12
3 (1d6)
30 ft., climb 30 ft.
passive Perception 11
—
0 (10 XP)
The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
10
3 (1d4 + 1)
20 ft., burrow 5 ft.
darkvision 30 ft., passive Perception 11
—
0 (10 XP)
The badger has advantage on Wisdom (Perception) checks that rely on smell.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
10
13 (2d8 + 4)
30 ft., burrow 10 ft.
darkvision 30 ft., passive Perception 11
—
1/4 (50 XP)
The badger has advantage on Wisdom (Perception) checks that rely on smell.
The badger makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
19 (natural armour)
262 (21d12 + 126)
40 ft., fly 80ft.
Str +14, Con +12, Wis +9, Cha +12
cold; lightning; bludgeoning, piercing, and slashing from nonmagical attacks
fire, poison
Poisoned
truesight 120 ft., passive Perception 13
Abyssal, telepathy 120ft.
19 (22,000 XP)
When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.
At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
The balor has advantage on saving throws against spells and other magical effects.
The balor's weapon attacks are magical.
The balor makes two attacks: one with its longsword and one with its whip.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
15 (natural armour)
110 (13d8 + 52)
30 ft.
Str +6, Con +7, Wis +5, Cha +5
Deception +5, Insight +5, Perception +8
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
fire, poison
Poisoned
darkvision 120 ft., passive Perception 18
Infernal, telepathy 120ft.
5 (1,800 XP)
At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Magical darkness doesn’t impede the devil’s darkvision.
The devil has advantage on saving throws against spells and other magical effects.
The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
15 (natural armour)
52 (8d8 + 16)
20 ft.
darkvision 60 ft., passive Perception 9
—
3 (700 XP)
If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t Incapacitated. On a failed save, the creature magically begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified until freed by the greater restoration spell or other magic. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
12
1 (1d4 - 1)
5 ft., fly 30 ft.
blindsight 30 ft., passive Perception 11
—
0 (10 XP)
The bat can’t use its blindsight while Deafened.
The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
13
22 (4d10)
10 ft., fly 60 ft.
blindsight 60 ft., passive Perception 11
—
1/4 (50 XP)
The bat can’t use its blindsight while Deafened.
The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
12
22 (5d8)
0 ft., fly 30 ft.
bludgeoning, piercing, slashing
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
blindsight 60 ft., passive Perception 11
—
1/4 (50 XP)
The swarm can’t use its blindsight while Deafened.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.
Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
11 (natural armour)
19 (3d8 + 6)
40 ft., climb 30 ft.
Perception +3
passive Perception 13
—
1/2 (100 XP)
The bear has advantage on Wisdom (Perception) checks that rely on smell.
The bear makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
11 (natural armour)
34 (4d10 + 12)
40 ft., climb 30 ft.
Perception +3
passive Perception 13
—
1 (200 XP)
The bear has advantage on Wisdom (Perception) checks that rely on smell.
The bear makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
12 (natural armour)
42 (5d10 + 15)
40 ft., swim 30 ft.
Perception +3
passive Perception 13
—
2 (450 XP)
The bear has advantage on Wisdom (Perception) checks that rely on smell.
The bear makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
13 (natural armour)
52 (8d8 + 16)
30 ft.
Str +5, Con +4, Wis +2
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
fire, poison
Poisoned
darkvision 120 ft., passive Perception 10
Infernal, telepathy 120ft.
3 (700 XP)
The devil can’t be Frightened while it can see an allied creature within 30 feet of it.
Magical darkness doesn’t impede the devil’s darkvision.
The devil has advantage on saving throws against spells and other magical effects.
The devil makes two attacks: one with its beard and one with its glaive.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be Poisoned for 1 minute. While Poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
12 (natural armour)
22 (5d8)
20 ft., burrowing 5 ft., climb 20 ft.
bludgeoning, piercing, slashing
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
blindsight 10 ft., passive Perception 8
—
1/2 (100 XP)
The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny beetle. The swarm can’t regain hit points or gain temporary hit points.
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.
17 (natural armour)
168 (16d12 + 64)
50 ft., climb 40ft.
Perception +6, Stealth +7
lightning
darkvision 90 ft., passive Perception 16
Draconic
11 (7,200 XP)
The behir makes two attacks: one with its bite and one to constrict.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is Grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is Restrained until this grapple ends.
The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls Prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 15 feet of movement, exiting Prone.
7
85 (10d10 + 30)
20 ft., climb 20 ft.
acid, cold, lightning, slashing
Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
blindsight 60 ft.(blind beyond this radius), passive Perception 8
—
4 (1,100 XP)
The pudding can move through a space as narrow as 1 inch wide without squeezing.
A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding 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 or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved 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.
When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding.
13
22 (4d8 + 4)
40 ft.
Perception +3, Stealth +5
passive Perception 13
Blink Dog, understands Sylvan but can't speak it
1/4 (50 XP)
The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm.
12
7 (2d6)
10 ft., fly 60 ft.
Perception +4
passive Perception 14
—
1/8 (25 XP)
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.
11 (natural armour)
11 (2d8 + 2)
40 ft.
passive Perception 9
—
1/4 (50 XP)
If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.
If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
12 (natural armour)
42 (5d10 + 15)
40 ft.
passive Perception 8
—
2 (450 XP)
If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.
If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
19 (natural armour)
142 (15d10 + 60)
40 ft., fly 40ft.
Int +5, Wis +6, Cha +7
Deception +7, Insight +6
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
fire, poison
Poisoned
darkvision 120 ft., passive Perception 12
Infernal, telepathy 120ft.
9 (5,000 XP)
Magical darkness doesn’t impede the devil’s darkvision.
The devil has advantage on saving throws against spells and other magical effects.
The devil makes three attacks: two with its claws and one with its sting.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become Poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
16 (hide armour, shield)
27 (5d8 + 5)
30 ft.
Stealth +6, Survival +2
darkvision 60 ft., passive Perception 10
Common, Goblin
1 (200 XP)
A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
If the bugbear 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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120ft., one target. Hit: 19 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
17 (natural armour)
94 (9d10 + 45)
40 ft., burrow 40 ft.
Perception +6
darkvision 60 ft., tremorsense 60 ft., passive Perception 16
—
5 (1,800 XP)
The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked Prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked Prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls Prone in the bulette’s space.