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.
11 (natural armour)
18 (4d6 + 4)
20 ft.
cold, fire, lightning
poison
Poisoned
darkvision 60 ft., passive Perception 9
Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
1/4 (50 XP)
The dretch makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.
17 (natural armour)
157 (15d10 + 75)
40 ft.
Str +9, Con +9, Wis +7, Cha +7
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
truesight 120 ft., passive Perception 13
Abyssal, telepathy 120 ft.
9 (5,000 XP)
The glabrezu’s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
Darkness, Detect Magic, Dispel Magic
Confusion, Fly, Power Word Stun
The glabrezu has advantage on saving throws against spells and other magical effects.
The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is Grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
16 (natural armour)
136 (13d10 + 65)
30 ft.
Str +7, Con +8, Wis +4
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
darkvision 120 ft., passive Perception 11
Abyssal, telepathy 120 ft.
8 (3,900 XP)
Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours.
The hezrou has advantage on saving throws against spells and other magical effects.
The hezrou makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
18 (natural armour)
189 (18d10 + 90)
40 ft.
Str +9, Con +10, Wis +8, Cha +10
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
truesight 120 ft., passive Perception 13
Abyssal, telepathy 120 ft.
16 (15,000 XP)
The marilith's weapon attacks are magical.
The marilith has advantage on saving throws against spells and other magical effects.
The marilith can take one reaction on every turn in a combat.
The marilith makes seven attacks: six with its longswords and one with its tail.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is Grappled (escape DC 19). Until this grapple ends, the target is Restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.
The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
18 (natural armour)
184 (16d10 + 96)
20 ft., fly 30 ft.
Con +11, Int +9, Wis +6, Cha +7
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
truesight 120 ft., passive Perception 11
Abyssal, telepathy 120 ft.
13 (10,000 XP)
The nalfeshenee has advantage on saving throws against spells and other magical effects.
The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be Frightened 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee’s Horror Nimbus for the next 24 hours.
The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
13
7 (13d4)
40 ft.
Stealth +5
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
truesight 120 ft., passive Perception 10
Abyssal, Common
1 (200 XP)
The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
The marilith has advantage on saving throws against spells and other magical effects.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and 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.
One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be Frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
The quasit magically turns Invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is Invisible with it.
15 (natural armour)
104 (11d10 + 44)
40 ft., fly 60 ft.
Dex +5, Wis +4, Cha +2
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
darkvision 120 ft., passive Perception 11
Abyssal, telepathy 120 ft.
6 (2,300 XP)
The vrock has advantage on saving throws against spells and other magical effects.
The vrock makes two attacks: one with its beak and one with its talons.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become Poisoned. While Poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be Stunned until the end of the vrock’s next turn.