9
15 (2d10 + 4)
50 ft.
passive Perception 9
—
1/8 (25 XP)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
12
2 (1d4)
40 ft., climb 30 ft.
Perception +3, Stealth +4
passive Perception 13
—
0 (10 XP)
The cat has advantage on Wisdom (Perception) checks that rely on smell.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
12
45 (6d10 + 12)
50 ft.
Athletics +6, Perception +3, Survival +3
passive Perception 13
Elvish, Sylvan
2 (450 XP)
If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Ranged Weapon Attack: +4 to hit, range 150/600ft., one target. Hit: 6 (1d8 + 2) piercing damage.
13 (natural armour)
4 (1d6 + 1)
30 ft., climb 30 ft.
blindsight 30 ft., passive Perception 8
—
1/4 (50 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.
12 (natural armour)
22 (5d8)
20 ft., climb 20 ft.
bludgeoning, piercing, slashing
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
blindsight 10 ft., passive Perception 8
—
1/2 (100 XP)
The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by a swarm of centipedes is stable but Poisoned for 1 hour, even after regaining hit points, and Paralyzed while Poisoned in this way.
16 (natural armour)
85 (10d8 + 40)
30 ft.
Con +7, Wis +4, Cha +5
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
fire, poison
Poisoned
darkvision 120 ft., passive Perception 11
Infernal, telepathy 120 ft.
8 (3,900 XP)
Magical darkness doesn’t impede the devil’s darkvision.
The devil has advantage on saving throws against spells and other magical effects.
The devil makes two attacks with its chains.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is Grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is Restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is Incapacitated or dies.
When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be Frightened until the end of its turn.
14 (natural armour)
114 (12d10 + 48)
30 ft., fly 60 ft.
Perception +8
darkvision 60 ft., passive Perception 18
understands Draconic but can't speak
6 (2,300 XP)
The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
16 (natural armour)
93 (11d10 + 33)
30 ft., swim 30 ft.
Perception +4
poison
Poisoned
darkvision 60 ft., passive Perception 14
understands Deep Speech but can't speak
4 (1,100 XP)
The chuul can breathe air and water.
The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.
The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is Grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn’t have two other creatures Grappled.
One creature Grappled by the chuul must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. Until this poison ends, the target is Paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
14 (natural armour)
78 (12d10 + 12)
10 ft., fly 40 ft.
Stealth +5
darkvision 60ft., passive Perception 11
Deep Speech, Undercommon
8 (3,900 XP)
While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
The cloaker makes two attacks: one with its bite and one with its tail.
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target’s head, and the target is Blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Each creature within 60 feet of the cloaker that can hear its moan and that isn’t an aberration must succeed on a DC 13 Wisdom saving throw or become Frightened until the end of the cloaker’s next turn. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours.
The cloaker magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight. A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
11
27 (6d6 + 6)
20 ft., fly 40 ft.
darkvision 60ft., passive Perception 11
—
1/2 (100 XP)
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically Petrified. On a failed save, the creature begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified for 24 hours.
19 (natural armour)
97 (13d8 + 39)
30 ft., fly 90 ft.
Con +5, Wis +7, Cha +6
radiant
psychic; bludgeoning, piercing, and slashing from nonmagical attacks
truesight 120 ft., passive Perception 15
all, telepathy 120 ft.
4 (1,100 XP)
The couatl’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
Detect Evil and Good, Detect Magic, Detect Thoughts
Bless, Create Food and Water, Cure Wounds, Lesser Restoration, Protection from Poison, Sanctuary, Shield
Dream, Greater Restoration, Scrying
The couatl’s weapon attacks are magical.
The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 24 hours. Until this poison ends, the target is Unconscious. Another creature can use an action to shake the target awake.
Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is Grappled (escape DC 15). Until this grapple ends, the target is Restrained, and the couatl can’t constrict another target.
The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl’s choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
11 (natural armour)
2 (1d4)
20 ft., swim 20 ft.
Stealth +2
blindsight 30 ft., passive Perception 9
—
0 (10 XP)
The crab can breathe air and water.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
15 (natural armour)
13 (3d8)
30 ft., swim 30 ft.
Stealth +4
blindsight 30 ft., passive Perception 9
—
1/8 (25 XP)
The crab can breathe air and water.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is Grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
12 (natural armour)
19 (3d10 + 3)
20 ft., swim 30 ft.
Stealth +2
passive Perception 10
—
1/2 (100 XP)
The crocodile can hold its breath for 15 minutes.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is Grappled (escape DC 12). Until this grapple ends, the target is Restrained, and the crocodile can’t bite another target.
14 (natural armour)
85 (9d12 + 27)
30 ft., swim 30 ft.
Stealth +5
passive Perception 10
—
5 (1,800 XP)
The crocodile can hold its breath for 30 minutes.
The crocodile makes two attacks: one with its bite and one with its tail.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the crocodile can’t bite another target.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target not Grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked Prone.