17 (natural armour)
135 (18d10 + 36)
10 ft., swim 40 ft.
Con +6, Int +8, Wis +6
History +12, Perception +10
darkvision 120 ft., passive Perception 20
Deep Speech, telepathy 120 ft.
10 (5,900 XP)
The aboleth can breathe air and water.
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.
If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.
The aboleth makes three tentacle attacks.
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.
Ranged Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
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.
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.
The aboleth makes a Wisdom (Perception) check.
The aboleth makes one tail attack.
One creature Charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
17 (natural armour)
199 (19d10 + 95)
40 ft., fly 60 ft.
Dex +6, Con +11, Int +9, Wis +10
Arcana +9, Perception +10, Religion +15
psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Charmed, Frightened
truesight 120 ft., passive Perception 20
Common, Sphinx
17 (18,000 XP)
The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
The sphinx’s weapon attacks are magical.
The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:
Sacred Flame, Spare the Dying, Thaumaturgy
Command, Detect Evil and Good, Detect Magic
Lesser Restoration, Zone of Truth
Dispel Magic, Tongues
Banishment, Freedom of Movement
Flame Strike, Greater Restoration
Heroes' Feast
The sphinx makes two claw attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
Each creature that fails a DC 18 Wisdom saving throw is Frightened for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Each creature that fails a DC 18 Wisdom saving throw is Deafened and Frightened for 1 minute. A Frightened creature is Paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked Prone. On a successful save, the creature takes half as much damage and isn’t knocked Prone.
The sphinx 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 sphinx regains spent legendary actions at the start of its turn.
The sphinx makes one claw attack.
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
18 (natural armour)
33 (6d8 + 6)
25 ft.
poison, pyschic
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
blindsight 60 ft. (blind beyond this radius), passive Perception 6
—
1 (200 XP)
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.
While the armor remains motionless, it is indistinguishable from a normal suit of armor.
The armour makes two melee attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
14 (natural armour), 11 while Prone
39 (6d10 + 6)
30 ft., burrow 10 ft.
darkvision 60 ft., tremorsense 60 ft., passive Perception 11
—
2 (450 XP)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is Grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the Grappled creature and has advantage on attack rolls to do so.
The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature Grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
12
19 (3d8 + 6)
30 ft., climb 30 ft.
Athletics +5, Perception +3
passive Perception 13
—
1/2 (100 XP)
The ape makes two fist attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
12
157 (15d12 + 60)
40 ft., climb 40 ft.
Athletics +9, Perception +4
passive Perception 14
—
7 (2,900 XP)
The ape makes two fist attacks.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
11
19 (3d10 + 3)
50 ft.
passive Perception 10
—
1/4 (50 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.
17 (natural armour, shield)
39 (6d8 + 12)
30 ft.
Con +4
fire, poison
Poisoned
passive Perception 11
Ignan
2 (450 XP)
A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.