12
52 (7d10 + 14)
40 ft.
Perception +3, Stealth +6
passive Perception 13
—
2 (450 XP)
The tiger has advantage on Wisdom (Perception) checks that rely on smell.
If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the tiger can make one bite attack against it as a bonus action.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
12 (natural armour)
22 (4d8 + 4)
30 ft., swim 40 ft.
Perception +9
darkvision 120 ft., passive Perception 15
Sahuagin
1/2 (100 XP)
The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
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.
15 (natural armour)
90 (12d10 + 24)
30 ft.
cold
bludgeoning, piercing, and slashing from nonmagical attacks
fire
darkvision 60 ft., passive Perception 10
Ignan
5 (1,800 XP)
A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
The salamander makes two attacks: one with its spear and one with its tail.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is Grappled (escape DC 14). Until this grapple ends, the target is Restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.
14 (leather armour)
31 (7d8)
40 ft.
Perception +2, Performance +6, Stealth +5
passive Perception 12
Common, Elvish, Sylvan
1/2 (100 XP)
The satyr has advantage on saving throws against spells and other magical effects.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
11
1 (1d4 - 1)
0 ft., swim 20 ft.
passive Perception 10
—
0 (0 XP)
The sea horse can breathe only underwater.
13 (natural armour)
16 (3d10)
0 ft., swim 40 ft.
passive Perception 11
—
1/2 (100 XP)
If the sea horse 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) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.
The sea horse can breathe only underwater.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
11 (natural armour)
1 (1d4 - 1)
10 ft.
blindsight 10 ft., passive Perception 9
—
0 (10 XP)
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
15 (natural armour)
52 (7d10 + 14)
40 ft.
blindsight 60 ft., passive Perception 9
—
3 (700 XP)
The scorpion makes three attacks: two with its claws and one with its sting.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is Grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
12
16 (3d8 + 3)
40 ft.
Stealth +4 (+6 in dim light or darkness)
radiant
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
necrotic, poison
Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
darkvision 60 ft., passive Perception 10
—
1/2 (100 XP)
The shadow can move through a space as narrow as 1 inch wide without squeezing.
While in dim light or darkness, the shadow can take the Hide action as a bonus action.
While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
15 (natural armour)
136 (16d10 + 48)
20 ft., swim 20 ft.
Stealth +2
cold, fire
lightning
Blinded, Deafened, Exhaustion
blindsight 60 ft. (blind beyond this radius), passive Perception 10
—
5 (1,800 XP)
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.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
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.
13 (natural armour)
126 (11d12 + 55)
0 ft., swim 50 ft.
Perception +3
blindsight 60 ft., passive Perception 13
—
5 (1,800 XP)
The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
The shark can breathe only underwater.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
12 (natural armour)
45 (6d10 + 12)
0 ft., swim 40 ft.
Perception +2
blindsight 30 ft., passive Perception 12
—
2 (450 XP)
The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
The shark can breathe only underwater.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.
12 (natural armour)
22 (4d8 + 4)
0 ft., swim 40 ft.
Perception +2
blindsight 30 ft., passive Perception 12
—
1/2 (100 XP)
The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
The shark can breathe only underwater.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.
17 (natural armour)
142 (15d10 + 60)
30 ft.
poison
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
blindsight 10 ft., darkvision 60 ft., passive Perception 10
understands commands given in any language but can't speak
7 (2,900 XP)
The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
The guardian makes two fist attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer.
5
13 (3d8)
0 ft.
Blinded, Deafened, Frightened
blindsight 30 ft. (blind beyond this radius), passive Perception 6
—
0 (10 XP)
While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.
When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
9
10 (3d6)
20 ft.
fire
piercing
passive Perception 10
one language known by its creator
0 (10 XP)
While the shrub remains motionless, it is indistinguishable from a normal shrub.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.
An awakened shrub is an ordinary shrub given sentience and mobility by the Awaken spell or similar magic.
13 (armour scraps)
13 (2d8 + 4)
30 ft.
bludgeoning
poison
Exhaustion, Poisoned
darkvision 60 ft., passive Perception 9
understands the languages it knew in life but can't speak
1/4 (50 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
12 (natural armour)
67 (9d10 + 18)
40 ft.
bludgeoning
poison
Exhaustion, Poisoned
darkvision 60 ft., passive Perception 9
understands Abyssal but can't speak
2 (450 XP)
If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked Prone.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
13 (barding scraps)
22 (3d10 + 6)
60 ft.
bludgeoning
poison
Exhaustion, Poisoned
darkvision 60 ft., passive Perception 9
—
1/2 (100 XP)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
12
13 (2d10 + 2)
30 ft., swim 30 ft.
blindsight 10 ft., passive Perception 10
—
1/4 (50 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is Grappled (escape DC 14). Until this grapple ends, the creature is Restrained, and the snake can’t constrict another target.
14
5 (2d4)
30 ft., fly 60 ft., swim 30 ft.
blindsight 10 ft., passive Perception 11
—
1/8 (25 XP)
The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.
12
60 (8d12 + 8)
30 ft., swim 30 ft.
Perception +2
blindsight 10 ft., passive Perception 12
—
2 (450 XP)
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is Grappled (escape DC 16). Until this grapple ends, the creature is Restrained, and the snake can’t constrict another target.
14
11 (2d8 + 2)
30 ft., swim 30 ft.
Perception +2
blindsight 10 ft., passive Perception 12
—
1/4 (50 XP)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
13
2 (1d4)
30 ft., swim 30 ft.
blindsight 10 ft., passive Perception 10
—
1/8 (25 XP)
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 throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
14
36 (8d8)
30 ft., swim 30 ft.
bludgeoning, piercing, slashing
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
blindsight 10 ft., passive Perception 10
—
2 (450 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 snake. The swarm can’t regain hit points or gain temporary hit points.
Melee Weapon Attack: +6 to hit, reach 0 ft., one creature 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. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
21 (natural armour)
243 (18d10 + 144)
50 ft., fly 150 ft.
Int +14, Wis +14, Cha +17
Perception +14
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
necrotic, poison
Charmed, Exhaustion, Frightened, Poisoned
truesight 120 ft., passive Perception 24
all, telepathy 120 ft.
21 (33,000 XP)
The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
The solar knows if it hears a lie.
The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
Detect Evil and Good, Invisibility (self only)
Blade Barrier, Dispel Evil and Good, Resurrection
Commune, Control Weather
The solar has advantage on saving throws against spells and other magical effects.
The solar makes two greatsword attacks.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The solar 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 solar regains spent legendary actions at the start of its turn.
The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be Blinded until magic such as the Lesser Restoration spell removes the blindness.
12
22 (5d8)
0 ft., fly 50 ft. (hover)
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
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 XP)
The spectre 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.
While in sunlight, the spectre has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
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.
17 (natural armour)
136 (16d10 + 48)
40 ft., fly 60 ft.
Arcana +12, History +12, Perception +8, Religion +8
bludgeoning, piercing, and slashing from nonmagical attacks
psychic
Charmed, Frightened
truesight 120 ft., passive Perception 18
Common, Sphinx
11 (7,200 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 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
Mage Hand, Minor Illusion, Prestidigitation
Detect Magic, Identify, Shield
Darkness, Locate Object, Suggestion
Dispel Magic, Remove Curse, Tongues
Banishment, Greater Invisibility
Legend Lore
The sphinx makes two claw attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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.
12
1 (1d4 - 1)
20 ft., climb 20 ft.
Stealth +4
darkvision 30 ft., passive Perception 10
—
0 (10 XP)
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
The spider ignores movement restrictions caused by webbing.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
14 (natural armour)
26 (4d10 + 4)
30 ft., climb 30 ft.
Stealth +7
blindsight 10 ft., darkvision 60 ft., passive Perception 10
—
1 (200 XP)
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
The spider ignores movement restrictions caused by webbing.
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.
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).
To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.
13
11 (2d8 + 2)
40 ft., climb 40 ft.
Perception +3, Stealth +7
blindsight 10 ft., darkvision 60 ft., passive Perception 13
—
1/4 (50 XP)
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
The spider ignores movement restrictions caused by webbing.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) 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.
Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.
13 (natural armour)
32 (5d10 + 5)
30 ft., climb 30 ft.
Stealth +6
darkvision 60 ft., passive Perception 10
—
3 (700 XP)
As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The spider ignores movement restrictions caused by webbing.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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.
A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.
15 (leather armour)
2 (1d4)
10 ft., fly 40 ft.
Perception +3, Stealth +8
passive Perception 13
Common, Elvish, Sylvan
1/4 (50 XP)
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become Poisoned for 1 minute. If its saving throw result is 5 or lower, the Poisoned target falls Unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
The sprite magically turns Invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is Invisible with it.
14 (natural armour)
2 (1d4)
10 ft., fly 40 ft.
darkvision 60 ft., passive Perception 13
—
1/8 (25 XP)
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.
15 (natural armour)
66 (12d8 + 12)
30 ft., fly 60 ft.
Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
darkvision 60 ft., passive Perception 13
Abyssal, Common, Infernal, telepathy 60 ft.
4 (1,100 XP)
The fiend ignores the range restriction on its telepathy when communicating with a creature it has Charmed. The two don’t even need to be on the same plane of existence.
The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics 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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically Charmed for 1 day. The Charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target Charmed at a time. If it charms another, the effect on the previous target ends.
The fiend kisses a creature Charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s 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.
The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.