priest. They perform a variety of functions in a Temple and are granted minor Spellcasting power by their deities.
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (3 slots): bless, cure wounds, sanctuary
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Acolyte (variant); Medium humanoid (any race); any alignment;10; ;9; 2d8; 30 ft.;10;10;10;10;14;11; ;Medicine +4, Religion +2; ; ; ; passive Perception 10; any one language (usually Common); 1/4;50; ;Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.;;
Acolytes are junior members of a clergy, usually answerable to a Priest. They perform a variety of functions in a Temple and are granted minor Spellcasting power by their deities.
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (3 slots): bless, cure wounds, command
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Adult Blue Dragon; Huge dragon; lawful evil;19; natural armor;225; 18d12+108; 40 ft., burrow 30 ft., fly 80 ft.;25;10;23;16;15;19; Dex +5, Con +11, Wis +7, Cha +9; Perception +12, Stealth +5; ; lightning; ; blindsight 60 ft., darkvision 120 ft., passive Perception 22; Common, Draconic;16;15000; ; Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.;The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.;
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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Ambush Drake; Medium Dragon; unaligned;13; natural armor;22; 4d6+8; 30 ft.;13;15;14;4;11;6; ; Perception +4, Stealth +4; poison; ; ; darkvision 60 ft., passive Perception 14; understands Draconic but can't speak; 1/2;100; ; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.; ;
Pack Tactics.The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
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Commoner; Medium humanoid (any race); any alignment;10; ;4; 1d8; 30 ft.;10;10;10;10;10;10; ; ; ; ; ; passive Perception 10; any one Language (usually Common);0;10; ; Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.; ;
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Cultist; Medium humanoid (any race); any non-good alignment;12; leather armor;9; 2d8; 30 ft.;11;12;10;10;11;10; ; Deception +2, Religion +2; ; ; ; passive Perception 10; any one language (usually Common); 1/8;25; ;Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.; ;
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
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Dragonclaw; medium Humanoid; neutral evil;14; leather armor;16; 3d8+3; 30 ft.;9;16;13;11;10;12; Wis +2; Deception +5, Stealth +5; ; ; ; passive Perception 10; Common, Draconic;1;200; ; 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 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.
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Guard; Medium humanoid (any race); any alignment;16; chain shirt, shield;11; 2d8 + 2; 30ft;13;12;12;10;11;10; ; Perception +2; ; ; ; passive Perception 12; any one language (usually Common); 1/8;25; ; Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft, or range 20/60ft, one target. Hit: 4 (1d6 + 1) piercing damage.;;
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Kobold; Small humanoid (kobold); lawful evil;12; ;5; 2d6-2; 30 ft.;7;15;9;8;7;8; ; ; ; ; ; darkvision 60 ft., passive Perception 8; Common, Draconic; 1/8;25; ; Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.; ;
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
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Langdedrosa Cyanwrath; medium Humanoid; lawful evil;17; splint;57; 6d12+18; 30 ft.;19;13;16;10;14;12; Str +6, Con +5; Athletics +6, Intimidation +3, Perception +4; lightning; ; ;blindsight 10 ft., darkvision 60 ft., passive Perception 14 ; Common, Draconic ;4;1100; ;Multiattack. Langdedrosa attacks twice, either with his greatsword or spear.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Lightning Breath (Recharge 5-6 ). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.; ;
Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.
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Swarm of Rats; Medium swarm of Tiny beasts; unaligned;10; ;24; 7d8-7; 30 ft.;9;11;9;2;10;3; ; ; bludgeoning, piercing, slashing Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned; ; ; darkvision 30 ft., passive Perception 10; ; 1/4;50; ; Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.; ;
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
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Veteran; Medium humanoid (any race); any alignment;17; splint;58; 9d8+18; 30 ft.;16;13;14;10;11;10; ; Athletics +5, Perception +2; ; ; ; passive Perception 12; any one language (usually Common);3;700; ; 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.; ;
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Frulam Mondath; medium Humanoid; lawful evil;16; chain mail;44; 8d8+8; 30 ft.;14;10;13;11;18;15; Wis +6, Cha +4; Deception +4, History +2, Religion +2; ; ; ; passive Perception 14; Common, Draconic, Infernal;2;450; ; Multiattack. Frulam attacks twice with her halberd.
Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.; ;
Spellcasting. Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:
• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): command, cure wounds, healing word, sanctuary
• 2nd level (3 slots): calm emotions, hold person, spiritual weapon
• 3rd level (2 slots): mass healing word, spirit guardians.
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Roper; Large monstrosity; neutral evil;20; natural armor;93; 11d10+33; 10 ft., climb 10 ft.;18;8;17;7;16;6; ; Perception +6, Stealth +5; ; ; ; darkvision 60 ft., passive Perception 16; ;5;1800; ; Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.; ;
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20, 10 hit points, immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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Winged Kobold; Small humanoid (kobold); lawful evil;13; ;7; 3d6-3; 30 ft., fly 30 ft.;7;16;9;8;7;8; ; ; ; ; ; darkvision 60 ft., passive Perception 8; Common, Draconic; 1/4;50; ; Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.; ;
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
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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.; ;
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
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Guard Drake; medium Dragon; unaligned;14; natural armor;52; 7d8+21; 30 ft.;16;11;16;4;10;7; Perception +2; ; Lightning; ; ; darkvision 60ft., passive Perception 12; understands Draconic but can't speak;2;450; ; Multiattack.The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.; ;
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Stirge; Tiny beast; unaligned;14; natural armor;2; 1d4; 10 ft., fly 40 ft.;4;16;11;2;8;6; ; ; ; ; ; darkvision 60 ft., passive Perception 9; ; 1/8;25; ; Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.; ;
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Troglodyte; Medium humanoid (troglodyte); chaotic evil;11; natural armor;13; 2d8+4; 30 ft.;14;10;14;6;10;6; ; Stealth +2; ; ; ; darkvision 60 ft., passive Perception 10; Troglodyte; 1/4;50; ; Multiattack. The troglodyte makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.; ;
Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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Violet Fungus; Medium plant; unaligned;5; ;18; 4d8; 5 ft.;3;1;10;1;3;1; ; ; ; ; blinded, deafened, frightened; blindsight 30 ft. (blind beyond this radius), passive Perception 6; ; 1/4;50; ; Multiattack. The fungus makes 1d4 Rotting Touch attacks.
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.; ;
False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
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Scout; Medium humanoid (any race); any alignment;13; leather armor;16; 3d8+3; 30 ft.;11;14;12;11;13;11; ; Nature +4, Perception +5, Stealth +6, Survival +5; ; ; ; passive Perception 15; any one language (usually Common); 1/2;100; ; 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.; ;
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
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Nightwing Bat; Large monstrosity; neutral evil;13; ;68; 8d10+24; 20 ft., fly 90 ft.;15;17;16;3;12;7; ; ; ; ; ; blindsight 120 ft., darkvision 60 ft., passive Perception 13; ;2;450; ; Multiattack. The bat makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Scream Burst (Recharge 5-6). The bat exhales a screeching cry in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 10 (3d6) thunder damage and pushed 10 feet away from the bat on a failed save. On a successful save, a creature takes half as much damage and isn't pushed.
Stunning Screech (1/Day). The bat emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a bat must succeed on a DC 14 Constitution saving throw or be stunned until the end of the bat's next turn.; ;
Nightwing bats are giant bats that have grown stronger and more agile than their mundane kin. They are often in dark forests in service to vampires and other powerful undead, but some serve fiends or hags. Those who dare tread into their territories best take extreme precautions to survive.
Echolocation. The bat can't use its blindsight while deafened.
Flyby. The bat doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Shadow Camouflage. The bat has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
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Adult White Dragon; Huge Dragon; chaotic evil;18; natural armor;200; 16d12+96; 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.;22;10;22;8;12;12; Dex +5, Con +11, Wis +6, Cha +6; Perception +11, Stealth +5; ; cold; ; blindsight 60 ft., darkvision 120 ft., passive Perception 21; Common, Draconic;13;10; ; Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target.
Hit:17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit:13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit:15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
; Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.; Ice Walk.The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Air Elemental; Large elemental; neutral;15; ;90; 12d10+24; 0 ft., fly 90 ft. (hover);14;20;14;6;10;6; ; ; lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons; poison; exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious; darkvision 60 ft., passive Perception 10; Auran;5;1,8; ; Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack:+8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4–6).Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
; ; Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
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Assassin; Medium humanoid (any race); any non-good alignment;15; studded leather;78; 12d8+24; 30 ft.;11;16;14;13;11;10; Dex +7, Int +5; Acrobatics +7, Deception +4, Perception +4, Stealth +11; poison; ; ; passive Perception 14; Thieves' cant plus any two languages;8;3,9; ; Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack:+7 to hit, range 80/320 ft., one target.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
; ; Assassinate.During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion.If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn).The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Azbara Jos; Medium Humanoid; lawful evil;13; 16 with Mage Armor;39; 6d8+12; 0´30 ft.;9;16;14;16;13;11; Int +5, Wis +3; Arcana +5, Deception +2, Insight +3, Stealth +5; ; ; ; passive Perception 11; Common, Draconic, Infernal, Primordial, Thayan;4;1; ; Spellcasting:
Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, restidigitation, ray of frost,shocking grasp
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): invisibility, misty step, scorching ray
3rd level (3 slots): counterspell, dispel magic, fireball
Dagger. Melee or Ranged Weapon Attack:+5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.; ; Special Equipment.
Azbara has two scrolls of mage armor.
Potent Cantrips: When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.
Sculpt Spells: When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.
Bandit; Medium humanoid (any race); any non-lawful alignment;12; leather armor;11; 2d8+2; 30 ft.;11;12;12;10;10;10; ; ; ; ; ; passive Perception 10; any one language (usually Common); 1/8;25; ; 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.
; ;
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.; ; Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Blagothkus; Huge Giant; neutral evil;17; splint;138; 12d12+60; 40 ft.;26;13;20;16;15;15; Con +9, Wis +6, Cha +6; Arcana +7, Insight +6, Intimidation +6, Perception +6; ; ; ; passive Perception 16; Common, Draconic, Giant;9;5; ; Multiattack.
Blagothkus attacks twice with his morningstar.
Morningstar.
Melee Weapon Attack:+10 to hit, reach 10 ft., one target.
Hit:21 (3d8 + 8) piercing damage.; ; Keen Smell.
Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting.
Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:
3/day each: fog cloud, levitate
Spellcasting.
Blagothkus is a 5th-level Spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells
prepared from the wizard spell list:
Cantrips (at will): light, mage hand, prestidigitation
1st level (4 slots): detect magic, identify, magic missile, shield
2nd level (3 slots): gust of wind, misty step, shatter
3rd level (2 slots): fly, lightning bolt
Bullywug; Medium humanoid (bullywug); neutral evil;15; hide armor, shield;11; 2d8+2; 20ft., swim 40ft.;12;12;13;7;10;7; ; Stealth +3; ; ; ; passive Perception 10; Bullywug; 1/4;50; ; Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.
Bite. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:3 (1d4 + 1) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. Or range 20/60 ft., one target.
Hit:4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
; ; Amphibious.The bullywug can breathe air and water.
Speak with Frogs and Toads.The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Captain Othelstan; Medium Humanoid; lawful evil;19; splint, shield;93; 11d10+33; 30 ft.;19;10;16;13;14;12; Str +7. Con +6; Athletics +7, Intimidation +4, Perception +5, Religion +4; ; ; ; passive Perception 15; Common, Draconic, Giant;5;1,8; ; Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.
Flail. Melee Weapon Attack: +7to hit, reach 5 ft., one target.
Hit:8 ( 1d8 + 4) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack:+7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit: 7 ( 1d6 + 4) piercing damage.; ; Action Surge (Recharges when Othelstan Finishes a Short or Long Rest). On his turn, Othelstan can take one additional action.
Tiamat's Blessing of Retribution.When Othelstan takes damage that reduces him to 0 hit points, he immediately
regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.
Commoner; Medium humanoid (any race); any alignment;10; ;4; 1d8; 30 ft.;10;10;10;10;10;10; ; ; ; ; ; passive Perception 10; any one Language (usually Common);0;10; ; Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.; ;
Crocodile; Large beast; unaligned;12; natural armor;19; 3d10+3; 20 ft., swim 30 ft.;15;10;13;2;10;5; ; Stealth +2; ; ; ; passive Perception 10; ; 1/2;100; ; Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
; ; Hold Breath. The crocodile can hold its breath for 15 minutes.
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Deer; Medium beast; unaligned;13; ;4; 1d8; 50 ft.;11;16;11;2;14;5; ; ; ; ; ; passive Perception 12; ;0;10; ; Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.; ;
Doppelganger; Medium monstrosity (shapechanger); neutral;14; ;52; 8d8+16; 30 ft.;11;18;14;11;12;14; ; Deception +6, Insight +3; ; ; charmed; darkvision 60 ft., passive Perception 11; Common;3;700; ; Multiattack. The doppelganger makes two melee attacks.
Slam.Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
; ; Shapechanger.The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack.If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
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DragonFang; Medium Humanoid (Human); Neutral Evil;15; Studded Leather;78; 12d8 + 24; 30 Ft.;11;16;14;12;12;14; Wis +3; Deception +4, Stealth +5; One of: Acid, Cold, Fire, Lightning, or Poison; ; ; Passive perception 11; Common, Draconic, Infernal;5;1800; 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 effects of being charmed or frightened.
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 (ld6 + 3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has damage resistance.
Orb o f 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; ;
DragonSoul; Medium Humanoid (Human); Neutral Evil;16; Studded Leather;110; 17d8 + 34; 30 Ft.;11;18;14;13;12;16; Wis +4; Deception +6, Stealth +7; One of the Following: Acid, Cold, Fire, Lightning, or Poison; ; ; Perception 11; Common, Draconic, Infernal;7;2900; 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 effects of being charmed or frightened.
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 (ld6 + 3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has damage resistance.
Orb o f 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.; ;
Dragonwing; Medium Humanoid (Human); Neutral Evil;14; Leather Armor;33; 6d8+6; 30 F.;11;16;13;11;11;13; Wis +2; Deception +3, Stealth +5; One of the Following: Acid, Cold, Fire, Lightning, or Poison; ; ; Passive Perception 10; Common, Draconic;2;450; 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 effects of being charmed or frightened.
Fanatical 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 (ld6 + 3) slashing damage plus 3 (ld6) damage of the type to which the cultist has damage resistance; ;
Dralmorrer Borngray; Medium Humanoid; neutral evil;16; studded leather, Shield;52; 7d10+14; 30 ft.;18;14;14;16;10;8; Str. +6, Con +4; Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5; ; ; ; darkvision 60ft., passive Perception +12; Common, Bullywug, Draconic, Elvish, Goblin, Sylvan;3;700; ; Multiattack. Dralmorrer attacks twice, either with his longsword or dagger.
Longsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:8 ( 1d8 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit:6 (1d4 + 4) piercing damage.; ; Fey Ancestry. Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5
to hit with spell attacks). Dralmorrer has the following spells
prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile, shield, thunderwave
2nd level (2 slots): magic weapon, misty step
War Magic.When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can take a bonus action to teleport it to his hand.
Elk; Large beast; unaligned;10; ;13; 2d10+2; 50 ft.;16;10;12;2;10;6; ; ; ; ; ; passive Perception 10; ; 1/4;50; ; Ram. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack:+5 to hit, reach 5 ft., one prone creature.
Hit:8 (2d4 + 3) bludgeoning damage.
; ; Charge.If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ettercap; Medium monstrosity; neutral evil;13; natural armor;44; 8d8+8; 30 ft., climb 30 ft.;14;15;13;7;12;8; ; Perception +3, Stealth +4, Survival +3; ; ; ; darkvision 60 ft., passive Perception 13; ;2;450; ; Multiattack.The ettercap makes two attacks: one with its bite and one with its claws.
Bite.Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws.Melee Weapon Attack:+4 to hit, reach 5 ft., one target.
Hit:7 (2d4 + 2) slashing damage.
Web (Recharge 5–6).Ranged Weapon Attack:+4 to hit, range 30/60 ft., one Large or smaller creature. Hit:The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.
; ; Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense.While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
Web Walker.The ettercap ignores movement restrictions caused by webbing.
Frulam Mondath; medium Humanoid; lawful evil;16; chain mail;44; 8d8+8; 30 ft.;14;10;13;11;18;15; Wis +6, Cha +4; Deception +4, History +2, Religion +2; ; ; ; passive Perception 14; Common, Draconic, Infernal;2;450; ; Multiattack. Frulam attacks twice with her halberd.
Halberd. Melee Weapon Attack:+5 to hit, reach 10 ft., one target.
Hit: 7 (1d10 + 2) bludgeoning damage.; ; Spellcasting. Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred fla me, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3 slots): calm emotions, hold person, spiritual weapon
3rd level (2 slots): mass healing word, spirit guardians.
Gargoyle; Medium elemental; chaotic evil;15; natural armor;52; 7d8+12; 30 ft., fly 60 ft.;15;11;16;6;11;7; ; ; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine; poison; exhaustion, petrified, poisoned; darkvision 60 ft., passive Perception 10; Terran;2;450; ; Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) slashing damage.
; ; False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Giant Centipede; Small beast; unaligned;13; natural armor;4; 1d6+1; 30 ft., climb 30 ft.;5;14;12;1;7;3; ; ; ; ; ; blindsight 30 ft., passive Perception 8; ; 1/4;50; ; Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
; ;
Giant Frog; Medium beast; unaligned;11; ;18; 4d8; 30 ft., swim 30 ft.;12;13;11;2;10;3; ; Perception +2, Stealth +3; ; ; ; darkvision 30 ft., passive Perception 12; ; 1/4;50; ; Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
; ; Amphibious.The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Giant Lizard; Large beast; unaligned;12; natural armor;19; 3d10+3; 30 ft., climb 30 ft.;15;12;13;2;10;5; ; ; ; ; ; darkvision 30 ft., passive Perception 10; ; 1/4;50; ; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.; ;
Giant Spider; Large beast; unaligned;14; natural Armor;26; 4d10+4; 30 ft., climb 30 ft.;14;16;12;2;11;4; ; Stealth +7; ; ; ; blindsight 10 ft., darkvision 60 ft., passive Perception 10; ;1;200; ; Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack:+5 to hit, range 30/60 ft., one creature.Hit:The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).
; ; Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense.While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker.The spider ignores movement restrictions caused by webbing.
Gray ooze; Medium ooze; unaligned;8; ;22; 3d8+9; 10 ft., climb 10 ft.;12;6;16;1;6;2; ; Stealth +2; acid, cold, fire; ; blinded, charmed, deafened, exhaustion, frightened, prone; blindsight 60 ft. (blind beyond this radius), passive Perception 8; ; 1/2;100; ; Pseudopod. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
; ; Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal.Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls.If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance.While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Griffon; Large monstrosity; unaligned;12; ;59; 7d10+21; 30 ft., fly 80 ft.;18;15;16;2;13;8; ; Perception +5; ; ; ; darkvision 60 ft., passive Perception 15; ;2;450; ; 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.
; ; Keen Sight.The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Guard Drake; medium Dragon; unaligned;14; natural armor;52; 7d8+21; 30 ft.;16;11;16;4;10;7; Perception +2; ; Lightning; ; ; darkvision 60ft., passive Perception 12; understands Draconic but can't speak;2;450; ; Multiattack.The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 7 ( 1d8 + 3) piercing damage.
Tail. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.; ;
Helmed Horror; Medium construct; neutral;20; plate, shield;60; 8d8+24; 30 ft., fly 30ft.;18;13;16;10;10;10; ; Perception +4; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine; force, necrotic, poison ; blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned; blindsight 60 ft. (blind beyond this radius), passive Perception 14; understands the languages of its creator but can't speak;4;1,1; ; Multiattack.The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
; ; Magic Resistance.The helmed horror has advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
Hobgoblin; Medium humanoid (goblinoid); lawful evil;18; chain mail, shield;11; 2d8+2; 30 ft.;13;12;12;10;10;9; ; ; ; ; ; darkvision 60 ft., passive Perception 10; Common, Goblin; 1/2;100; ; 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.
; ; 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.
Hobgoblin Captain; Medium humanoid (goblinoid); lawful evil;17; half plate;39; 6d8+12; 30 ft.;15;14;14;12;10;13; ; ; ; ; ; darkvision 60 ft., passive Perception 10; Common, Goblin;3;700; ; 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 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.
Jamna Gleamsilver; Small Humanoid; neutral;15; leather armor;22; 4d6+8; 25 ft.;8;17;14;15;10;12; Dex +5, Int +4; Acrobatics +5, Deception +3, Insight+2, Perception +4, Persuasion +3, Stealth +7 ; ; ; ; darkvision 60 ft., passive Perception 14 ; Common, Gnomish, Goblin, Sylvan ;1;200; ; Multiattack.Jamna attacks twice with her shortswords.
Shortsword. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage, or 9 (1d6 + 3 plus 1d6) piercing damage if the target is Medium or larger.; ; Cunning Action.Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
Gnome Cunning.Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting.Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
1st level (3 slots): charm person, color spray, disguise self,
longstrider
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; ; 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.; ;
Lizardfolk; Medium humanoid (lizardfolk); neutral;15; natural armor, shield;22; 4d8+4; 30 ft., swim 30ft.;15;10;13;7;12;7; ; Perception +3, Stealth +4, Survival +5; ; ; ; passive Perception 13; Draconic; 1/2;100; ; 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.
; ; Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Mage; Medium humanoid (any race); any alignment;12; 15 with Mage Armor;40; 9d8;30;9;14;11;17;12;11; Int +6, Wis +4; Arcana +6, History +6; ; ; ; passive Perception 11; any four languages;6;2,3; ; 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.; ; 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
Noble; Medium humanoid (any race); any alignment;15; breastplate;9; 2d8; 30 ft.;11;12;11;12;14;16; ; Deception +5, Insight +4, Persuasion +5; ; ; ; passive Perception 10; any two languages; 1/8;25; ; Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:5 (1d8 + 1) piercing damage.
Reactions
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
; ;
Ogre; Large giant; chaotic evil;11; hide armor;59; 7d10+21; 40 ft.;19;8;16;5;7;7; ; ; ; ; ; darkvision 60 ft., passive Perception 8; Common, Giant;2;450; ; Greatclub. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:11 (2d6 + 4) piercing damage.
; ;
Orc; Medium humanoid (orc); chaotic evil;13; hide armor;15; 2d8+6; 30 ft.;16;12;16;7;11;10; ; Intimidation +2; ; ; ; darkvision 60 ft., passive Perception 10; Common, Orc; 1/2;100; ; 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.
Orc War Chief; Medium Humanoid (orc); Chaotic Evil;16; Chain Mail;93; (11d8+44); 30 ft.;18;12;18;11;11;16; Str +6, Con +6, Wis +2; Intimidation +5; ; ; ; Darkvision 60ft. passive Perception 10; Common, Orc;4;1,1; Aggressive: As a bonus action, the ore can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury. The ore deal s an extra 4 (ld8) damage when it hits with a weapon attack (included in the attacks).; Multiattack. The ore makes two attacks with its greataxe or
its spear.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d1 2 + 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.
Battle Cry (1JDay). Each creature ofthe war chief's choice that is within 30 feet ofit, can hear it, and not already affected by Battle Cry gain advantage on attack roll s until the start of the
war chief's next turn. The war chief can then make one attack as a bonus action.; ;
Otyugh; Large aberration; neutral;14; natural armor;114; 12d10+48; 30 ft.;16;11;19;6;13;6; Con +7; ; ; ; ; darkvision 120 ft., passive Perception 11; Otyugh;5;1,8; ; Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
; ; Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Peryton; Medium monstrosity; chaotic evil;13; natural armor;33; 6d8+6; 20ft., fly 60ft.;16;12;13;9;12;10; ; Perception +5; bludgeoning, piercing, and slashing from nonmagical weapons; ; ; passive Perception 15; understands Common and Elvish but can't speak;2;450; ; Multiattack. The peryton makes one gore attack and one talon attack.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:8 (2d4 + 3) piercing damage.
; ; Dive Attack.If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
Flyby.The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Sight and Smell.The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pharblex Spattergoo; Medium humanoid (bullywug); chaotic evil;15; studded leather, Shield;59; 7d8+28; 20ft., swim 40ft.;15;12;18;11;16;7; Str +4, Con +6 ; Perception +5, Religion +2, Stealth +3 ; ; ; ; passive Perception 15 ; Common, Bullywug ;3;700; ; Multiattack. Pharblex attacks twice, once with his bite and once with his spear.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 4 ( 1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack:+5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit: 5 ( 1d6 + 2) piercing damage.; ; Amphibious. Pharblex can breathe air and water.
Poison Strike (3/Day).Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage.
Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:
Cantrips (at will): druidcraft, guidance, poison cloud
1st level (4 slots): cure wounds, entangle, healing word, thunderwave
2nd level (3 slots): barkskin, beast sense, spike growth
3rd level (3 slots): plant growth, water walk
Standing Leap.As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.
Swamp Camouflage. Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Priest; Medium humanoid (any race); any alignment;13; chain shirt;27; 5d8+5; 25 ft.;10;10;12;13;16;13; ; Medicine +7, Persuasion +3, Religion +4; ; ; ; passive Perception 13; any two languages;2;450; ; Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit:3 (1d6) bludgeoning damage.; ; Divine Eminence.As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting.The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light,sacred flame, thaumaturgy
1st level (4 slots): cure wounds,guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Rath Modar; Medium humanoid (human); lawful evil;13; 16 with mage armor;71; 11d8+22; 30 ft.;11;16;14;18;14;10; Int +7, Wis +5; Arcana +7, Deception +3, Insight +5, Stealth +6 ; ; ; ; passive Perception 12; Common, Draconic, Infernal, Primordial, Thayan ;6;2,3; ; Quarterstaff. Melee Weapon Attack: +4to hit, reach 5 ft., one target. Hit: 4 ( 1d8) bludgeoning damage.
Reactions
Illusory Self (Recharges when Rath Finishes a Short or Long Rest).When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.; ; Special Equipment. Rath has a staff of fire, and scrolls of dimension door, featherfall, and fireball.
Spellcasting. Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared
from the wizard spell list:
Cantrips (at will) : fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, fireball, major image
4th level (3 slots): confusion, greater invisibility
5th level (2 slots): mislead, seeming
6th level (1 slot): globe of invulnerability
Rezmir; Medium humanoid (half-black dragon); neutral evil;13; 15 with Black Dragon Mask;90; 12d8+36; 30 ft.;18;16;16;15;12;14; Dex +6, Wis +4; Arcana +5, Stealth +9; ; acid; charmed, frightened; blindsight 10 ft., darkvision 120 ft., passive Perception 11; Common, Draconic, Infernal, Giant, Netherese;7;2,9; ; Greatsword (Hazirawn). Melee Weapon Attack:+9 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.
If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect
early on a success.
Caustic Bolt. Ranged Spell Attack:+8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.
Acid Breath (Recharge 5-6 ). Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.; If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A
legendary action can be taken only at the start or end of a turn.
Rezmir has the following legendary action options, some of which expend more than one action when taken:
2 Actions. A 15-foot radius of magical darkness extends from
a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with
darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
1 Action. Rezmir makes one melee attack.
1 Action. Rezmir takes the Hide action.; Special Equipment. Rezmir has the Black Dragon Mask,Hazirawn, and an insignia of claws (see appendix C for all items).
Amphibious. Rezmir can breathe air and water.
Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.
Draconic Majesty.While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).
Immolation.When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.
Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.
Roper; Large monstrosity; neutral evil;20; natural armor;93; 11d10+33; 10 ft., climb 10 ft.;18;8;17;7;16;6; ; Perception +6, Stealth +5; ; ; ; darkvision 60 ft., passive Perception 16; ;5;1,8; ; Multiattack.The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature.
Hit:The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.Reel.The roper pulls each creature grappled by it up to 25 feet straight toward it.; ; False Appearance.While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20, 10 hit points, immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a
creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Rug of Smothering; Large construct; unaligned;12; ;33; 6d10; 10 ft.;17;14;10;1;3;1; ; ; ; poison, psychic; blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned; blindsight 60 ft. (blind beyond this radius), passive Perception 6; ;2;450; ; Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature.
Hit:The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
; ; Antimagic Susceptibility.The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer.While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance.While the rug remains motionless, it is indistinguishable from a normal rug.
Shambling Mound; Large plant; unaligned;15; natural armor;136; 16d10+48; 20 ft., swim 20 ft.;18;8;16;5;10;5; ; Stealth +2; cold, fire; lightning; blinded, deafened, exhaustion; blindsight 60 ft. (blind beyond this radius), passive Perception 10; ;5;1,8; ; Multiattack.The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
; ; Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Specter; Medium undead; chaotic evil;12; ;22; 5d8; 0 ft., fly 50 ft. (hover);1;14;11;10;10;11; ; ; acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons Damage Im; necrotic, poison; charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious; darkvision 60 ft., passive Perception 10; understands all languages it knew in life but can't speak;1;200; ; 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.
; ; 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.
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; ; Multiattack.The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
; ; Cunning Action.On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn).The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Stirge; Tiny beast; unaligned;14; natural armor;2; 1d4; 10 ft., fly 40 ft.;4;16;11;2;8;6; ; ; ; ; ; darkvision 60 ft., passive Perception 9; ; 1/8;25; ; Blood Drain. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.; ;
Stone Giant; Huge giant; neutral;17; natural armor;126; 11d12+55; 40 ft.;23;15;20;10;12;9; Dex +5, Con +8, Wis +4; Athletics +12, Perception +4; ; ; ; darkvision 60 ft., passive Perception 14; Giant;7;2,9; ; Multiattack.The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit:19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.
Hit:28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Reaction
Rock Catching.If a rock or similar object is hurled at the giant the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.; ;
Stone Golem; Large construct; unaligned;17; natural armor;178; 17d10+85; 30 ft.;22;9;20;3;11;1; ; ; ; poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine; charmed, exhaustion, frightened, paralyzed, petrified, poisoned; darkvision 120 ft., passive Perception 10; understands the languages of its creator but can't speak;10;5,9; ; Multiattack.The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit:19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5–6).The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
; ; 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.
Swarm of Insects; Medium swarm of Tiny beasts; unaligned;12; natural armor;22; 5d8; 20 ft., climb 20 ft.;3;13;10;1;7;1; ; ; bludgeoning, piercing, slashing; ; charmed, frightened, paralyzed, petrified, prone, restrained, stunned; blindsight 10 ft., passive Perception 8; ; 1/2;100; ; Bites. Melee Weapon Attack:+3 to hit, reach 0 ft., one target in the swarm's space.
Hit:10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.; ; Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Swarm of Rats; Medium swarm of Tiny beasts; unaligned;10; ;24; 7d8-7; 30 ft.;9;11;9;2;10;3; ; ; bludgeoning, piercing, slashing Condition Immunitiescharmed, frightened, paralyzed, petrified, prone, restrained, stunned; ; ; darkvision 30 ft., passive Perception 10; ; 1/4;50; ; Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space.
Hit:7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.; ; Keen Smell.The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
Talis the White; Medium humanoid (half-elf); lawful evil;18; +1 scale mail, shield;58; 9d8+18; 30 ft.;14;12;14;10;16;16; Wis +6, Cha +6; Deception +6, Insight +6, Perception +6, Persuasion +6; ; ; ; darkvision 60 ft., passive Perception 16 ; Common, Draconic, Elvish, Infernal;5;1,8; ; Spear. Melee or Ranged Weapon Attack:+5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit:6 (1d6 + 2) piercing damage.; ; Special Equipment.Talis has +1 scale mail and a wand of winter(see appendix C).
Fey Ancestry.Talis has advantage on saving throws against being charmed, and magic can't put her to sleep.
Spellcasting.Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:
Cantrips (at will): guidance, resistance, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, inflict wounds
2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
3rd level (3 slots): dispel magic, mass healing word, sending
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): insect plague
Winter Strike (3/Day). Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage.
Troglodyte; Medium humanoid (troglodyte); chaotic evil;11; natural armor;13; 2d8+4; 30 ft.;14;10;14;6;10;6; ; Stealth +2; ; ; ; darkvision 60 ft., passive Perception 10; Troglodyte; 1/4;50; ; Multiattack.The troglodyte makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.; ; Chameleon Skin.The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature s immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Troll; Large giant; chaotic evil;15; natural armor;84; 8d10+40; 30 ft.;18;13;20;7;9;7; ; Perception +1; ; ; ; darkvision 60 ft., passive Perception 11; Giant;5;1,8; ; 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.; ; 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.
Vampire; Medium undead (shapechanger); lawful evil;16; natural armor;144; 17d8+68; 30 ft.;18;18;18;17;15;18; Dex +9, Wis +7, Cha +9; Perception +7, Stealth +9; necrotic, bludgeoning, piercing, and slashing from nonmagical weapons; ; ; darkvision 120 ft., passive Perception 17; the languages it knew in life;13;10; ; Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack:
+9 to hit, reach 5 ft., one creature. Hit:8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit:7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm.The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day).The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.; The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move.The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike.The vampire makes one unarmed strike.
Bite (Costs 2 Actions).The vampire makes one bite attack.; Shapechanger.If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day).If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape.When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration.The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb.The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses.The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water.The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire isincapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Vampire Spawm; 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 nonmagical weapons; ; ; darkvision 60 ft., passive Perception 13; the languages it knew in life;5;1,8; ; 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.
Veteran; Medium humanoid (any race); any alignment;17; splint;58; 9d8+18; 30 ft.;16;13;14;10;11;10; ; Athletics +5, Perception +2; ; ; ; passive Perception 12; any one language (usually Common);3;700; ; 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.; ;
Violent Fungus; Medium plant; unaligned;5; ;18; 4d8; 5 ft.;3;1;10;1;3;1; ; ; ; ; blinded, deafened, frightened; blindsight 30 ft. (blind beyond this radius), passive Perception 6; ; 1/4;50; ; Multiattack.The fungus makes 1d4 Rotting Touch attacks.
Rotting Touch. Melee Weapon Attack:+2 to hit, reach 10 ft., one creature.
Hit:4 (1d8) necrotic damage.; ; False Appearance.While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
Warhorse; Large Beast; Unaligned;11; ;19; 3d10 + 3; 60 Ft;18;12;13;2;12;7; ; ; ; ; ; Passive Perception 11; ; 1/2;100; Trampling Charge. Ifthe horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength savin g throw or be knocked prone. Ifthe target is prone, the horse can make another attack with its hooves against it as a bonus action .; Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.; ;
Will-o'-Wisp; Tiny undead; chaotic evil;19; ;22; 9d4; 0 ft., fly 50 ft. (hover);1;28;10;13;14;11; ; ; acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons; lightning, poison; exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious; darkvision 120 ft., passive Perception 12; the languages it knew in life;2;450; ; Consume Life.As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Ephemeral.The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination.The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.; ;
Winged Kobold; Small humanoid (kobold); lawful evil;13; ;7; 3d6-3; 30 ft., fly 30 ft.;7;16;9;8;7;8; ; ; ; ; ; darkvision 60 ft., passive Perception 8; Common, Draconic; 1/4;50; ; Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:5 (1d4 + 3) piercing damage.
Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold.
Hit:6 (1d6 + 3) bludgeoning damage.; ; Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Wyvern; Large dragon; unaligned;13; natural armor;110; 13d10+39; 20 ft., fly 80 ft.;19;10;16;5;12;6; ; Perception +4; ; ; ; darkvision 60 ft., passive Perception 14; ;6;2,3; ; Multiattack.The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit:11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit:11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.; ;
Yuan-ti Malison; Medium monstrosity (shapechanger, yuan-ti); neutral evil;12; ;66; 12d8+12; 30 ft.;16;14;13;14;12;16; ; Deception +5, Stealth +4; ; poison; poisoned; darkvision 60 ft., passive Perception 11; Abyssal, Common, Draconic;3;700; ; Actions for Type 1
Multiattack (Yuan‑ti Form Only).The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan‑ti Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) slashing damage.
Longbow (Yuan‑ti Form Only). Ranged Weapon Attack:+4 to hit, range 150/600 ft., one target.
Hit:6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
Actions for Type 2
Multiattack (Yuan‑ti Form Only).The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Actions for Type 3
Multiattack (Yuan‑ti Form Only).The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once.
Bite (Snake Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Constrict. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.
Scimitar (Yuan‑ti Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) slashing damage.
Longbow (Yuan‑ti Form Only). Ranged Weapon Attack:+4 to hit, range 150/600 ft., one target.
Hit:6 (1d8 + 2) piercing damage.; ; Shapechanger.The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan‑ti Form Only).The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.
Malison Type.The yuan-ti has one of the following types:
Type 1:Human body with snake head
Type 2:Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine lower body instead of legs
Yuan-ti Pureblood; Medium humanoid (yuan-ti); neutral evil;11; ;40; 9d8; 30 ft.;11;12;11;13;12;14; ; Deception +6, Perception +3, Stealth +3; ; poison; poisoned; darkvision 60 ft., passive Perception 13; Abyssal, Common, Draconic;1;200; ; Multiattack.The yuan-ti makes two melee attacks.
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) slashing damage.
Shortbow. Ranged Weapon Attack:+3 to hit, range 80/320 ft., one target.
Hit:4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage.; ; Innate Spellcasting.The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day each: poison spray, suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.