17 (natural armour)
82 (11d8 + 33)
30 ft.
Arcana +3, Deception +4, Perception +4, Stealth +3
darkvision 60 ft., passive Perception 14
Common, Draconic, Sylvan
3 (700 XP)
The hag can breathe air and water.
The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
Dancing Lights, Minor Illusion, Vicious Mockery
The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
The hag magically turns Invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While Invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is Invisible with her.
17 (natural armour)
112 (15d8 + 45)
30 ft.
Deception +7, Insight +6, Perception +6, Stealth +6
cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Charmed
darkvision 120 ft., passive Perception 16
Abyssal, Common, Infernal, Primordial
5 (1,800 XP)
The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
Detect Magic, Magic Missile
Plane Shift (self only), Ray of Enfeeblement, Sleep
The hag has advantage on saving throws against spells and other magical effects.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.
The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A Protection from Evil and Good spell cast on the target prevents this contact, as does a Magic Circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s soul bag. The reduction to the target’s hit point maximum lasts until removed by the Greater Restoration spell or similar magic.
14 (natural armour)
52 (7d8 + 21)
30 ft., swim 40 ft.
darkvision 60 ft., passive Perception 11
Aquan, Common, Giant
2 (450 XP)
The hag can breathe air and water.
Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
The hag targets one Frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
11
38 (7d8 + 7)
20 ft., fly 40 ft.
passive Perception 10
Common
1 (200 XP)
The harpy makes two attacks: one with its claws and one with its club.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be Charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is Incapacitated. While Charmed by the harpy, a target is Incapacitated and ignores the songs of other harpies. If the Charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A Charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy’s song for the next 24 hours.
13
1 (1d4 - 1)
10 ft., fly 60 ft.
Perception +4
passive Perception 14
—
0 (10 XP)
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
15 (natural armour)
45 (7d8 + 14)
50 ft.
Perception +5
fire
darkvision 60 ft., passive Perception 15
understands Infernal but can't speak it
3 (700 XP)
The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage plus 7 (2d6) fire damage.
The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
16 (natural armour)
136 (13d10 + 65)
30 ft.
Str +7, Con +8, Wis +4
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
darkvision 120 ft., passive Perception 11
Abyssal, telepathy 120 ft.
8 (3,900 XP)
Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours.
The hezrou has advantage on saving throws against spells and other magical effects.
The hezrou makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
11
19 (3d10 + 3)
40 ft., fly 60ft.
Perception +5
passive Perception 15
—
1 (200 XP)
The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
The hippogriff makes two attacks: one with its beak and one with its claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
18 (chain mail, shield)
11 (2d8 + 2)
30 ft.
darkvision 60 ft., passive Perception 10
Common, Goblin
1/2 (100 XP)
Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t Incapacitated.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
13 (natural armour)
5 (2d4)
20 ft., fly 40 ft.
poison
Charmed, Poisoned
darkvision 60 ft., passive Perception 10
understands the language of its creatir but can't speak
0 (10 XP)
While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be Poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead Poisoned for 5 (1d10) minutes and Unconscious while Poisoned in this way.
18 (natural armour)
178 (17d10 + 85)
20 ft., fly 60 ft.
Str +10, Dex +7, Wis +7, Cha +7
cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
fire, poison
Poisoned
darkvision 120 ft., passive Perception 13
Infernal, telepathy 120 ft.
11 (7,200 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 three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
10
19 (3d10 + 3)
40 ft.
passive Perception 10
—
1/4 (50 XP)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
10
13 (2d10 + 2)
60 ft.
passive Perception 10
—
1/4 (50 XP)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
11
19 (3d10 + 3)
60 ft.
passive Perception 11
—
1/2 (100 XP)
If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the horse can make another attack with its hooves against it as a bonus action.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
15 (natural armour)
172 (15d11 + 75)
30 ft., swim 30 ft.
Perception +6
darkvision 60 ft., passive Perception 16
—
8 (3,900 XP)
The hydra can hold its breath for 1 hour.
The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
While the hydra sleeps, at least one of its heads is awake.
The hydra makes as many bite attacks as it has heads.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
11
5 (1d8 + 1)
50 ft.
Perception +3
passive Perception 13
—
0 (10 XP)
The hyena has advantage on an attack roll against a creature if at least one of the hyena’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
12
45 (6d10 + 12)
50 ft.
Perception +3
passive Perception 13
—
1 (200 XP)
When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.