15 (natural armour)
52 (7d8 + 21)
30 ft., fly 60ft.
bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
poison
Exhaustion, Petrified, Poisoned
darkvision 60 ft., passive Perception 10
Terran
2 (450 XP)
While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
The gargoyle makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
6
84 (8d10 + 40)
15 ft.
Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
blindsight 60 ft.(blind beyond this radius), passive Perception 8
—
2 (450 XP)
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube’s Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
The cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature’s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is Restrained, and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
13
36 (8d8)
30 ft.
necrotic
poison
Charmed, Exhaustion, Poisoned;
darkvision 60 ft., passive Perception 10
Common
2 (450 XP)
Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours.
The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
11
45 (10d8)
0 ft., fly 40 ft. (hover)
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
cold, necrotic, poison
Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained;
darkvision 60 ft., passive Perception 11
any languages it knew in life
4 (1,100 XP)
The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be Frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A Frightened target can repeat the saving throw at the end of each of its turns, ending the Frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is Incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
12
22 (5d8)
30 ft.
poison
Charmed, Exhaustion, Poisoned;
darkvision 60 ft., passive Perception 10
Common
1 (200 XP)
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
14 (natural armour)
200 (16d12 + 96)
40 ft.
Con +10, Wis +7, Cha +7
Insight +7, Perception +7;
passive Perception 17
Common, Giant
9 (5,000 XP)
The giant has advantage on Wisdom (Perception) checks that rely on smell.
The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
Detect Magic, Fog Cloud, Light
Feather Fall, Fly, Misty Step, Telekinesis
Control Weather, Gaseous Form
The giant makes two morningstar attacks.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
18 (plate)
162 (13d12 + 78)
30 ft.
Dex +3, Con +10, Cha +5
Athletics +11, Perception +6
fire;
passive Perception 16
Giant
9 (5,000 XP)
The giant makes two greatsword attacks.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
15 (patchwork armour)
138 (12d12 + 60)
40 ft.
Con +8, Wis +3, Cha +4
Athletics +9, Perception +3
cold
passive Perception 13
Giant
8 (3,900 XP)
The giant makes two greataxe attacks.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
13 (natural armour)
105 (10d12 + 40)
40 ft.
Perception +2
passive Perception 12
Giant
5 (1,800 XP)
The giant makes two greatclub attacks.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Ranged Weapon Attack: +8 to hit, reach 60/240 ft., one target. Hit: 21 (4d10 + 5) bludgeoning damage.
17 (natural armour)
126 (11d12 + 55)
40 ft.
Dex +5, Con +8, Wis +4
Athletics +12, Perception +4
darkvision 60 ft., passive Perception 14
Giant
7 (2,900 XP)
The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The giant makes two greatclub attacks.
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
16 (scale mail)
230 (20d12 + 100)
50 ft., swim 50ft.
Str +14, Con +10, Wis +9, Cha +9
Arcana +8, Athletics +14, History +8, Perception +7;
cold
lightning, thunder
passive Perception 19
Common, Giant
13 (10,000 XP)
The giant can breathe air and water.
The giant’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
Detect Magic, Feather Fall, Levitate, Light
Control Weather, Water Breathing
The giant makes two greatsword attacks.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Ranged Weapon Attack: +14 to hit, reach 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
9
167 (9d8 + 27)
10 ft., swim 10 ft.
Prone
darkvision 60 ft., passive Perception 10
—/p>
2 (450 XP)
The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
The mouther babbles incoherently while it can see any creature and isn’t Incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked Prone. If the target is killed by this damage, it is absorbed into the mouther.
The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be Blinded until the end of the mouther’s next turn.
17 (natural armour)
157 (15d10 + 75)
40 ft.
Str +9, Con +9, Wis +7, Cha +7
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
truesight 120 ft., passive Perception 13
Abyssal, telepathy 120 ft.
9 (5,000 XP)
The glabrezu’s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
Darkness, Detect Magic, Dispel Magic
Confusion, Fly, Power Word Stun
The glabrezu has advantage on saving throws against spells and other magical effects.
The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is Grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
15 (hide armour, shield)
22 (5d8)
30 ft.
darkvision 60 ft., passive Perception 10
Gnoll
1/2 (100 XP)
When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
15 (chain shirt)
16 (3d6 + 6)
20 ft.
Investigation +3, Perception +2, Stealth +4;
darkvision 120 ft., passive Perception 12
Gnome, Terran, Undercommon
1/2 (100 XP)
The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
Nondetection (self only)
blindness/deafness, blur, disguise self
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be Poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
10
4 (1d8)
40 ft.
passive Perception 10
—
0 (10 XP)
If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked Prone.
The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
11 (natural armour)
19 (3d10 + 3)
40 ft.
passive Perception 11
—
1/2 (100 XP)
If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.
The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
15 (leather armour, shield)
7 (2d6)
30 ft.
Stealth +6
darkvision 60 ft., passive Perception 9
Common, Goblin
1/4 (50 XP)
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
14 (natural armour)
133 (14d10 + 56)
20 ft.
acid, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
darkvision 60 ft., passive Perception 9
understands the languages of its creator but can't speak
9 (5,000 XP)
Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem is immune to any spell or effect that would alter its form.
The golem has advantage on saving throws against spells and other magical effects.
The golem’s weapon attacks are magical.
The golem makes two slam attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludegeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
9
93 (11d8 + 44)
30 ft.
lightening, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
darkvision 60 ft., passive Perception 10
understands the languages of its creator but can't speak
5 (1,800 XP)
If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
The golem is immune to any spell or effect that would alter its form.
Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
The golem has advantage on saving throws against spells and other magical effects.
The golem’s weapon attacks are magical.
The golem makes two slam attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludegeoning damage.
20 (natural armour)
210 (20d10 + 100)
30 ft.
fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
darkvision 120 ft., passive Perception 10
understands the languages of its creator but can't speak
16 (15,000 XP)
Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
The golem is immune to any spell or effect that would alter its form.
The golem has advantage on saving throws against spells and other magical effects.
The golem’s weapon attacks are magical.
The golem makes two melee attacks.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludegeoning damage.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
17 (natural armour)
178 (17d10 + 85)
30 ft.
poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
darkvision 120 ft., passive Perception 10
understands the languages of its creator but can't speak
10 (5,900 XP)
The golem is immune to any spell or effect that would alter its form.
The golem has advantage on saving throws against spells and other magical effects.
The golem’s weapon attacks are magical.
The golem makes two slam attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludegeoning damage.
The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
19 (natural armour)
114 (12d10 + 48)
40 ft.
Perception +4
Petrified
darkvision 60 ft., passive Perception 14
—
5 (1,800 XP)
If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked Prone. If the target is Prone, the gorgon can make one attack with its hooves against it as a bonus action.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is Restrained. The Restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is Petrified until freed by the greater restoration spell or other magic.
8
22 (3d8 + 9)
10 ft., climb 10 ft.
Stealth +2
acid, cold, fire
Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
blindsight 60 ft.(blind beyond this radius), passive Perception 8
—
1/2 (100 XP)
The pudding can move through a space as narrow as 1 inch wide without squeezing.
Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
14 (natural armour)
27 (6d8)
30 ft., climb 30 ft.
bludgeoning, piercing, and slashing from nonmagical attacks
darkvision 60 ft., passive Perception 12
—
2 (450 XP)
The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
12
59 (7d10 + 21)
30 ft., fly 80 ft.
Perception +5
darkvision 60 ft., passive Perception 15
—
2 (450 XP)
The griffon has advantage on Wisdom (Perception) checks that rely on sight.
The griffon makes two attacks: one with its beak and one with its claws.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
11
11 (2d8 + 2)
30 ft.
Athletics +5, Perception +3, Stealth +3
Blinded
blindsight 30 ft. or 10 ft. while Deafened (blind beyond this radius), passive Perception 13
Undercommon
1/4 (50 XP)
The grimlock can’t use its blindsight while Deafened and unable to smell.
The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
17 (natural armour)
136 (16d10 + 48)
40 ft., fly 60 ft.
Arcana +12, History +12, Perception +8, Religion +8
bludgeoning, piercing, and slashing from nonmagical attacks
psychic
Charmed, Frightened
truesight 120 ft., passive Perception 18
Common, Sphinx
11 (7,200 XP)
The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
The sphinx’s weapon attacks are magical.
The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
Mage Hand, Minor Illusion, Prestidigitation
Detect Magic, Identify, Shield
Darkness, Locate Object, Suggestion
Dispel Magic, Remove Curse, Tongues
Banishment, Greater Invisibility
Legend Lore
The sphinx makes two claw attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.
The sphinx makes one claw attack.
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.