Twisted Cavern

17(natural armor)
135(18d10 + 36)
10 ft.swim 40 ft.
MODSAVE
STR21+5+5
DEX9-1-1
CON15+2+2
MODSAVE
INT18+4+4
WIS15+2+2
CHA18+4+4

Saving Throws CON +6, INT +8, WIS +6

Skills History +12, Perception +10

Senses Darkvision 120 ft., Passive Perception 20

Languages Deep Speech, Telepathy 120 ft.

Traits


Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.

Actions


Multiattack. The aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions


The aboleth 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 aboleth regains spent legendary actions at the start of its turn.

Detect. The aboleth makes a Wisdom (Perception) check.

Tail Swipe. The aboleth makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Notes


Greift Nudista und Eifel an.

Enslave um Effekt zu beenden, der auf ihr liegt. Bane?

Ziele (low wis): Grugash (no go while raging), Nudista (advantage), Pichel

Lair Actions

The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.

Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can’t use this lair action again until it has used a different one.

Water in the aboleth’s lair magically becomes a conduit for the creature’s rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can’t use this lair action again until it has used a different one.

13(natural armor)
59(7d12 + 14)
20 ft.
MODSAVE
STR19+4+4
DEX6-2-2
CON15+2+2
MODSAVE
INT10+0+0
WIS10+0+0
CHA7-2-2

Damage Resistances Bludgeoning, Piercing

Damage Vulnerabilities Fire

Senses Passive Perception 10

Languages One language known by its creator

Traits


False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions


Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

13(natural armor)
51(6d10 + 18)
30 ft.climb 30 ft.
MODSAVE
STR14+2+2
DEX13+1+1
CON16+3+3
MODSAVE
INT1-5-5
WIS12+1+1
CHA5-3-3

Skills Perception +3

Senses Darkvision 60 ft., Passive Perception 13

Languages -

Traits


Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.

Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

16(natural armor)
93(11d10 + 33)
30 ft.swim 30 ft.
MODSAVE
STR19+4+4
DEX10+0+0
CON16+3+3
MODSAVE
INT5-3-3
WIS11+0+0
CHA5-3-3

Skills Perception +4

Damage Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 60 ft., Passive Perception 14

Languages Understands Deep Speech but can't speak

Traits


Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions


Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

11
22(5d6 + 5)
10 ft.fly 30 ft.
MODSAVE
STR16+3+3
DEX12+1+1
CON13+1+1
MODSAVE
INT2-4-4
WIS10+0+0
CHA5-3-3

Skills Stealth +3

Senses Blindsight 60 ft., Passive Perception 10

Languages -

Traits


Echolocation. The darkmantle can’t use its blindsight while deafened.

False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions


Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.

While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.

A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

Darkness Aura (1/Day). A 15­-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

12(15 with mage armor)
40(9d8)
30 ft.
MODSAVE
STR9-1-1
DEX14+2+2
CON11+0+0
MODSAVE
INT17+3+3
WIS12+1+1
CHA11+0+0

Saving Throws INT +6, WIS +4

Skills Arcana +6, History +6

Senses Passive Perception 11

Languages Common, Dwarvish, Halfling, Undercommon

Traits


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, darkvision

3rd level (3 slots): counterspell, fireball, fly

4th level (3 slots): greater invisibility, ice storm

5th level (1 slot): cone of cold

Actions


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.

19(natural armor)
123(13d10 + 52)
30 ft.climb 30 ft.
MODSAVE
STR16+3+3
DEX16+3+3
CON18+4+4
MODSAVE
INT13+1+1
WIS14+2+2
CHA12+1+1

Skills Perception +5, Stealth +9

Senses Darkvision 120 ft., Passive Perception 15

Languages Elvish, Undercommon

Traits


Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.

Innate Spellcasting. The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker. The drider ignores movement restrictions caused by webbing.

Actions


Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

15(chain shirt)
13(3d8)
30 ft.
MODSAVE
STR10+0+0
DEX14+2+2
CON10+0+0
MODSAVE
INT11+0+0
WIS11+0+0
CHA12+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.

18 (studded leather, shield)
71(11d8 + 22)
30 ft.
MODSAVE
STR13+1+1
DEX18+4+4
CON14+2+2
MODSAVE
INT11+0+0
WIS13+1+1
CHA12+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.

12(15 with mage armor)
45(10d8)
30 ft.
MODSAVE
STR9-1-1
DEX14+2+2
CON10+0+0
MODSAVE
INT17+3+3
WIS13+1+1
CHA12+1+1

Skills Arcana +6, Deception +5, Perception +4, Stealth +5

Senses Darkvision 120 ft., Passive Perception 14

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 innate 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)

Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost

1st level (4 slots): mage armor, magic missile, shield, witch bolt

2nd level (3 slots): alter self, misty step, web

3rd level (3 slots): fly, lightning bolt

4th level (3 slots): Evard’s black tentacles, greater invisibility

5th level (2 slots): cloudkill

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Summon Demon (1/Day). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

16(scale mail)
71(13d8 + 13)
30 ft.
MODSAVE
STR10+0+0
DEX14+2+2
CON12+1+1
MODSAVE
INT13+1+1
WIS17+3+3
CHA18+4+4

Saving Throws CON +4, WIS +6, CHA +7

Skills Insight +6, Perception +6, Religion +4, Stealth +5

Senses Darkvision 120 ft., Passive Perception 16

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 innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:

Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy

1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness

2nd level (3 slots): lesser restoration, protection from poison, web

3rd level (3 slots): conjure animals (2 giant spiders), dispel magic

4th level (3 slots): divination, freedom of movement

5th level (2 slots): insect plague, mass cure wounds

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 scourge attacks.

Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/Day). The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

12(natural armor)
85(10d10 + 30)
40 ft.
MODSAVE
STR21+5+5
DEX8-1-1
CON17+3+3
MODSAVE
INT6-2-2
WIS10+0+0
CHA8-1-1

Skills Perception +4

Senses Darkvision 60 ft., Passive Perception 14

Languages Giant, Orc

Traits


Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin’s heads is asleep, its other head is awake.

Actions


Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

14 (natural armor)
26(4d10 + 4)
ft.climb 30 ft.
MODSAVE
STR14+2+2
DEX16+3+3
CON12+1+1
MODSAVE
INT2-4-4
WIS11+0+0
CHA4-3-3

Skills Stealth +7

Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10

Languages -

Traits


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.

Actions


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).

16 (natural armor)
127(15d10 + 45)
30 ft.
MODSAVE
STR18+4+4
DEX15+2+2
CON16+3+3
MODSAVE
INT11+0+0
WIS8-1-1
CHA12+1+1

Skills Arcana +3, Perception +2

Damage Resistances Acid, Cold, Fire, Lightning, Thunder

Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12

Languages Slaad, Telepathy 60 ft.

Traits


Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, 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.

Innate Spellcasting. The slaad’s innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, mage hand

2/day each: fear, invisibility (self only)

1/day: fireball

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions


Multiattack. The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.

Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren’t being worn or carried.

13(natural armor, shield)
18(4d8)
30 ft.swim 30 ft.
MODSAVE
STR13+1+1
DEX10+0+0
CON11+0+0
MODSAVE
INT11+0+0
WIS10+0+0
CHA8-1-1

Skills Perception +4

Senses Darkvision 120 ft., Passive Perception 14

Languages Undercommon

Traits


Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing 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.

Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Reactions


Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa’s shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

13 (natural armor)
97(13d8 + 39)
30 ft.swim 30 ft.
MODSAVE
STR16+3+3
DEX14+2+2
CON16+3+3
MODSAVE
INT13+1+1
WIS16+3+3
CHA14+2+2

Skills Perception +9, Religion +6

Senses Darkvision 120 ft., Passive Perception 19

Languages Undercommon

Traits


Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

Cantrips (at will): guidance, sacred flame, thaumaturgy

1st level (4 slots): detect magic, sanctuary, shield of faith

2nd level (3 slots): hold person, spiritual weapon

3rd level (3 slots): spirit guardians, tongues

4th level (3 slots): control water, divination

5th level (2 slots): mass cure wounds, scrying

Actions


Multiattack. The kuo-toa makes two melee attacks.

Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

11(natural armor)
65(10d8 + 20)
30 ft.swim 30 ft.
MODSAVE
STR14+2+2
DEX10+0+0
CON14+2+2
MODSAVE
INT12+1+1
WIS14+2+2
CHA11+0+0

Skills Perception +6, Religion +4

Senses Darkvision 120 ft., Passive Perception 16

Languages Undercommon

Traits


Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

Cantrips (at will): sacred flame, thaumaturgy

1st level (3 slots): bane, shield of faith

Actions


Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can’t use its pincer staff on another target.

15(natural armor)
22(3d8 + 9)
5 ft.climb 5 ft.
MODSAVE
STR10+0+0
DEX13+1+1
CON16+3+3
MODSAVE
INT1-5-5
WIS7-2-2
CHA3-4-4

Skills Stealth +5

Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 8

Languages -

Traits


False Appearance. While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.

Spider Climb. The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


Drop. Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen.

13(natural armor)
45(6d8 + 18)
30 ft.climb 30 ft.
MODSAVE
STR17+3+3
DEX12+1+1
CON16+3+3
MODSAVE
INT6-2-2
WIS12+1+1
CHA7-2-2

Skills Athletics +5

Damage Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 120 ft., Passive Perception 11

Languages Undercommon

Traits


Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions


Multiattack. The quaggoth makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

20(natural armor)
93(11d10 + 33)
10 ft.climb 10 ft.
MODSAVE
STR18+4+4
DEX8-1-1
CON17+3+3
MODSAVE
INT7-2-2
WIS16+3+3
CHA6-2-2

Skills Perception +6, Stealth +5

Senses Darkvision 60 ft., Passive Perception 16

Languages -

Traits


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.

Actions


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.

11(natural armor)
13(2d8 + 4)
30 ft.
MODSAVE
STR14+2+2
DEX10+0+0
CON14+2+2
MODSAVE
INT6-2-2
WIS10+0+0
CHA6-2-2

Skills Stealth +2

Senses Darkvision 60 ft., Passive Perception 10

Languages Troglodyte

Traits


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.

Actions


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.

Notes


Die Troglodytes sind unter der Kontrolle von Illuun. Wenn sie Schaden nehmen können sie einen Weisheitsrettungswurf gegen 14 machen. Bei Erfolg versuchen sie zu fliehen.

19 (natural armor)
73(7d8 + 42)
20 ft.burrow 20 ft.
MODSAVE
STR17+3+3
DEX10+0+0
CON22+6+6
MODSAVE
INT11+0+0
WIS10+0+0
CHA11+0+0

Skills Perception +6, Stealth +3

Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine

Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16

Languages Terran

Traits


Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

Actions


Multiattack. The xorn makes three claw attacks and one bite attack.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.