Recharged MM v1.3
Recharged MM v1.3
Recharged MM v1.3
Monster Manual
Contents
Introduction 3 Gith 13 Pegasus 20 Troglodyte 24
Creatures A–Z 4 Gnolls 13 Peryton 20 Troll 24
Aarakocra 4 Gnome, Deep 13 Piercer 20 Umber Hulk 24
Aboleth 4 Goblins 13 Pixie 20 Unicorn 24
Angels 4 Golems 13 Pseudodragon 20 Vampires 24
Animated Objects 4 Grell 13 Purple Worm 20 Water Weird 25
Azer 5 Grick 13 Quaggoth 20 Wight 25
Banshee 5 Griffon 14 Rakshasa 20 Will-o’-wisp 25
Basilisk 5 Grimlock 14 Remorhazes 21 Wraith 25
Beholders 5 Hags 14 Revenant 21 Wyvern 25
Blights 5 Harpy 14 Roc 21 Xorn 25
Bugbears 5 Helmed Horror 14 Roper 21 Yeti 25
Bulette 5 Hippogriff 15 Rust Monster 21 Yuan-ti 25
Bullywug 6 Hobgoblins 15 Sahuagin 21 Yugoloths 26
Cambion 6 Homunculus 15 Salamanders 21 Zombies 26
Carrion Crawler 6 Hook Horror 15 Satyr 22 Miscellaneous Creatures
Centaur 6 Hydra 15 Scarecrow 22 Nonplayer Characters
Chuul 6 Intellect Devourer 15 Shadow 22
Cloaker 6 Invisible Stalker 15 Shambling Mound 22
Cockatrice 6 Jackalwere 15 Shield Guardian 22
Couatl 6 Kenku 15 Skeletons 22
Crawling Claw 6 Kobolds 15 Slaadi 22
Cyclops 6 Kraken 16 Specter 23
Darkmantle 6 Kuo-toa 16 Sprite 23
Death Knight 6 Lamia 16 Sphinxes 23
Demons 7 Lich 16 Stirge 23
Devils 8 Lizardfolk 16 Succubus/Incubus 23
Dinosaurs 9 Lycanthropes 17 Tarrasque 24
Displacer Beast 10 Magmin 17 Thri-kreen 24
Doppelganger 10 Manticore 17 Treant 24
Drider 10 Medusa 17
Dryad 10 Merfolk 17
Duergar 10 Merrow 17
Mimic 18 Writer/Designer: Adam Hancock
Elementals 10
Elves 10 Minotaur 18 Editor: E.R.F. Jordan
Empyrean 11 Modrons 18
Mummies 18 Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms,
Ettin 11 Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards
Flameskull 11 Myconids 18
of the Coast product names, and their respective logos are trademarks of
Flumph 11 Nagas 19 Wizards of the Coast in the USA and other countries.
Fomorian 11 Nightmare 19
Fungi 11 Nothic 19 This work contains material that is copyright Wizards of the Coast and/or
Ogres 19 other authors. Such material is used with permission under the Commu-
Galeb Duhr 11
Oni 19 nity Content Agreement for Dungeon Masters Guild.
Gargoyle 11
Genies 12 Oozes 19 All other original material in this work is copyright 2022 by Adam Hancock
Ghouls 12 Orcs 19 and published under the Community Content Agreement for Dungeon
Giants 12 Otyugh 20 Masters Guild.
Owlbear 20
2
T
he red dragon opens its fiery maw to abilities instead. Doing so might give you more con-
release a gout of flame. The blink dog trol over the flow of battle for storytelling purposes
winks out of existence—only to appear or to safeguard the lives of beloved PCs.
next to you, ready to bite. The giant spider
slings a sticky web at you, pinning your arms to the If you’d like to try replacing monsters’ critical hits
cavern wall. These are rechargeable special abil- with rechargeable abilities, this supplement allows
ities, and D&D 5th edition wouldn’t be the same you to do so for every creature in the Monster Man-
without them. But there should be more! ual.
3
slashing damage plus 10 (3d6) radiant damage on
Creatures A–Z
This section contains at least one rechargeable
a failed save, or half as much damage on a success-
ful one.
4
dealt to it, while the creature grappled by the rug
takes all of the damage.
Blights
Azer Needle Blight
Fire Breath (Recharge 5–6). The azer exhales a Loose Pollen (Recharge 5–6). The blight releases
fiery blast in a 15-foot cone. Each creature in that a cloud of pollen. Each air-breathing creature
area must make a DC 12 Constitution saving throw, within 30 feet of the blight must succeed on a DC
taking 18 (4d8) fire damage on a failed save, or half 11 Constitution saving throw or become unable to
as much damage on a successful one. breathe while sneezing uncontrollably. A creature
affected in this way is incapacitated and suffocat-
Banshee ing. As long as it is conscious, an affected creature
can repeat its saving throw at the end of each of its
Summon Life (Recharge 6). The banshee instantly turns, ending the effect on itself on a success. The
teleports up to 10 creatures that she senses with lesser restoration spell can also end the effect on a
Detect Life to her. If the banshee is familiar with creature.
the creatures, they appear in unoccupied spaces
30 feet from her. If they are unfamiliar to her, they Twig Blight
appear in unoccupied spaces 120 feet from her. Divide (Recharge 6). The blight splits into two.
Each new blight has hit points equal to half the
Basilisk original blight’s, rounded down (minimum of 1).
Pounce (Recharge 4–6). The basilisk has advan- Each blight doubles its hit points after 1d4 + 1
tage on attack rolls against a creature that hasn’t days.
taken a turn yet this round.
Bugbears
Beholders
Bugbear
Beholder Sneak (Recharge 6). The bugbear calls on latent
Stare (Recharge 5–6). The beholder targets a fey magic. For 1 minute, the bugbear makes no
creature it can see within 120 feet that is charmed, noise and can move through openings large enough
frightened, paralyzed, or unconscious. The creature for a Small creature without squeezing.
must make a DC 16 Constitution saving throw. On
a failed save, the target drops to 0 hit points. On a Bugbear Chief
successful save, the beholder uses one random Eye Inspiring Words (Recharge 5–6). The chief gives
Ray against it instead. an inspiring shout to creatures of their choice
within 30 feet who can hear them. The chosen
Death Tyrant creatures gain temporary hit points equal to the
The death tyrant has the same special ability as the chief’s proficiency bonus.
beholder or the following:
Bulette
Command (Recharge 5–6). The beholder silently Sinkhole (Recharge 5–6). While burrowing, the
commands all Undead with an Intelligence of 5 or bulette opens a circular sinkhole in the earth above
lower within 120 feet of it. As a reaction, each Un- it. The sinkhole has a width of 10 feet and a depth
dead can make a weapon attack or cast a spell that of up to 30 feet. A creature standing on the surface
deals damage. where the sinkhole appears must succeed on a DC
Spectator 16 Dexterity saving throw or fall into it. A creature
takes 3 (1d6) bludgeoning damage for every 10 feet
Compel (Recharge 5–6). The spectator uses its it falls.
Eye Rays ability. If the target fails its saving throw
against a Confusion Ray or Fear Ray, it must also The sides of the sinkhole are sheer and require
use its reaction to make a weapon attack against an a successful DC 15 Strength (Athletics) check to
ally within its reach. scale.
5
water. If the water is more than 120 feet away, the
Bullywug chuul and the creature teleport 120 feet in that
Command Frogs and Toads (Recharge 5–6). If direction.
the bullywug is in a watery or moist environment,
they call a swarm of frogs or toads to briefly appear Cloaker
at a point within 30 feet of them, delivering a flurry Improved Damage Transfer (Recharge 5–6). If
of bites and slaps. Each creature within 10 feet of the cloaker is attached to a creature, until the start
that point must succeed on a DC 10 Dexterity sav- of the cloaker’s next turn, the cloaker takes none of
ing throw or take 7 (2d6) bludgeoning damage. the damage dealt to it, while the creature grappled
by the cloaker takes all of the damage.
Cambion
Imbue Fiendish Power (Recharge 6). The cam- Cockatrice
bion endows power from the Lower Planes on a Potent Petrification (Recharge 5–6). If a creature
charmed creature within 120 feet. The target gains within 30 feet of the cockatrice succeeds on its
temporary hit points equal to its number of Hit Constitution saving throw against the cockatrice’s
Dice and resistance to fire damage and bludgeon- Bite, it must repeat its saving throw at the start of
ing, piercing, and slashing damage from nonmag- its next turn and use the new roll.
ical attacks. The target also gains darkvision to a
distance of 60 feet and can see into the Ethereal Couatl
Plane to the same distance.
Psionic Strike (Recharge 5–6). Ranged Spell
If the charmed condition ends, the fiendish power Attack: +6 to hit, range 60 ft., one target. Hit: 39
ends with it. The cambion can imbue fiendish (10d6 + 4) psychic damage.
power on only one target at a time. If they do so to
another, the effect on the previous target ends.
Crawling Claw
Trip (Recharge 5–6). The claw lunges for the foot
Carrion Crawler or ankle of a creature within 5 feet of it. The target
Lay Eggs (Recharge 6). Melee Weapon Attack: +4 must succeed on a DC 12 Dexterity saving throw
to hit, reach 5 ft., one creature missing any of its or be knocked prone. If the target is prone, the claw
hit points. Hit: The target must succeed on a DC then makes one Claw attack against it as a bonus
13 Constitution saving throw or be diseased. While action. A creature is immune to this effect if it
diseased in this way, the creature is poisoned, it doesn’t have legs.
can’t regain hit points, and its hit point maximum
decreases by 10 (3d6) for every 24 hours that
Cyclops
elapse. If the disease reduces the target’s hit point Fury (Recharge 5–6). The cyclops uses their Mul-
maximum to 0, the target dies, and its body expels tiattack. If the cyclops is missing any hit points or
3d6 carrion crawler larvae. This reduction to the targets a creature they have witnessed cast a spell,
target’s hit point maximum lasts until the disease is they deal 7 (2d6) extra damage on each hit.
cured.
Darkmantle
Centaur Squeeze (Recharge 5–6). If the darkmantle is
Courageous Leap (Recharge 5–6). The centaur grappling a creature, it contracts all its muscles
moves at least 20 feet straight towards a Medium around the target. The creature must succeed on a
or smaller creature or obstacle, then automatically DC 13 Strength saving throw or immediately run
jumps over it without provoking opportunity attacks out of breath and begin suffocating.
from the target for the rest of this turn. They then
make a Pike or Hooves attack as a bonus action. Death Knight
Dreadful Aspect (Recharge 5–6). Each enemy
Chuul within 30 feet of the death knight must succeed
Teleport (Recharge 5–6). The chuul and one poi- on a DC 18 Wisdom saving throw or take 27 (6d8)
soned, paralyzed, or unconscious creature within necrotic damage and be frightened of the death
the chuul’s reach teleport into the nearest body of knight for 1 minute. On a success, a creature takes
6
half as much damage and isn’t frightened. A crea- Glabrezu
ture frightened in this way cannot take actions. A
frightened creature can repeat its saving throw at Demonic Insight (Recharge 5–6). The glabrezu
the end of each of its turns, ending the effect on targets one creature it can see within 60 feet of
itself on a success. it. The target must make a contested Charisma
(Deception) check against the glabrezu’s Wisdom
Demons (Insight) check. If the glabrezu wins, it magically
learns the target’s greatest desire and casts the
Balor major image spell (spell save DC 16) to create an
image of the object or creature that fulfills the dis-
The balor has one of these two special abilities: covered desire. The target automatically wins if it is
immune to being charmed.
Command (Recharge 5–6). The balor bellows an
order to all demons within 120 feet of it. As a reac- Goristro
tion, each demon can make a weapon attack or cast Savage Attack (Recharge 5–6). The goristro
a spell that deals damage. makes three Hoof attacks. If the target is prone, the
goristro then makes a Gore attack against it as a
Lightning Discharge (Recharge 5–6). The balor bonus action.
extends its blade and discharges a bolt of lightning
in a 100-foot line that is 5 feet wide. Each creature Hezrou
in that line must make a DC 20 Dexterity saving Hold the Line (Recharge 5–6). The demon uses
throw, taking 77 (14d10) lightning damage on a its Multiattack. On each hit, the target takes an ex-
failed save, or half as much damage on a successful tra 4 (1d8) damage, and the target’s speed becomes
one. 0 until the end of its next turn.
Barlgura Manes
Troop Tactics (Recharge 5–6). The barlgura takes Self-Sacrifice (Recharge 5–6). The manes makes
the Help action. It then makes two melee weapon a Claws attack against itself, which automatically
attacks as a bonus action. hits. Another demon within reach of it can feed on
Chasme the resulting gore, regaining hit points equal to the
damage the manes takes.
Aura of Fear (Recharge 5–6). The chasme gen-
erates an aura of fear. When a creature that isn’t a Marilith
demon starts its turn within 30 feet of the chasme, Command (Recharge 5–6). The marilith uses
that creature must succeed on a DC 12 Wisdom her Multiattack. She can forgo up to seven of her
saving throw or be frightened of the chasme for 1 attacks. For each forgone attack, the marilith can
minute. The creature has disadvantage on the save command a demon within 120 feet of her to use
if it’s within 30 feet of six or more chasmes. While its reaction to move up to its speed and make a
frightened in this way, the creature is restrained. weapon attack or cast a spell that deals damage.
A frightened creature can repeat its saving throw
at the end of each of its turns, ending the effect on Quasit
itself on a success. On a successful save, the crea- The quasit has one of these two special abilities:
ture is immune to the Aura of Fear of all chasmes
for 24 hours. Change Shape (Recharge 6). The quasit magically
Dretch polymorphs into a wolf, or back into its true form.
It reverts to its true form if it dies. Any equipment it
Spray Bile (Recharge 5–6). The abdomen of a is wearing or carrying is absorbed or borne by the
dretch is filled with a foul, dark liquid that the de- new form (the quasit’s choice).
mon can disgorges. The dretch spits bile in a line
that is 30 feet long and 5 feet wide. Each creature In a new form, the quasit retains its game statis-
in that line must make a DC 11 Dexterity saving tics and ability to speak, but its AC, movement
throw, taking 7 (2d6) necrotic damage on a failed modes, Strength, Dexterity, and special senses are
save, or half as much damage on a successful one. replaced by those of the new form, and it gains any
statistics and capabilities that the new form has but
7
that it lacks. Targets hit by its weapon attacks that ture within 5 feet of it must make a DC 16 Con-
deal piercing or slashing damage still must suc- stitution saving throw. On a failed save, a creature
ceed on a DC 10 Constitution saving throw or take takes 35 (10d6) necrotic damage and is poisoned
5 (2d4) poison damage and become poisoned for for 1 minute. On a successful save, a creature takes
1 minute. A poisoned target can repeat its saving half as much damage and isn’t poisoned. A poi-
throw at the end of each of its turns, ending the soned creature can repeat its saving throw at the
effect on itself on a success. end of each of its turns, ending the effect on itself
on a success.
Spellcasting (Recharge 6). The quasit casts the
commune spell, using Charisma as its spellcasting Chain Devil
ability. Fling (Recharge 5–6). Each Medium or smaller
creature grappled by the devil’s chains is thrown
Shadow Demon up to 40 feet in a random direction and knocked
The demon has one of these two special abilities: prone. If a thrown target strikes a solid surface, it
takes 3 (1d6) bludgeoning damage for every 10 feet
Bite (Recharge 5–6). Melee Weapon Attack: +5 to it was thrown. If the target is thrown at another
hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) pierc- creature, that creature must succeed on a DC 15
ing damage. Dexterity saving throw or take the same damage
and be knocked prone.
Demonic Insight (Recharge 5–6). The demon tar-
gets one creature it can see within 30 feet of it. The Erinyes
target must make a contested Charisma (Decep- Demoralizing Strike (Recharge 5–6). The erinyes
tion) check against the demon’s Intelligence (In- uses its Multiattack. If it hits on any attack, each
sight) check. If the demon wins, it magically learns creature of the erinyes’s choice that can see it has
one of the target’s fears or secrets. The target auto- disadvantage on its next attack roll.
matically wins if it is immune to being charmed.
Horned Devil
Yochlol Devil’s Mark (Recharge 5–6). The devil can briefly
Foul Stench (True Form Only; Recharge 5–6). In see through the eyes and hear through the ears of
its true waxy form, the yochlol emits a foul stench each creature inflicted with an infernal wound from
as it melts and piles back up like a sickening liv- its Tail attack. Each target must succeed on a DC
ing candle. Each creature within 5 feet of it must 15 Wisdom saving throw or be paralyzed until the
make a DC 16 Constitution saving throw, taking 42 devil is within its line of sight. The target automat-
(12d6) poison damage on a failed save, or half as ically succeeds on its save if it is immune to being
much damage on a successful one. frightened. A paralyzed creature can repeat its sav-
ing throw at the end of each of its turns, ending the
Devils effect on itself on a success.
8
deal piercing or slashing damage still must make a
DC 11 Constitution saving throw, taking 10 (3d6)
Dinosaurs
poison damage on a failed save, or half as much
damage on a successful one.
Allosaurus
Multiattack (Recharge 5–6). The allosaurus
Spellcasting (Recharge 6). The imp casts the makes two attacks: one with its Bite and one with
suggestion spell, using Charisma as its spellcasting its Tail. It can’t make both attacks against the same
ability (spell save DC 12). target.
9
Displacer Beast Elementals
Invisibility (Recharge 5–6). The displacer beast
magically turns invisible until the start of its next Earth Elemental
turn or until it attacks, its concentration is broken Bury (Recharge 5–6). The elemental makes a
(as if concentrating on a spell), or it forces a crea- Slam attack against a Large or smaller creature.
ture to make a saving throw. Any equipment the On a hit, the creature is grappled (escape DC 16)
displacer beast wears or carries is invisible with it. and the elemental partially buries the creature in
If the invisible displacer beast serves as a mount, the ground, including its head. Until the grapple
its rider is invisible as well. While invisible, the ends, the target is restrained and unable to breathe.
displacer beast leaves no physical evidence of its The elemental can grapple one Large creature or
passage, so it can only be tracked by magic. two Medium or smaller creatures at one time. At
the start of each of the elemental’s turns, each tar-
Doppelganger get grappled by it takes 13 (2d8 + 4) bludgeoning
Grow Claws (Recharge 5–6). The doppelganger damage.
grows 6-inch claws that deal 13 (2d8 + 4) slashing
damage on a hit. They then make a Claws attack as As an action, a creature within 5 feet of the elemen-
a bonus action. tal can pull a grappled creature’s head out of the
ground by succeeding on a DC 16 Strength check.
The claws remain until the end of their next turn or Fire Elemental
until their concentration is broken (as if concentrat-
ing on a spell). Fire Tornado (Recharge 5–6). Each creature
within 5 feet of the elemental must make a DC 14
Drider Dexterity saving throw. On a failure, a target takes
12 (2d8 + 3) fire damage and is flung up 20 feet
Venom Spray (Recharge 5–6). Ranged Weapon
away from the elemental in a random direction and
Attack: +6 to hit, range 30/90 ft., one creature. Hit:
knocked prone. If a thrown target strikes an object,
22 (5d8) poison damage, and the target must suc-
such as a wall or floor, the target takes 3 (1d6) blud-
ceed on a DC 15 Constitution saving throw or be
geoning damage for every 10 feet it was thrown.
blinded for 1 minute. A blinded creature can repeat
If the target is thrown at another creature, that
its saving throw at the end of each of its turns, end-
creature must succeed on a DC 14 Dexterity saving
ing the effect on itself on a success.
throw or take the same damage and be knocked
prone. On a successful save, a creature takes half
Dryad as much damage and suffers no additional effect.
Awaken Tree (Recharge 5–6). The dryad uses its
Tree Stride ability, magically awakening one of the Elves
two trees it moved through. A tree awakened in this
way acts as an ally of the dryad. This awakening Drow
lasts until the beginning of the dryad’s next turn.
Born to Darkness (Recharge 5–6). The drow
gains blindsight out to a range of 10 feet until the
The tree uses the awakened tree stat block, but
end of their next turn.
it has a speed of 0, can’t speak, and has only the
Slam action, which it uses immediately if an enemy Drow Elite Warrior
is within its reach.
Born to Darkness (Recharge 5–6). The drow
gains blindsight out to a range of 60 feet until the
Duergar end of their next turn.
Mind Blast (Recharge 5–6). The duergar magi-
cally emits psychic energy in a 20-foot line that is Drow Mage
5 feet wide. Each creature in that area must make Arcane Recovery (Recharge 6). The drow recov-
a DC 10 Intelligence saving throw, taking 18 (4d8) ers expended spell slots. The spell slots can have a
psychic damage on a failed save, or half as much combined level of 5.
damage on a successful one.
10
Drow Priestess of Lolth Curse of the Evil Eye (Recharge 5–6). With a
stare, the fomorian uses Evil Eye, and on a failed
Unholy Words (Recharge 5–6). The drow utters save, the fomorian also casts one of the following
a prayer to bolster themself and each of their allies spells on the target, requiring neither somatic nor
within 30 feet who can hear them. Each target can material components to do so (spell save DC 16):
immediately cast the poison spray spell (save DC animal friendship, charm person, or hold person. If
14; 2d8 poison damage) at an enemy within range the target succeeds on its initial saving throw, the
as a reaction. fomorian is blinded until the end of their next turn.
Once a target succeeds on a saving throw against
Empyrean this effect, it is immune to the Evil Eye power of all
Strong Emotion (Recharge 6). The empyrean fomorians for 24 hours.
experiences a deific fit of rage or serenity, affecting
the environment around it. Fungi
Rage. Dead fish wash ashore and entire forests Gas Spore
wither. Each creature within 2,500 feet of the Antimagic Field (Recharge 6). The gas spore cre-
empyrean must succeed on a DC 15 Constitution ates an area of antimagic in a 75-foot-radius sphere
saving throw or die. for 1 minute. The effect acts like an antimagic field
spell and persists even after the gas spore is de-
Serenity. All creatures within 2,500 feet of the em- stroyed.
pyrean gain 100 temporary hit points. The area is
also filled with overgrown plants, becoming difficult Shrieker
terrain for 1 year. Plants in the area yield twice the Sway (Recharge 5–6). The shrieker sways, as if
normal amount of food when harvested. in a breeze, brushing against a creature within 5
feet of it. If the target is Medium or smaller, it must
Ettin succeed on a DC 10 Strength saving throw or be
Sniff (Recharge 5–6). The ettin gains blindsight knocked prone.
out to a range of 120 feet until the end of its next
turn. Violet Fungus
Control Corpse (Recharge 5–6). The fungus sends
Flameskull spores to burrow into a Humanoid corpse within
Arcane Recovery (Recharge 6). The flameskull 10 feet of it. The corpse reanimates as a zombie
recovers expended spell slots. The spell slots can and acts as an ally of the fungus. The corpse is
have a combined level of 3. The flameskull then animate for 1 minute, until the fungus dies, or until
makes a Fire Ray attack as a bonus action. the fungus stops the effect as an action, after which
a new violet fungus sprouts from the moldering
Flumph corpse, growing to full size in 2d6 days.
Telepathic Feedback (Recharge 5–6). The flumph
painfully disrupts all telepathy within 60 feet. Each
Galeb Duhr
creature in range sending or receiving telepathic Runestones (Recharge 6). The galeb duhr casts
communication must make a DC 12 Intelligence magic circle as a 4th-level spell, using Constitution
saving throw. On a failed save, a creature takes 5 as its spellcasting ability.
(2d4) psychic damage and is unable to communi-
cate telepathically for 1 minute. On a successful Gargoyle
save, a creature takes half as much damage and Stone Curse (Recharge 5–6). The gargoyle makes
suffers no other effect. a weapon attack that deals piercing or slashing
damage. On a hit, the target must succeed on a DC
Fomorian 13 Constitution saving throw against being magi-
The following special ability replaces the Curse of cally petrified. On a failed save, the creature begins
the Evil Eye as written in the Monster Manual: 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 for 24 hours.
11
Genies Ghouls
Dao Ghoul
Tremors (Recharge 6). The dao strikes the Multiattack (Recharge 5–6). The ghoul makes two
ground, causing it to violently shake within 120 attacks: one with its Bite and one with its Claws.
feet. The area is filled with broken earth, becoming
difficult terrain. Each creature in the area when it Ghast
shakes must make a Dexterity saving throw. On a Demonic Words (Recharge 5–6). The ghast
failed save, the creature takes 21 (6d6) bludgeon- shouts to each of its allies within 30 feet who can
ing damage and is knocked prone. On a successful hear it. Each ally immediately recharges its special
save, the creature takes half as much damage and ability. This ability can’t be recharged by the De-
isn’t knocked prone. monic Words of other creatures.
Djinni Giants
Fling (Recharge 5–6). Each Large or smaller crea-
ture grappled by the djinni’s Whirlwind is thrown Cloud Giant
up to 60 feet in a random direction and knocked Runecasting (Recharge 6). The giant casts the
prone. If a thrown target strikes a solid surface, the glyph of warding spell at 8th level, requiring no ma-
target takes 3 (1d6) bludgeoning damage for every terial components. They can only cast the spell on
10 feet it was thrown. If the target is thrown at an- a stone surface or object.
other creature, that creature must succeed on a DC
17 Dexterity saving throw or take the same damage Fire Giant
and be knocked prone. Melt Metal (Recharge 6). The fire giant makes a
Efreeti melee weapon attack against a creature wearing
or carrying a nonmagical metal weapon, armor, or
Melt Metal (Recharge 6). The efreeti makes a shield. On a hit, in addition to dealing damage to
Scimitar or Hurl Flame attack against a creature the creature, the target’s weapon takes a perma-
wearing or carrying a nonmagical metal weapon, nent and cumulative −2 penalty to damage rolls
armor, or shield. On a hit, in addition to dealing or its armor or shield takes a −2 penalty to the AC
damage to the creature, the target’s weapon takes it offers. If the weapon’s penalty drops to −5, the
a permanent and cumulative −3 penalty to damage armor is reduced to an AC of 10, or a shield drops
rolls, or its armor or shield takes a −3 penalty to the to a +0 bonus, it is destroyed. Until the end of the
AC it offers. If the weapon’s penalty drops to −5, the giant’s next turn, nonmagical ammunition made of
armor is reduced to an AC of 10, or a shield drops metal that hits the giant is destroyed after dealing
to a +0 bonus, it is destroyed. Until the end of the damage.
efreeti’s next turn, nonmagical ammunition made
of metal that hits the efreeti is destroyed after deal- Frost Giant
ing damage. Investiture of Ice (Recharge 5–6). The frost giant
Marid channels icy power into their weapon attacks. Until
the end of their next turn, they deal an extra 7 (2d6)
Water Fountain (Recharge 6). The marid mag- cold damage on a hit. The frost giant then uses
ically sprays water in a 20-foot radius. Each their Multiattack as a bonus action.
creature in that area must make a DC 16 Dexter-
ity saving throw. On a failure, a target takes 10 Hill Giant
(3d6) bludgeoning damage and, if it is Medium or Fury (Recharge 5–6). The hill giant uses their Mul-
smaller, is pushed up to 5 feet away from the marid tiattack. If the hill giant is missing any hit points or
and knocked prone. On a success, a target takes feels they have been deceived or insulted, they deal
half as much damage and is neither pushed nor an extra 7 (2d6) damage on each hit.
knocked prone.
Stone Giant
Fling (Recharge 5–6.) One Medium or smaller
creature must succeed on a DC 17 Dexterity saving
12
throw or be seized and flung by the stone giant laughing. The gnoll must take a bonus action on its
up to 60 feet in a random direction and knocked subsequent turns to continue laughing. It can stop
prone. If a thrown target strikes a solid surface, the laughing at any time. The laughter ends if the gnoll
target takes 3 (1d6) bludgeoning damage for every is incapacitated or dies.
10 feet it was thrown. If the target is thrown at an-
other creature, that creature must succeed on a DC A frightened creature can repeat its saving throw
17 Dexterity saving throw or take the same damage at the end of each of its turns, ending the effect on
and be knocked prone. itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is
Gith immune to the gnoll’s Demonic Laugh for the next
24 hours.
Githyanki Warrior
Telekinetic Bolt (Recharge 5–6). Ranged Spell Gnome, Deep (Svirfneblin)
Attack: +3 to hit, range 60 ft., one target. Hit: 23 Summon Xorn Claws (Recharge 5–6). The gnome
(4d10 + 1) force damage. summons xorn talons that reach out of the earth to
slice at all creatures within 10 feet of the gnome.
Githyanki Knight Each creature in that area must make a DC 11
Telekinetic Bolt (Recharge 5–6). Ranged Spell Dexterity saving throw, taking 7 (2d6) slashing
Attack: +5 to hit, range 60 ft., one target. Hit: 46 damage on a failed save, or half as much damage
(8d10 + 2) force damage. on a successful one.
Githzerai Monk Goblins
Patient Defense (Recharge 5–6). The githzerai
makes a melee weapon attack on their turn. If they Goblin
hit, they can then take the Dash, Disengage, or Fury of the Small (Recharge 5–6). When the gob-
Dodge action as a bonus action. lin hits a Medium or larger creature with an attack,
Githzerai Zerth the goblin deals an extra 3 (1d6) damage.
13
a creature, it must succeed on a DC 12 Strength Consume Soul (Recharge 6). The hag preserves
saving throw or be knocked prone. her own life by consuming a soul from her soul bag,
regaining 50 hit points.
Grick Alpha
Drop (Recharge 5–6). The grick drops from a Puppetry (Recharge 5–6). The hag enthralls
height of at least 20 feet straight onto a target, then a creature whose hit point maximum has been
makes a melee weapon attack. On a hit, the target reduced by her Nightmare Haunting. The target
takes an extra 18 (4d8) damage, and if the target must succeed on a DC 14 Wisdom saving throw
is a creature, it must succeed on a DC 15 Strength or be magically charmed for 1 day. The charmed
saving throw or be knocked prone. If the target is target obeys the hag’s verbal commands, except for
prone, the grick then makes a Beak attack against suicidal commands. If the target suffers any harm,
it as a bonus action. it can repeat the saving throw, ending the effect on
a success. If the target is magically healed, suc-
Griffon cessfully saves against the effect, or if the effect on
The griffon has one of these two special abilities: it ends, the target is immune to the hag’s Puppetry
for the next 24 hours. The hag can have only one
Carry Away (Recharge 5–6). The griffon makes a target charmed at a time. If she charms another,
Claws attack against a Small or smaller creature. the effect on the previous target ends.
On a hit, the griffon grapples the target (escape Sea Hag
DC 14) and moves up to its flying speed as a bonus
action. Pollute (Recharge 5–6). A creature submerged in
water within 60 feet of the hag must succeed on a
Flyby Strike (Recharge 5–6). The griffon makes DC 13 Constitution saving throw or be poisoned
one Beak or one Claws attack, then immediately for 1 minute. A creature can repeat its saving throw
flies out of an enemy’s reach without provoking op- at the end of each of its turns, ending the effect on
portunity attacks. itself on a success. This saving throw is made with
disadvantage if the hag is within 60 feet. If a crea-
Grimlock ture’s saving throw is successful or the effect ends
for it, the creature is immune to the hag’s Pollute
Creature Sense (Recharge 5–6). Using latent
for the next 24 hours.
psychic powers, the grimlock stills their mind to be-
come aware of the nearest creature within 120 feet Harpy
of it that has an Intelligence score of 4 or higher.
It knows the direction of the creature, as well as Flyby Strike (Recharge 5–6). The harpy makes
its Intelligence score, but can’t sense anything else one melee weapon attack and then immediately
about it. A creature protected by a mind blank spell, flies out of an enemy’s reach without provoking op-
a nondetection spell, or similar magic can’t be per- portunity attacks.
ceived in this manner.
Helmed Horror
Hags Don Armor (Recharge 6). A Medium or Small
creature within 5 feet of the helmed horror must
Green Hag succeed on a DC 14 Dexterity saving throw or be
Tragedy (Recharge 5–6). The hag chooses a Hu- engulfed. The target must have a head and the
manoid she can see within 60 feet. The target must same basic arrangement of limbs as a Humanoid.
make a DC 12 Charisma saving throw. On a failure, The target can choose to fail the saving throw.
the target has disadvantage on attack rolls, ability While within the helmed horror, the target is re-
checks, and saving throws for 1 minute. The target strained and the helmed horror takes only half the
can repeat its saving throw each time it regains damage dealt to it (rounded down), while the target
hit points or gains inspiration, ending the effect on takes the other half. If the helmed horror moves,
itself on a success. the engulfed target moves with it. The helmed hor-
ror can have only one creature engulfed at a time.
Night Hag
The hag has one of these two special abilities:
14
A creature can take its action to remove the helmed
horror by succeeding on a DC 14 Strength check. If
Hook Horror
the helmed horror is incapacitated or destroyed, an Vertical Retreat (Recharge 5–6). If a vertical sur-
engulfed creature is no longer restrained by it and face is within 5 feet of it, the hook horror makes a
can remove the helmed horror as an action. Hook attack and then climbs up to its speed as a
bonus action without provoking opportunity at-
Hippogriff tacks.
The hippogriff has one of these two special abili-
ties:
Hydra
Fire Breath (Recharge 5–6). The hydra exhales
Flyby Strike (Recharge 5–6). The hippogriff overlapping jets of flame to form a 30-foot cone of
makes one Beak or one Claws attack and then fire. Each creature in that area must make a DC
immediately flies out of an enemy’s reach without 16 Constitution saving throw, taking 42 (12d6) fire
provoking opportunity attacks. damage on a failed save, or half as much damage
on a successful one.
Hooves (Recharge 5–6). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 24 (6d6 + 3) blud- Intellect Devourer
geoning damage. Teleport (Recharge 5–6). The intellect devourer
magically teleports, along with any equipment it is
Hobgoblins wearing or carrying, to an unoccupied space within
30 feet. Before or after teleporting, the intellect de-
Hobgoblin vourer makes one Claws attack.
Spite (Recharge 5–6). The hobgoblin makes a
melee weapon attack against a creature. On a hit, Invisible Stalker
the target has disadvantage on the next attack roll Lightning Strike (Recharge 6). The stalker makes
it makes in the next minute. one Slam attack. On a hit, the target takes an extra
18 (4d8) lightning damage, and the target must suc-
Hobgoblin Captain
ceed on a DC 13 Constitution saving throw or be
Words of Warning (Recharge 5–6). The hobgob- stunned until the end of the stalker’s next turn.
lin gives a cautionary shout to each of their allies
within 30 feet who can hear them. Each target at- Jackalwere
tempts to parry the next attack made against it this
Infiltrate Dream (Recharge 5–6). A sliver of the
round, adding 2 to its AC against the attack, pro-
jackalwere’s consciousness enters the dreams of
vided that the target is wielding a melee weapon.
an unconscious creature it can see. If the target is
Hobgoblin Warlord unconscious for some other reason than the jack-
alwere’s Sleep Gaze, it can make a DC 10 Wisdom
Words of Warning (Recharge 5–6). The hobgob-
saving throw to resist this ability, ending the effect
lin gives a cautionary shout to each of their allies
on a success. Creatures that don’t sleep or that are
within 40 feet who can hear them. Each target at-
immune to being charmed aren’t affected.
tempts to parry the next attack made against it this
round, adding 3 to its AC against the attack, pro-
While a fragment of the jackalwere’s consciousness
vided that the target is wielding a melee weapon.
resides within the target, it gains no benefit from
rests and has nightmares of being watched by an
Homunculus unseen enemy. This affliction lasts until removed by
Borrow Magic (Recharge 5–6). The homunculus the lesser restoration spell or similar magic.
casts one cantrip its creator knows from the follow-
ing list: blade ward, dancing lights, friends, light, Kenku
mage hand, message, minor illusion, prestidigita-
Kenku Recall (Recharge 5–6). If the kenku makes
tion, or true strike.
an Intelligence check or ability check using arti-
san’s tools, they do so with advantage and as if they
had proficiency.
15
If the godling survives to attract 1,000 worshippers,
Kobolds it becomes a demigod and joins the kuo-toa pan-
theon.
Kobold
Breath Weapon (Recharge 6). The kobold exhales Kuo-toa Whip
destructive energy in a 15-foot cone. Each creature God-Make (Recharge 6). The power of the kuo-
in that area must make a DC 9 Dexterity saving toa’s belief creates a godling. The godling appears
throw, taking 3 (1d6) acid, cold, fire, or lightning in an unoccupied space the kuo-toa can see. It has
(kobold’s choice) damage on a failed save, or half as a walking and flying speed of 30 feet, knows one
much damage on a successful one. 1st-level spell from the cleric spell list, and appears
with a number of hit points equal to 5 + the number
Winged Kobold of kuo-toas who can see it. Likewise, its Dexterity
The winged kobold has the kobold’s Breath and Wisdom scores equal 12 + the number of kuo-
Weapon action above or the following: toas who can see it.
Flyby Strike (Recharge 5–6). The kobold makes If the godling survives to attract 1,000 worshippers,
one melee weapon attack and then immediately it becomes a demigod and joins the kuo-toa pan-
flies out of an enemy’s reach without provoking op- theon.
portunity attacks.
Lamia
Kraken The lamia has one of these two special abilities:
Tsunami (Recharge 6). The kraken casts the tsu-
nami spell, using Constitution as its spellcasting Hallucinatory Terrain (Recharge 6). The lamia
ability (spell save DC 22). casts the hallucinatory terrain spell, using Cha-
risma as its spellcasting ability (spell save DC 13).
Kuo-toa
Pounce (Recharge 5–6). The lamia moves at least
Kuo-toa 20 feet straight toward a creature and then makes
God-Make (Recharge 6). The power of the kuo- a Claws attack against it. On a hit, the target must
toa’s belief creates a godling. The godling appears succeed on a DC 13 Strength saving throw or be
in an unoccupied space the kuo-toa can see. It has knocked prone. If the target is prone, the lamia
a walking and flying speed of 30 feet, knows one then makes one Dagger attack against it as a bonus
cantrip from the cleric spell list, and appears with a action.
number of hit points equal to the number of kuo-
toas who can see it. Likewise, its Dexterity and Lich
Wisdom scores each equal 10 + the number of kuo- Arcane Recovery (Recharge 6). The lich recovers
toas who can see it. expended spell slots. The spell slots can have a
combined level of 9. It then casts a cantrip.
If the godling survives to attract 1,000 worshippers,
it becomes a demigod and joins the kuo-toa pan- Lizardfolk
theon.
Lizardfolk
Kuo-toa Archpriest
Feeding Frenzy (Recharge 5–6). The lizardfolk
God-Make (Recharge 6). The power of the kuo- makes a Bite attack. On a hit, they can make an-
toa’s belief creates a godling. The godling appears other Bite attack as a bonus action. If the second
in an unoccupied space the kuo-toa can see. It has attack hits, the lizardfolk gains temporary hit points
a walking and flying speed of 30 feet, knows the equal to the damage dealt.
spells the kuo-toa has prepared, and appears with a
number of hit points equal to the number of kuo- Lizardfolk Shaman
toas who can see it. Likewise, its Dexterity and Death Roll (Crocodile Form Only; Recharge 5–6).
Wisdom scores each equal 10 + the number of kuo- The lizardfolk violently twists. When it does so, the
toas who can see it. lizardfolk chooses one of the following effects:
16
• A creature the lizardfolk is grappling takes 11
(2d8 + 2) slashing damage.
Magmin
Magma Breath (Recharge 5–6). The magmin
• If a creature grappled by the lizardfolk is under-
exhales a stream of lava in a 15-foot line that is 5
water and cannot breathe water, it runs out of
feet wide. Each creature in that line must make a
breath and begins suffocating.
DC 11 Dexterity saving throw, taking 10 (3d6) fire
• The lizardfolk ends the grappled condition on damage on a failed save, or half as much damage
itself. on a successful one.
Lizard King/Queen Manticore
Feeding Frenzy (Recharge 5–6). The lizardfolk
Vicious Mockery (Recharge 5–6). The manticore
makes a melee weapon attack. On a hit, they make
denigrates its foes and promises swift death. It
two additional attacks as a bonus action, one of
casts the vicious mockery spell (spell save DC 11;
which has to be a Bite attack. If the Bite attack hits,
4d4 psychic damage).
the lizardfolk gains temporary hit points equal to
the damage dealt.
Medusa
Lycanthropes The medusa has one of these two special abilities:
Weretiger Merrow
Suffocating Bite (Tiger or Hybrid Form Only; Abyssal Gaze (Recharge 5–6). The merrow draws
Recharge 5–6). The weretiger makes a Bite attack magic from Demogorgon to create a magical gaze,
against a creature. On a hit, the target is grappled which it turns toward one creature it can see within
(escape DC 13). Until this grapple ends, the target 120 feet. The target must succeed on a DC 10
is restrained, runs out of breath, and begins suffo- Wisdom saving throw or suffer one of the following
cating. While grappling a creature in this way, the effects (choose one or roll a d6):
weretiger can’t bite another target.
1–3: Beguiling Gaze. The target is charmed by
Werewolf the merrow until the start of the merrow’s next
Feeding Frenzy (Recharge 5–6). If a creature turn.
within 60 feet of the werewolf is missing any of
its hit points and the werewolf is in hybrid or wolf
form, the werewolf makes three attacks.
17
4–6: Hypnotic Gaze. The target is stunned until Mummy Lord
the start of the merrow’s next turn or until the
merrow is no longer within its line of sight. The mummy lord has the same special ability as
the mummy or the following:
Mimic
Heart Bound (Recharge 4–6). The mummy dis-
Feeding Frenzy (Recharge 5–6). The mimic appears in a whirlwind of sand, along with any
makes two Bite attacks against a creature it is grap- equipment it is wearing or carrying, reappearing in
pling. an unoccupied space within 5 feet of its heart, so
long as the mummy and its heart are on the same
Minotaur plane of existence. Before or after teleporting, the
Hooves (Recharge 5–6). Melee Weapon Attack: mummy can make one Rotting Fist attack.
+6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage. If the target is a Medium or Myconids
smaller creature, it must succeed on a DC 14 Con-
stitution saving throw or be knocked prone. If the Quaggoth Spore Servant
target is prone, the minotaur then makes a Gore Transfer Spores (Recharge 6). The spore servant
attack against it as a bonus action. targets one corpse of a Humanoid or a Large or
smaller Beast within 5 feet of it and releases spores
Modrons at the corpse. In 24 hours, the corpse rises as a
spore servant. The corpse stays animated for 1d4 +
Monodrone 1 weeks or until destroyed, and it can’t be animated
Dive Attack (Recharge 5–6). The monodrone flies in this way again.
30 feet straight toward a target and makes a me-
lee weapon attack. On a hit, the target is knocked Myconid Adult
prone into an unoccupied space within 5 feet. Secrete Ooze (Recharge 6). For 1 minute, the
myconid secretes an ooze that’s poisonous to the
Duodrone touch. If a creature comes into contact with this
Double Dealing (Recharge 5–6). The duodrone secretion, it must succeed on a DC 11 Constitution
makes a melee weapon attack. On a hit, the saving throw or be poisoned for 1 minute. A crea-
duodrone immediately makes another attack with ture can repeat its saving throw at the end of each
the same weapon as a bonus action. of its turns, ending the effect on itself on a success.
Tridrone Myconid Sprout
Triple Strike (Recharge 5–6). The tridrone makes Healing Spores (Recharge 5–6). The myconid
a melee weapon attack. On a hit, the tridrone im- targets one Humanoid or a Large or smaller Beast
mediately makes two additional attacks with the within 5 feet of it and releases spores at the crea-
same weapon as a bonus action. ture. If the target has 0 hit points, it is stabilized.
Otherwise, the spores restore 1 hit point. A crea-
Quadrone ture that benefits from this effect is immune to it
Quadruple Strike (Recharge 5–6). The quadrone for 24 hours.
makes a melee weapon attack. On a hit, the quad-
rone immediately makes three additional attacks Myconid Sovereign
with the same weapon as a bonus action. Secrete Ooze (Recharge 5–6). For 1 minute, the
myconid secretes an ooze that’s poisonous to the
Mummies touch. If a creature comes into contact with this
secretion, it must succeed on a DC 12 Constitution
Mummy saving throw or be poisoned for 1 minute. A crea-
Marked for Death (Recharge 5–6). The mummy ture can repeat its saving throw at the end of each
moves 20 feet toward a frightened or paralyzed of its turns, ending the effect on itself on a success.
creature. The mummy then makes a Rotting Fist It then makes a Fist attack as a bonus action.
attack as a bonus action.
18
against them have advantage until the start of their
Nagas next turn.
Bone Naga Ogrillon
Bone Transplant (Recharge 5–6). The naga re- Cleave (Recharge 5–6). The ogrillon makes a
pairs damage to itself by magically taking bones Battleaxe attack. On a hit, the ogrillon then makes
from a Medium or larger inanimate corpse within a Battleaxe attack against another creature within
30 feet of it. The naga regains 30 hit points and the reach.
corpse is destroyed.
Guardian Naga
Oni
Feeding Frenzy (Oni Form Only; Recharge 5–6).
Divine Eminence (Recharge 5–6). The naga Melee Weapon Attack: +7 to hit, reach 5 ft., one
makes a Bite attack. On a hit, the naga can expend Humanoid creature. Hit: 12 (2d6 + 5) piercing dam-
a spell slot to magically deal an extra 10 (3d6) radi- age plus 18 (4d8) necrotic damage. The target’s hit
ant damage on each hit until the end of its turn. If point maximum is reduced by an number equal to
the naga expends a spell slot of 2nd level or higher, the necrotic damage taken, and the oni regains hit
the extra damage increases by 1d6 for each level points equal to that number. The reduction lasts
above 1st. until the target finishes a long rest. The target dies
Spirit Naga if its hit point maximum is reduced to 0.
Venom Spray (Recharge 5–6). The naga sprays Oozes
venom in a 40-foot cone. Each creature in that area
must make a DC 13 Constitution saving throw, tak- Black Pudding
ing 31 (7d8) poison damage on a failed save, or half
as much damage on a successful one. Growth Spurt (Recharge 6). If the pudding is Me-
dium or smaller, it grows to become one size larger
Nightmare and doubles its current hit points.
Fire Breath (Recharge 5–6). The nightmare ex- Gelatinous Cube
hales fire in a 30-foot line that is 5 feet wide. Each Acid Stream (Recharge 5–6). If the cube is miss-
creature in that line must make a DC 12 Dexterity ing any of its hit points, it opens a pore through
saving throw, taking 22 (4d10) fire damage on a which erupts a spray of acid in a 20-foot line that is
failed save, or half as much damage on a successful 5 feet wide. Each creature in that area must make
one. a DC 15 Constitution saving throw, taking 21 (6d6)
poison damage on a failed save, or half as much
Nothic damage on a successful one.
Past Life (Recharge 5–6). Creatures with an Intel-
ligence of 3 or higher within 120 feet of the nothic Ochre Jelly
telepathically receive a glimpse of the nothic’s life Growth Spurt (Recharge 6). If the jelly is Medium
before being cursed. or smaller, it grows to become one size larger and
doubles its current hit points.
Each creature in this area must make a DC 11 Wis-
dom saving throw. On a success, this glimpse gives Orcs
a creature advantage on its next Intelligence check
or Intelligence saving throw. On a failure, the expe- Orc
rience is overwhelming and the creature is stunned Reinvigorate (Recharge 5–6). The orc regains a
until the end of its next turn. number of hit points equal to their Constitution
modifier, then takes the Attack action as a bonus
Ogres action.
Ogre Orc War Chief
Reckless (Recharge 5–6). The ogre makes a me- Inspiring Words (Recharge 5–6). The orc gives an
lee weapon attack with advantage, but attack rolls inspiring shout to one of their allies within 30 feet
who can hear them. The chosen creature gains 5
19
temporary hit points (a number equal to the orc’s soned for 1 minute. A poisoned creature can repeat
Charisma modifier plus their proficiency bonus). its saving throw at the end of each of its turns, end-
ing the effect on itself on a success.
Orc Eye of Gruumsh
The Sight (Recharge 5–6). The orc gains truesight Pixie
out to a range of 30 feet until the end of their next Enlarge (Recharge 5–6). For 1 minute, the pixie
turn. magically increases in size, along with anything it
Orog is wearing or carrying. While enlarged, the pixie is
Small or Medium (pixie’s choice), gains 10 tempo-
Outflank (Recharge 5–6). The orog makes a me- rary hit points and a +2 bonus to its spell save DC,
lee weapon attack against a creature. On a hit, the and makes Strength checks and Strength saving
target’s speed becomes 0 until the end of its next throws with advantage. If the pixie lacks the room
turn. to become the chosen size, it attains the maximum
size possible in the space available.
Otyugh
Potent Disease (Recharge 5–6). If a creature Pseudodragon
within 30 feet of the otyugh succeeds on its Con- Steam Breath (Recharge 5–6). The pseudodragon
stitution saving throw against the otyugh’s Bite, it exhales scalding steam in a 10-foot cone. Each
must repeat its saving throw at the start of its next creature in that area must make a DC 11 Constitu-
turn and use the new roll. tion saving throw, taking 7 (2d6) fire damage on a
failed save, or half as much damage on a successful
Owlbear one.
Rear and Maul (Recharge 5–6). The owlbear
makes a Claws attack against a creature. The Purple Worm
target must succeed on a DC 15 Strength saving The purple worm has one of these two special abil-
throw or be knocked prone. If the target is prone, ities:
the owlbear then makes two Beak attacks against it
as a bonus action. Detect Life (Recharge 6). The worm can sense the
presence of creatures up to 1 mile away. It knows
Pegasus the general direction of the creatures but not their
Flyby Strike (Recharge 5–6). The pegasus makes exact locations.
one Hooves attack and then immediately flies out
of an enemy’s reach without provoking opportunity Feeding Frenzy (Recharge 5–6). If a creature
attacks. within 120 feet is missing any of its hit points, the
worm makes two Bite attacks and one Stinger at-
Peryton tack.
Shadow Grip (Recharge 5–6). The peryton makes
a melee weapon attack as the peryton’s shadow Quaggoth
lunges for a creature within 5 feet of the peryton as Frenzy (Recharge 5–6). The quaggoth uses its
a bonus action. The target must succeed on a DC Multiattack. If it reduces a creature to 0 hit points,
13 Dexterity saving throw or be grappled (escape the quaggoth can then move up to half its speed
DC 13). While grappled in this way, the target takes and make an additional Claw attack as a bonus
10 (3d6) necrotic damage at the start of each of action.
the peryton’s turns. The peryton’s shadow can only
grapple one target at a time. Rakshasa
Sleep (Recharge 5–6). Each creature cursed by
Piercer the rakshasa must succeed on a DC 18 Wisdom
Excrete Slime (Recharge 5–6). The piercer saving throw or fall asleep and remain unconscious
excretes a foul-smelling slime. Any creature that for 1 minute. The target awakens if it takes damage
starts its turn within 10 feet of the piercer or moves or another creature takes an action to wake it. This
there for the first time on a turn must succeed on ability has no effect on Constructs and Undead.
a DC 13 Constitution saving throw or become poi-
20
Remorhazes Rust Monster
Rust Magic (Recharge 5–6). The rust monster
Young Remorhaz uses its Antennae action against a common or un-
Flash Boil (Recharge 5–6). While in water, ice, common magic item made of ferrous metal.
or snow, the remorhaz can dramatically heat up,
flash-boiling the frozen or liquid water within 20 Sahuagin
feet of the remorhaz. The area is heavily obscured
by a cloud of vapor for 1 minute or until a wind of Sahuagin
moderate or greater speed (at least 10 miles per Shapechanger (Recharge 5–6). The sahuagin
hour) disperses it. A creature that starts its turn in polymorphs into a sea elf until the start of their
the cloud or moves there for the first time on a turn next turn, after which they revert to their true form.
must make a DC 14 Dexterity saving throw, taking Their statistics are the same in each form. Any
13 (3d8) fire damage on a failed save, or half as equipment they’re wearing or carrying isn’t trans-
much damage on a successful one. formed. They revert to their true form if they die.
Remorhaz Sahuagin Priestess
Flash Boil (Recharge 5–6). While in water, ice, Shapechanger (Recharge 5–6). The sahuagin
or snow, the remorhaz can dramatically heat up, polymorphs into a sea elf until the end of their next
flash-boiling the frozen or liquid water within 30 turn, after which they revert to their true form.
feet of the remorhaz. The area is heavily obscured Their statistics are the same in each form. Any
by a cloud of vapor for 1 minute or until a wind of equipment they’re wearing or carrying isn’t trans-
moderate or greater speed (at least 10 miles per formed. They revert to their true form if they die.
hour) disperses it. A creature that starts its turn in
the cloud or moves there for the first time on a turn Sahuagin Baron
must make a DC 17 Dexterity saving throw, taking Shapechanger (Recharge 5–6). The sahuagin
27 (6d8) fire damage on a failed save, or half as polymorphs into a sea elf, or back into their true
much damage on a successful one. form. Their statistics are the same in each form.
Any equipment they’re wearing or carrying isn’t
Revenant transformed. They revert to their true form if they
Vengeful Charge (Recharge 5–6). Until the start of die.
its next turn, the revenant’s speed increases by 10
feet and it can take the Attack or Dash action as a Salamanders
bonus action.
Fire Snake
Roc Spit Fire (Recharge 5–6). Ranged Weapon Attack:
Flyby Strike (Recharge 5–6). The roc makes one +4 to hit, range 30/90 ft., one target. Hit: 17 (5d6)
Beak or one Talons attack and then immediately fire damage.
flies out of an enemy’s reach without provoking op-
portunity attacks. Salamander
Immolate (Recharge 5–6). The salamander con-
Roper stricts a creature held in the coils of its long tail. A
Tendril Slam (Recharge 5–6). The roper slams creature the salamander is grappling with its tail
creatures grappled by it into a solid surface. Each must make a DC 13 Constitution saving throw, tak-
creature must make a DC 15 Constitution saving ing 45 (10d8) fire damage on a failed save, or half
throw. On a failed save, a creature takes 25 (6d6 as much damage on a successful one.
+ 4) bludgeoning damage and is stunned until the
end of the roper’s next turn. On a successful save, Satyr
the target takes half as much damage and isn’t Mirthful Jest (Recharge 5–6). Each creature
stunned. within 10 feet of the satyr that can hear it must suc-
ceed on a DC 12 Wisdom saving throw or fall into
fits of laughter until the end of the satyr’s next turn.
A laughing creature falls prone and is incapacitated
21
and unable to stand up until it stops laughing. The The skeleton regains 7 hit points and the corpse is
effect ends early if the creature takes damage. destroyed.
22
target and it lies or refuses to answer, it takes 42
(12d6) psychic damage and must succeed on a DC
Gray Slaad 20 Wisdom saving throw or be stunned for 1 min-
Teleport (Recharge 4–6). The slaad teleports, ute. The stunned target can repeat its saving throw
along with any equipment it is wearing and carry- at the end of each of its turns, ending the effect on
ing, to an unoccupied space it can see within 30 itself on a success.
feet. Before or after teleporting, it uses its Multiat-
tack. If the answer can be deduced but the target gets
it wrong, the target’s Wisdom score is reduced by
Death Slaad 1d6. The target dies if this effect reduces its Wis-
Necrosis (Recharge 5–6). The slaad emits shad- dom to 0. Otherwise, the reduction lasts until the
owy, corrupting evil in a 10-foot radius. Each target finishes a short or long rest.
creature in that area must make a DC 16 Wisdom
saving throw. On a failed save, the creature takes Gynosphinx
45 (10d8) necrotic damage and is frightened of Riddle (Recharge 5–6). The sphinx asks a ques-
the slaad for 1 minute. On a successful save, the tion laced with magic of a creature it can see or
creature takes half as much damage and isn’t fright- hear. The answer is either known to the target or
ened. A frightened creature can repeat its saving can be reasonably deduced with the knowledge and
throw at the end of each of its turns, ending the intellect it possesses. If the answer is known to the
effect on itself on a success. target and it lies or refuses to answer, it takes 28
(8d6) psychic damage and must succeed on a DC
Specter 16 Wisdom saving throw or be stunned for 1 min-
Hateful Glare (Recharge 6). One creature of the ute. The stunned target can repeat its saving throw
specter’s choice within 30 feet of it must succeed at the end of each of its turns, ending the effect on
on a DC 10 Wisdom saving throw or be frightened itself on a success.
for 1 minute. A creature frightened in this way is
paralyzed. The target can repeat its saving throw If the answer can be deduced but the target gets it
at the end of each of its turns, ending the effect on wrong, the target’s Intelligence score is reduced by
itself on a success. This saving throw has disadvan- 1d4. The target dies if this effect reduces its Intelli-
tage if the specter is within the creature’s line of gence to 0. Otherwise, the reduction lasts until the
sight. target finishes a short or long rest.
Sprite Stirge
Sprite’s Mark (Recharge 6). The sprite places an Check Pulse (Recharge 5–6). The stirge learns
invisible mark on a creature that failed its saving the exact number of hit points a creature it is at-
throw against the sprite’s Heart Sight ability. The tached to has. After it uses this trait, the stirge can
mark, which only sprites can see, is the word ’en- detach—spending 5 feet of its movement as nor-
emy’ written in Sylvan. Until the sprite that placed mal—at the precise moment the target drops to 1
the mark dies or voluntarily removes it, sprites have hit point, leaving the target alive to feed on later.
advantage on attack rolls against the target, and
the sprite that placed the mark can cast the detect Succubus/Incubus
thoughts spell on it at will. While the mark remains, Imbue Fiendish Power (Recharge 6). The
the sprite always knows the target’s location while fiend endows power from the Lower Planes on a
they are on the same plane of existence. charmed creature within 120 feet. The creature
gains temporary hit points equal to its number of
Sphinxes Hit Dice and resistance to fire damage and blud-
geoning, piercing, and slashing damage from non-
Androphinx magical attacks. The creature gains darkvision to
Riddle (Recharge 5–6). The sphinx asks a ques- a distance of 60 feet and can see into the Ethereal
tion laced with magic of a creature it can see or Plane to the same distance.
hear. The answer is either known to the target or
can be reasonably deduced with the knowledge and If the charmed condition ends, the fiendish power
intellect it possesses. If the answer is known to the ends with it. The fiend can imbue fiendish power
23
on only one target at a time. If they do so to an- creature takes 17 (5d6) bludgeoning damage, is
other, the effect on the previous target ends. If the knocked prone, and is buried in the rubble, requir-
effect on it ends, the target is immune to this fiend’s ing a DC 20 Strength (Athletics) check as an action
Imbue Fiendish Power for the next 24 hours. to escape. The DM can adjust the DC higher or
lower, depending on the nature of the rubble. On
Tarrasque a successful save, the creature takes half as much
Howl (Recharge 5–6). The tarrasque emits a pri- damage and doesn’t fall prone or become buried.
mordial howl. Each creature within 1 mile of the
tarrasque must make a DC 27 Constitution saving Unicorn
throw. On a failed save, a creature takes 50 (20d4) Celestial Sense (Recharge 5–6). The unicorn
psychic damage. On a successful save, a creature is opens its awareness to detect life. The unicorn
frightened until the end of its next turn. learns the location of any creature that is not a
Construct or Undead within its domain. The uni-
Thri-kreen corn knows the creature type of any being whose
Spit Poison (Recharge 5–6). Ranged Weapon presence it senses, as well as its identity (the fallen
Attack: +4 to hit, range 15/30 ft., one creature. Hit: angel Zariel, for instance) and alignment. It can
The target must succeed on a DC 11 Constitution teleport to an unoccupied space within 30 feet of
saving throw or be poisoned for 1 minute. If the an evil creature whose challenge rating is equal to
saving throw fails by 5 or more, the target is also or greater than its own as a bonus action.
paralyzed while poisoned in this way. The poisoned
target can repeat its saving throw at the end of each Vampires
of its turns, ending the effect on itself on a success.
Vampire Spawn
Treant Charm Beast (Recharge 6). One Beast the vam-
Command Nature (Recharge 5–6). Plant crea- pire can see within 30 feet of it must succeed on
tures that can see or hear the treant can make a a DC 12 Wisdom saving throw or be magically
melee weapon attack as a reaction. The treant then charmed for 1 day. Bats, rats, and wolves have
makes a Slam attack. disadvantage on this saving throw. The charmed
target can understand the vampire’s verbal com-
Troglodyte mands and obeys them. If the target successfully
saves against the effect, or if the effect on it ends,
Lizard Climb (Recharge 6). For 1 minute, the trog-
the target is immune to this vampire’s Charm Beast
lodyte has a climbing speed of 20 feet and they can
for the next 24 hours.
climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
The vampire can have only one target charmed at a
time. If it charms another, the effect on the previous
Troll target ends.
Mutation (Recharge 6). The troll grows another
head or arm. Doing so adds an extra Bite or Claw Vampire
attack to its Multiattack. The additional body part The vampire has one of these two special abilities:
lasts for 1 minute, after which it atrophies and falls
off. Control Weather (Recharge 6). The vampire can
alter the weather in a 6-mile radius centered on
Umber Hulk its lair. The change in weather is immediate and
Cave-In (Recharge 5–6). While underground, lasts 1 minute, or until the vampire’s concentration
the umber hulk uses its hair-like feelers to pin- ends; otherwise, the effect is identical to the control
point the weak places in any tunnel or cavern and weather spell.
strikes there with its claws, causing a 10-foot-ra-
dius cave-in centered on a spot within 60 feet of the Fallible Invisibility (Recharge 6). The vampire
umber hulk. becomes invisible for 1 hour. Anything the vampire
is wearing or carrying is invisible as long as it is
A creature within the area must make a DC 16 on the vampire’s person. The invisibility ends if the
Dexterity saving throw. On a failed save, the vampire attacks or casts a spell. The invisibility can
24
be circumvented by three things: emy’s reach without provoking opportunity attacks.
• The vampire’s reflection, normally invisible, be-
comes visible in a mirror or on another reflective
Xorn
surface. Finders, Keepers (Recharge 5–6). The xorn uses
its Multiattack. On each hit, instead of dealing dam-
• The vampire becomes visible if within 30 feet of
age, the xorn can take one item made of precious
a residence it cannot enter due to its Forbiddance
metal or stone that is being worn or carried by the
trait.
target.
• Humanoid children can see through this invisibil-
ity. Yeti
Cold Breath (Recharge 6). The yeti exhales a 15-
Water Weird foot cone of frigid air. Each creature in that area
Death Roll (Recharge 5–6). The water weird must make a DC 13 Constitution saving throw, tak-
violently twists. When it does so, the water weird ing 18 (4d8) cold damage on a failed save, or half
chooses one of the following effects: as much damage on a successful one.
• A creature the water weird is grappling takes 21
(4d8 + 3) bludgeoning damage. Yuan-ti
• If a creature grappled by the water weird is un-
Yuan-ti Abomination
derwater and cannot breathe water, it runs out of
breath and begins suffocating. Venom Spray (Recharge 5–6). The yuan-ti sprays
venom in a 40-foot cone. Each creature in that area
Wight must make a DC 14 Dexterity saving throw, taking
21 (6d6) poison damage on a failed save, or half as
Hold the Line (Recharge 5–6). The wight makes
much damage on a successful one.
two melee weapon attacks. If the wight hits a crea-
ture with either attack, the target takes an extra 4 Yuan-ti Malison
(1d8) damage, and the creature’s speed becomes 0
Venom Spray (Recharge 5–6). The yuan-ti sprays
until the end of its next turn.
venom in a 30-foot cone. Each creature in that area
must make a DC 13 Dexterity saving throw, taking
Will-o’-wisp 10 (3d6) poison damage on a failed save, or half as
Multiattack (Recharge 5–6). The will-o’-wisp much damage on a successful one.
makes two Shock attacks. It can’t make both at-
tacks against the same target. Yuan-ti Pureblood
Bite (Recharge 5–6). Melee Weapon Attack: +3 to
Wraith hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) pierc-
Implosion (Recharge 6). The wraith’s body mo- ing damage plus 10 (3d6) poison damage.
mentarily collapses in on itself, creating a vacuum
that extinguishes small fires and pulls objects and Yugoloths
creatures toward the wraith. A creature within 30
feet of the wraith must make a DC 14 Strength Arcanaloth
saving throw. On a failed save, a creature takes Signed with Blood (Recharge 6). The arcanaloth
22 (4d10) necrotic damage and is pulled 15 feet can store one spell it knows. To do so, the ar-
toward the wraith. If this places the target in the canaloth must cast the spell on a written contract,
same space as the wraith, the creature takes 5 where the spell manifests as a notary signature
(1d10) force damage and is then shunted to an un- or wax seal. The spell has no effect, but is stored
occupied space within 5 feet. On a successful save, within the contract. When a situation arises that
a creature takes half as much damage and isn’t the contract is broken by any party, the contract
pulled. casts the stored spell with any parameters set by
the arcanaloth, requiring no components. When
Wyvern the spell is cast, the stored spell is expended.
Flyby Strike (Recharge 5–6). The wyvern uses its
Multiattack and then immediately flies out of an en-
25
Awakened Shrub
Mezzoloth Entangling Roots (Recharge 5–6). A non-Plant
Flurry of Claws (Recharge 5–6). If the mezzoloth creature of the shrub’s choice within 10 feet must
isn’t wielding a weapon in its hands, it makes four succeed on a DC 9 Strength saving throw or be-
Claws attacks. come restrained until the end of the shrub’s next
turn. A creature can use its action to make a DC 9
Nycaloth Strength check, freeing itself or another entangled
Dropped Rock (Recharge 4–6). Ranged Weapon creature within its reach on a success.
Attack: +9 to hit, one target directly below the Awakened Tree
nycaloth. Hit: 28 (4d10 + 6) bludgeoning damage.
Green fire leaps from the target to each creature Hurl Rock (Recharge 5–6). Ranged Weapon At-
within 5 feet of it, dealing 10 (3d6) fire damage. tack: +6 to hit, range 60/240 ft., one target. Hit: 22
(4d8 + 4) bludgeoning damage.
Ultroloth
Baboon
Command (Recharge 5–6). The ultroloth telepath-
ically gives an order to all yugoloths within 120 Rock (Recharge 5–6). Ranged Weapon Attack: +4
feet of it. As a reaction, each yugoloth can make a to hit, range 10/30 ft., one target. Hit: 3 bludgeon-
weapon attack or cast a spell that deals damage. ing damage.
Badger
Zombies
Frenzy (Recharge 5–6). The badger moves up to
Zombie 20 feet and makes a Bite attack with advantage
against a creature within its reach.
Fast (Recharge 5–6). Until the end of its next turn,
the zombie’s speed increases by 10 feet and it can Bat
take the Attack action as a bonus action. Flyby Strike (Recharge 5–6). The bat makes one
Ogre Zombie Bite attack and then immediately flies out of an en-
emy’s reach without provoking opportunity attacks.
Fast (Recharge 5–6). The zombie makes two me-
lee weapon attacks. Black Bear
Beholder Zombie Rear and Maul (Recharge 5–6). The bear makes a
Claws attack against a creature. On a hit, the target
Antilife Ray (Recharge 5–6). One creature within must succeed on a DC 12 Strength saving throw or
60 feet of the zombie must succeed on a DC 14 be knocked prone. If the target is prone, the bear
Strength saving throw or be pushed away until it’s then makes two Bite attacks against it as a bonus
60 feet from the zombie. The target can’t regain hit action.
points until the end of its next turn.
Blood Hawk
Miscellaneous Flyby Strike (Recharge 5–6). The hawk makes
one Beak attack and then immediately flies out of
an enemy’s reach without provoking opportunity
Creatures attacks.
Ape Boar
Scramble (Recharge 5–6). Until the end of its Sniff (Recharge 5–6). The boar has blindsight out
turn, the ape’s speed increases by 10 feet and it to 120 feet until the end of its next turn. This sense
can take the Dash or Disengage action as a bonus extends 20 feet underground.
action. Brown Bear
Axe Beak Rear and Maul (Recharge 5–6). The bear makes a
Kick (Recharge 5–6). Melee Weapon Attack: +4 Claws attack against a creature. On a hit, the target
to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) blud- must succeed on a DC 14 Strength saving throw or
geoning damage plus 4 (1d4 + 2) slashing damage. be knocked prone. If the target is prone, the bear
26
then makes two Bite attacks against it as a bonus succeed on a DC 10 Strength saving throw or be
action. knocked prone.
Camel Dire Wolf
Spit (Recharge 5–6). Ranged Weapon Attack: +1 Opportunistic (Recharge 5–6). The wolf makes
to hit, range 10/30 ft., one creature. Hit: The tar- two Bite attacks against a prone target.
get must succeed on a DC 12 Constitution saving
throw or be blinded until the end of its next turn. Draft Horse
Flurry of Hooves (Recharge 5–6). The horse
Cat makes a Hooves attack against a Medium or
Flurry of Claws (Recharge 5–6). The cat makes smaller creature. On a hit, the target must suc-
one Claws attack. On a hit, the cat makes two addi- ceed on a DC 11 Constitution saving throw or be
tional Claws attacks. knocked prone. If the target is prone, the horse
then makes another Hooves attack against it as a
Constrictor Snake bonus action.
Fend Off (Recharge 5–6). If the snake is grappling
a creature, it makes one Bite attack and one Con- Eagle
strict attack. Flyby Strike (Recharge 5–6). The eagle makes
one Talons attack and then immediately flies out
Crab of an enemy’s reach without provoking opportunity
Dig (Recharge 5–6). Until the end of its next turn, attacks.
the crab has a burrowing speed of 5 feet.
Elephant
Crocodile Trumpet (Recharge 5–6). The elephant trumpets
Death Roll (Recharge 5–6). The crocodile vi- with its trunk. All non-elephantine creatures within
olently twists. When it does so, the crocodile 15 feet of the elephant must make a DC 13 Con-
chooses one of the following effects: stitution saving throw. On a failed save, a creature
• A creature the crocodile is grappling takes 11 takes 11 (2d10) thunder damage and is deafened
(2d8 + 2) slashing damage. until the start of the elephant’s next turn. On a suc-
cessful save, a creature takes half as much damage
• If a creature grappled by the crocodile is under- and isn’t deafened. The trumpeting can be heard up
water and cannot breathe water, it runs out of to 1,200 feet away.
breath and begins suffocating.
• The crocodile ends the grappled condition on
Elk
itself. Rear and Trample (Recharge 5–6). The elk makes
a Hooves attack against a creature. On a hit, the
Death Dog target must succeed on a DC 13 Strength saving
Spit (Recharge 5–6). Ranged Weapon Attack: +4 throw or be knocked prone. If the target is prone,
to hit, range 10/30 ft., one creature. Hit: The tar- the elk can make another Hooves attack against it
get must succeed on a DC 12 Constitution saving as a bonus action.
throw against disease or become poisoned until
the disease is cured. Every 24 hours that elapse,
Flying Snake
the creature must repeat the saving throw, reduc- Venom Spray (Recharge 5–6). Ranged Weapon
ing its hit point maximum by 5 (1d10) on a failure. Attack: +6 to hit, range 10/30 ft., one creature. Hit:
This reduction lasts until the disease is cured. The The target must succeed on a DC 10 Constitution
creature dies if the disease reduces its hit point saving throw or take 2 (1d4) poison damage and be
maximum to 0. blinded for 1 minute. A creature can repeat its sav-
ing throw at the end of each of its turns, ending the
Deer effect on itself on a success.
Hooves (Recharge 5–6). Melee Weapon Attack: +2
to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeon-
ing damage. If the target is a creature, it must
27
Frog • If a creature grappled by the crocodile is under-
water and cannot breathe water, it runs out of
Bite (Recharge 5–6). Melee Weapon Attack: +3 to breath and begins suffocating.
hit, reach 5 ft., one target. Hit: 1 bludgeoning dam-
age. • The crocodile ends the grappled condition on
itself.
Giant Ape
Giant Eagle
Run (Recharge 5–6). Until the end of its next turn,
the ape’s speed increases by 20 feet, and it can take Flyby Strike (Recharge 5–6). The eagle makes
the Attack, Dash, Disengage, or Dodge action as a one melee weapon attack and then immediately
bonus action. flies out of an enemy’s reach without provoking op-
portunity attacks.
Giant Badger
Giant Elk
Frenzy (Recharge 5–6). The badger moves up to
30 feet and makes two melee weapon attacks, each Rear and Trample (Recharge 5–6). The elk makes
with advantage, against a creature within its reach. a Hooves attack against a creature. On a hit, the
target must succeed on a DC 14 Constitution
Giant Bat saving throw or be knocked prone. If the target is
Flyby Strike (Recharge 5–6). The bat makes one prone, the elk then makes another Hooves attack
Bite attack and then immediately flies out of an en- against it as a bonus action.
emy’s reach without provoking opportunity attacks. Giant Fire Beetle
Giant Boar Spit (Recharge 5–6). Ranged Weapon Attack: +2
Sniff (Recharge 5–6). The boar has blindsight to to hit, range 10/30 ft., one creature. Hit: If the tar-
a distance of 120 feet until the end of its next turn. get is in dim light or darkness, it must succeed on
This sense also extends 20 feet underground. a DC 11 Constitution saving throw or be blinded
until the end of its next turn.
Giant Centipede
Giant Frog
Ambush (Recharge 5–6). The centipede makes a
weapon attack with advantage against a surprised Gorge (Recharge 5–6). The frog swallows a Me-
or poisoned creature. dium or smaller creature it is grappling.
28
Giant Owl Giant Wasp
Listen (Recharge 5–6). The owl has blindsight out Charge (Recharges 5–6). The wasp moves at least
to a range of 60 feet until the end of its next turn. 50 feet straight toward a target and then makes
a Sting attack. On a hit, the wasp makes another
Giant Poisonous Snake Sting attack as a bonus action.
Venom Spray (Recharge 5–6). Ranged Weapon
Attack: +6 to hit, range 30/60 ft., one creature. Hit: Giant Weasel
The target must succeed on a DC 11 Constitution Dig (Recharge 5–6). Until the end of its next turn,
saving throw or take 7 (2d6) poison damage and be the weasel has a burrowing speed of 10 feet.
blinded for 1 minute. A creature can repeat its sav-
ing throw at the end of each of its turns, ending the Giant Wolf Spider
effect on itself on a success. Ambush (Recharge 5–6). The spider makes a
weapon attack with advantage against a surprised
Giant Rat or poisoned creature. On a hit, the spider deals an
Claws (Recharge 5–6). Melee Weapon Attack: +4 extra 3 (1d6) damage.
to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slash-
ing damage. Goat
Headbutt (Recharge 5–6). Melee Weapon Attack:
Giant Scorpion +3 to hit, range 5 ft., one target. Hit: 4 (1d6 + 1)
Venom Spray (Recharge 5–6). Ranged Weapon bludgeoning damage.
Attack: +3 to hit, range 30/60 ft., one creature. Hit:
The target must make a DC 12 Constitution saving Hawk
throw, taking 22 (4d10) poison damage on a failed Flyby Strike (Recharge 5–6). The hawk makes
save, or half as much damage on a successful one. one Talons attack and then immediately flies out
of an enemy’s reach without provoking opportunity
Giant Sea Horse attacks.
Color Shift (Recharge 5–6). The sea horse
changes the color of its scales to match the color Hunter Shark
and texture of its surroundings, giving it advantage Feeding Frenzy (Recharge 5–6). If a creature
on Dexterity (Stealth) checks made to hide under- within 60 feet is missing any of its hit points, the
water. shark makes two Bite attacks.
Giant Shark Hyena
Feeding Frenzy (Recharge 5–6). If a creature Laugh (Recharge 5–6). One creature of the hyena’s
within 120 feet is missing any of its hit points, the choice within 30 feet of it makes its next attack roll
shark makes two Bite attacks. with advantage if it can hear the hyena.
Giant Toad Jackal
Tongue (Recharge 5–6). Melee Weapon Attack: Dig (Recharge 5–6). Until the end of its next turn,
+3 to hit, reach 15 ft., one target. Hit: The target is the jackal has a burrowing speed of 5 feet.
pulled 10 feet toward the toad and grappled (es-
cape DC 13). Until this grapple ends, the target is Killer Whale
restrained, and the toad can’t use this attack on Tail (Recharge 5–6). Melee Weapon Attack: +6 to
another target. hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) blud-
geoning damage. The target is pushed 10 feet away
Giant Vulture from the whale in a direction of the whale’s choice
Flyby Strike (Recharge 5–6). The vulture makes (including upward), and the target must succeed on
one melee weapon attack and then immediately a DC 14 Constitution saving throw or be stunned
flies out of an enemy’s reach without provoking op- until the end of its next turn.
portunity attacks.
Lion
Suffocating Bite (Recharge 5–6). The lion makes
a Bite attack against a creature. On a hit, the target
29
is grappled (escape DC 13). Until this grapple ends, Phase Spider
the target is restrained, runs out of breath, and
begins suffocating, and the lion can’t bite another Bite (Recharge 5–6). The spider makes a Bite
target. attack. On a hit, the spider can immediately use its
Ethereal Jaunt.
Lizard
Poisonous Snake
Color Shift (Recharge 5–6). The lizard changes
the color of its scales to match the color and tex- Venom Spray (Recharge 5–6). Ranged Weapon
ture of its surroundings, giving it advantage on Attack: +6 to hit, range 10/30 ft., one creature. Hit:
Dexterity (Stealth) checks made to hide in those The target must succeed on a DC 10 Constitution
surroundings. saving throw or take 2 (1d4) poison damage and be
blinded for 1 minute. A creature can repeat its sav-
Mastiff ing throw at the end of each of its turns, ending the
Loyalty (Recharge 5–6). The mastiff takes the effect on itself on a success.
Help action. It then makes a Bite attack as a bonus Polar Bear
action.
Rear and Maul (Recharge 5–6). The bear makes
Mastodon a Claws attack against a creature. The target must
Trumpet (Recharge 5–6). The mastodon trumpets succeed on a DC 15 Strength saving throw or be
with its trunk. All non-elephantine creatures within knocked prone. If the target is prone, the bear then
20 feet of the mastodon must make a DC 16 Con- makes two Bite attacks against it as a bonus action.
stitution saving throw. On a failed save, a creature Pony
takes 22 (4d10) thunder damage and is deafened
until the start of the mastodon’s next turn. On a suc- Flurry of Hooves (Recharge 5–6). The pony
cessful save, a creature takes half as much damage makes a Hooves attack against a Medium or
and isn’t deafened. The trumpeting can be heard up smaller creature. On a hit, the target must suc-
to 1,200 feet away. ceed on a DC 12 Constitution saving throw or be
knocked prone. If the target is prone, the pony then
Mule makes another Hooves attack against it as a bonus
Flurry of Hooves (Recharge 5–6). The mule action.
makes a Hooves attack against a Medium or Quipper
smaller creature. On a hit, the target must suc-
ceed on a DC 12 Constitution saving throw or be Toe Nibble (Recharge 5–6). Melee Weapon Attack:
knocked prone. If the target is prone, the mule then +5 to hit, reach 5 ft., one creature. Hit: 1 piercing
makes another Hooves attack against it as a bonus damage. The target must succeed on a DC 13 Con-
action. stitution saving throw or be knocked prone.
Octopus Rat
Squeeze (Recharge 5–6). The octopus squeezes Scurry (Recharge 5–6). Until the end of its next
through a space as narrow as 1 inch wide, provided turn, the rat’s speed increases by 10 feet and it
it is wearing and carrying nothing. can take the Dash or Disengage action as a bonus
action.
Owl
Raven
Listen (Recharge 5–6). The owl has blindsight out
to a range of 60 feet until the end of its next turn. Flyby Strike (Recharge 5–6). The raven makes
one Beak attack and then immediately flies out of
Panther an enemy’s reach without provoking opportunity
Suffocating Bite (Recharge 5–6). The panther attacks.
makes a Bite attack against a creature. On a hit, Reef Shark
the target is grappled (escape DC 12). Until this
grapple ends, the target is restrained, runs out of Feeding Frenzy (Recharge 5–6). If a creature
breath, and begins suffocating, and the panther within 60 feet is missing any of its hit points, the
can’t bite another target. shark makes two Bite attacks.
30
Rhinoceros Swarm of Insects
Multiattack (Recharge 5–6). The rhinoceros Disperse and Coalesce (Recharge 5–6). The
makes two Gore attacks. If both attacks hit, the swarm of insects disperses, only to reappear on its
target must succeed on a DC 15 Strength saving initiative count next round. Creatures must succeed
throw or be knocked prone. on a DC 11 Wisdom (Perception) check or be sur-
prised upon its return.
Riding Horse
Gallop (Recharge 5–6). Until the end of its next Swarm of Poisonous Snakes
turn, the horse’s speed increases by 10 feet, and it Disperse and Coalesce (Recharge 5–6). The
can take the Dash or Disengage action as a bonus swarm of snakes disperses, only to reappear on its
action. initiative count next round. Creatures must succeed
on a DC 14 Wisdom (Perception) check or be sur-
Saber-toothed Tiger prised upon its return.
Suffocating Bite (Recharge 5–6). The tiger makes
a Bite attack against a creature. On a hit, the target Swarm of Quippers
is grappled (escape DC 14). Until this grapple ends, Disorient (Recharge 5–6). A creature occupying
the target is restrained, runs out of breath, and the swarm’s space must succeed on a DC 13 Wis-
begins suffocating, and the tiger can’t bite another dom saving throw or be blinded and deafened until
target. the end of its next turn.
Scorpion Swarm of Rats
Venom Spray (Recharge 5–6). Ranged Weapon Disperse and Coalesce (Recharge 5–6). The
Attack: +2 to hit, range 10/30 ft., one creature. Hit: swarm of rats disperses, only to reappear on its
The target must succeed on a DC 9 Constitution initiative count next round. Creatures must succeed
saving throw or be blinded for 1 minute. A creature on a DC 10 Wisdom (Perception) check or be sur-
can repeat its saving throw at the end of each of its prised upon its return.
turns, ending the effect on itself on a success.
Swarm of Ravens
Sea Horse Disorient (Recharge 5–6). A creature occupying
Color Shift (Recharge 5–6). The sea horse the swarm’s space must succeed on a DC 11 Wis-
changes the color of its scales to match the color dom saving throw or be blinded and deafened until
and texture of its surroundings, giving it advantage the end of its next turn.
on Dexterity (Stealth) checks made to hide under-
water. Tiger
Suffocating Bite (Recharge 5–6). The tiger makes
Spider a Bite attack against a creature. On a hit, the target
Web (Recharge 5–6). Ranged Weapon Attack: +4 is grappled (escape DC 13). Until this grapple ends,
to hit, range 10/30 ft., one Tiny creature. Hit: The the target is restrained, runs out of breath, and
target is restrained by webbing. As an action, the begins suffocating, and the tiger can’t bite another
restrained target can make a DC 6 Strength check, target.
bursting the webbing on a success. The webbing
can also be attacked and destroyed (AC 10; 1 hit Vulture
point; vulnerability to fire damage; immunity to Flyby Strike (Recharge 5–6). The vulture makes
bludgeoning, poison, and psychic damage). one Beak attack and then immediately flies out of
an enemy’s reach without provoking opportunity
Swarm of Bats attacks.
Disorient (Recharge 5–6). A creature occupying
the swarm’s space must succeed on a DC 11 Wis- Weasel
dom saving throw or be blinded and deafened until Dig (Recharge 5–6). Until the end of its next turn,
the end of its next turn. the weasel has a burrowing speed of 5 feet.
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Warhorse 30 feet who can hear them. The chosen creature
gains 4 temporary hit points (a number equal to
Courageous Leap (Recharge 5–6). The horse the captain’s Charisma modifier + their proficiency
moves at least 20 feet straight towards a Medium bonus).
or smaller creature or obstacle and jumps over it
without provoking opportunity attacks from the tar- Berserker
get for the rest of this turn. Charge (Recharges 5–6). The berserker moves
Wolf at least 20 feet straight toward a target and then
makes a melee weapon attack. On a hit, the ber-
Opportunistic (Recharge 5–6). The wolf makes serker makes another melee weapon attack as a
two Bite attacks against a prone target. bonus action.
Worg Commoner
Opportunistic (Recharge 5–6). The worg makes Run (Recharge 5–6). Until the start of their next
two Bite attacks against a prone target. turn, the commoner’s speed increases by 10 feet,
and they can take the Dash or Disengage action as
Nonplayer a bonus action.
Cultist
Characters Invoke (Recharge 6). The entity the cultist wor-
ships hears their plea. Divine power extends from
Acolyte the cultist in a 15-foot cone. Each creature in that
Divine Eminence (Recharge 5–6). The acolyte area must make a DC 10 Charisma saving throw,
makes a melee weapon attack while expending a taking 3 (1d6) radiant or necrotic damage (cultist’s
spell slot, causing their next hit within 1 minute to choice) on a failed save, or half as much damage on
deal an extra 5 (2d4) radiant damage to a target. a successful one.
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Guard creature suspects something is amiss, the spy has
advantage on any Charisma (Deception) check they
Vigilance (Recharge 5–6). The guard makes a make to avoid detection.
Wisdom (Perception) check. On a failure, they re-
roll the die and must use the new roll. Thug
Knight Whirlwind (Recharge 5–6). The thug makes a
Mace attack against up to three creatures within
Oath (Recharge 5–6). The knight pledges an oath reach, making a separate attack roll for each target.
to win this battle for their cause, then makes a
weapon attack as a bonus action. The knight deals Tribal Warrior
7 (2d6) extra damage on their next hit within 1 Apply Poison (Recharge 5–6). The warrior applies
minute. poison to their spear and then makes a Spear at-
Mage tack as a bonus action. The poison remains potent
until delivered through a wound or washed off. A
Arcane Recovery (Recharge 6). The mage recov- creature that takes damage from the spear must
ers expended spell slots. The spell slots can have a succeed on a DC 11 Constitution saving throw or
combined level of 5. be poisoned for 1 minute. A poisoned creature can
Noble repeat its saving throw at the end of each of its
turns, ending the effect on itself on a success.
Cutting Remark (Recharge 5–6). The noble
makes a witty, injurious remark about a creature Veteran
within 30 feet. If the target can hear the noble and Experienced (Recharge 5–6). The veteran makes
it has fewer hit points than the noble or the noble a weapon attack. They then make an Intelligence
hit the target in the previous round, the target must check opposed by the target’s Wisdom check. If the
make a DC 13 Charisma saving throw. The target veteran wins the contest, the veteran makes attack
takes 7 (3d4) psychic damage on a failed save, or rolls against the target with advantage, and has
half as much damage on a successful one. advantage on saving throws originating from the
Priest target. The effect lasts for 1 minute.
Holy Words (Recharge 5–6). The priest utters a
prayer to bolster the faith of themself and each of
their allies within 30 feet who can hear them. The
targets each immediately recover one spell slot.
The spell slots can have a combined level up to 2 (a
number equal to the priest’s proficiency bonus).
Scout
Hunter’s Mark (Recharge 5–6). The scout marks
one creature within 90 feet as their quarry and then
makes a weapon attack against it as a bonus action.
The scout deals 3 (1d6) extra damage to a marked
target the next time they hit it with a weapon at-
tack, and they have advantage on any Wisdom (Per-
ception) or Wisdom (Survival) check they make to
find it within the next hour.
Spy
Quick Disguise (Recharge 5–6). The spy hastily
creates a disguise for themself. They must have
access to an article of clothing or piece of fabric, a
disguise kit, a prop (such as a weapon, staff, or jew-
elry), or other materials with which to create their
disguise. Once they are disguised in this way, they
affect a new personality and mannerisms. If a wary
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