| MOD | SAVE | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 11 | +0 | +0 |
| CON | 13 | +1 | +1 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 1 | -5 | -5 |
| WIS | 3 | -4 | -4 |
| CHA | 1 | -5 | -5 |
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Traits
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Actions
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 12 | +1 | +1 |
Skills Perception +2, Stealth +4
Senses Darkvision 120 ft., Passive Perception 12
Languages Elvish, Undercommon
Traits
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 18 | +4 | +4 |
| CON | 14 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 12 | +1 | +1 |
Saving Throws DEX +7, CON +5, WIS +4
Skills Perception +4, Stealth +10
Damage Resistances Darkvision 120 ft., Passive Perception 14
Damage Immunities Elvish, Undercommon
Traits
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The drow makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Reactions
Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 5 | -3 | -3 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 9 | -1 | -1 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Skills Perception +2, Stealth +4
Damage Immunities Poison
Damage Vulnerabilities Fire
Senses Darkvision 60 ft., Passive Perception 12
Languages Auran, Terran
Traits
Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded 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.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 8 | -1 | -1 |
| CON | 20 | +5 | +5 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 5 | -3 | -3 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | -3 | -3 |
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Damage Vulnerabilities Thunder
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages Terran
Traits
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 10 | +0 | +0 |
| CON | 13 | +1 | +1 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 5 | -3 | -3 |
| WIS | 17 | +3 | +3 |
| CHA | 7 | -2 | -2 |
Damage Resistances Psychic
Condition Immunities Blinded
Senses Blindsight 60 ft. (can’t see beyond this radius), Passive Perception 13
Languages -
Traits
Legendary Resistance (3/Day). If the cluster fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cluster has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The cluster makes two Slam attacks. It can replace one of these attacks with Spawn Progeny if available.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) psychic damage, and if the target is a creature, the target must succeed on a DC 18 Strength saving throw or have the prone condition. If this attack reduces the target to 0 hit points, the target immediately dies and is consumed by the cluster.
Spawn Progeny (Recharges after a Short or Long Rest). The cluster bulges and spews 1d4 mature eggs. Each egg lands in an unoccupied space of the cluster’s choice within 30 feet of itself and immediately transforms into an encephalon gemmule. The gemmules obey the cluster’s commands and take their turns immediately after it.
Reactions
Aggressive Hunger. Immediately after being hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn’t provoke opportunity attacks. If the cluster ends this movement within 5 feet of the attacker, it then makes one Slam attack against that attacker.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 1 | -5 | -5 |
| DEX | 18 | +4 | +4 |
| CON | 14 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 5 | -3 | -3 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | -2 | -2 |
Damage Resistances Psychic
Condition Immunities Blinded
Senses Blindsight 30 ft. (can’t see beyond this radius), Passive Perception 11
Languages -
Traits
Encephalon Progeny. The gemmule matures into an encephalon cluster if not killed within 30 (4d12 + 4) days of its creation.
Magic Resistance. The gemmule has advantage on saving throws against spells and other magical effects.
Actions
Psychic Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d10) psychic damage.
Bonus Actions
Leech. The gemmule targets one creature within 5 feet of itself and forces the target to make a DC 14 Dexterity saving throw. On a failed save, the gemmule enters the target’s space and attaches to the target. While the gemmule is attached, the target takes 7 (3d4) piercing damage at the start of each of its turns, and the gemmule can’t use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a DC 15 Strength check.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 20 | +5 | +5 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 11 | +0 | +0 |
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11
Languages Terran
Traits
False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Animate Boulders (1/Day). The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can’t be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).
| MOD | SAVE | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 13 | +1 | +1 |
| CON | 16 | +3 | +3 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Skills Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Force, Necrotic, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
Languages understands the languages of its creator but can’t speak
Traits
Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
Actions
Multiattack. The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 18 | +4 | +4 |
| CON | 14 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 15 | +2 | +2 |
Skills Perception +3, Stealth +6
Damage Resistances Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 13
Languages Common, Telepathy 60 ft.
Traits
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.
Actions
Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) psychic damage.
Nightmare Blast. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit: 7 (2d6) psychic damage, and the target must succeed on a DC 12 Wisdom saving throw or have the frightened condition until the start of the mutate’s next turn.
Reactions
Defensive Flight. Immediately after taking damage, the mutate flies up to its speed. This movement doesn’t provoke opportunity attacks.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 15 | +2 | +2 |
| CON | 16 | +3 | +3 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 13 | +1 | +1 |
| CHA | 15 | +2 | +2 |
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages Common
Traits
Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Actions
Multiattack. The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +3 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 15 | +2 | +2 |
Skills Perception +3, Stealth +4
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages The languages it knew in life
Traits
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.