Magmin

Small elemental, chaotic neutral

Armor Class

14 (natural armour)

Hit Points

9 (2d6 + 2)

Speed

30 ft.

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire

Senses

darkvision 60 ft., passive Perception 10

Languages

Ignan

Challenge

1/2 (100 XP)

Death Burst:

When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited.

Ignited Illumination:

As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Touch:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Mammoth

Huge beast, unaligned

Armor Class

13 (natural armour)

Hit Points

126 (11d12 + 55)

Speed

40 ft.

Senses

passive Perception 10

Languages

Challenge

6 (2,300 XP)

Trampling Charge:

If the mammoth 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 18 Strength saving throw or be knocked Prone. If the target is Prone, the mammoth can make one stomp attack against it as a bonus action.

Actions

Gore:

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Stomp:

Melee Weapon Attack: +10 to hit, reach 5 ft., one Prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

Manticore

Large monstrosity, lawful evil

Armor Class

14 (natural armour)

Hit Points

68 (8d10 + 24)

Speed

30 ft., fly 50 ft.

Senses

darkvision 60 ft., passive Perception 11

Languages

Common

Challenge

3 (700 XP)

Tail Spike Regrowth:

The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions

Multiattack:

The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Tail Spike:

Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Marilith

Large fiend (demon), chaotic evil

Armor Class

18 (natural armour)

Hit Points

189 (18d10 + 90)

Speed

40 ft.

Saving Throws

Str +9, Con +10, Wis +8, Cha +10

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

truesight 120 ft., passive Perception 13

Languages

Abyssal, telepathy 120 ft.

Challenge

16 (15,000 XP)

Magic Weapons:

The marilith's weapon attacks are magical.

Magic Resistance:

The marilith has advantage on saving throws against spells and other magical effects.

Reactive:

The marilith can take one reaction on every turn in a combat.

Actions

Multiattack:

The marilith makes seven attacks: six with its longswords and one with its tail.

Longsword:

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail:

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is Grappled (escape DC 19). Until this grapple ends, the target is Restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.

Teleport:

The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Reactions

Parry:

The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

Mastiff

Medium beast, unaligned

Armor Class

12

Hit Points

5 (1d8 + 1)

Speed

40 ft.

Skills

Perception +3

Senses

passive Perception 13

Languages

Challenge

1/8 (25 XP)

Keen Hearing and Smell:

The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite:

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

Medusa

Medium monstrosity, lawful evil

Armor Class

15 (natural armour)

Hit Points

127 (17d8 + 51)

Speed

30 ft.

Skills

Deception +5, Insight +4, Perception +4, Stealth +5

Senses

darkvision 60 ft., passive Perception 14

Languages

Common

Challenge

6 (2,300 XP)

Petrifying Gaze:

When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t Incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly Petrified. Otherwise, a creature that fails the save begins to turn to stone and is Restrained. The Restrained creature must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the Greater Restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions

Multiattack:

The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow.

Snake Hair:

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

Shortsword:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow:

Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

Mephit, Dust

Small elemental, neutral evil

Armor Class

12

Hit Points

17 (5d6)

Speed

30 ft., fly 30 ft.

Skills

Perception +2, Stealth +4

Damage Vulnerabilities

fire

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., passive Perception 12

Languages

Auran, Terran

Challenge

1/2 (100 XP)

Death Burst:

When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be Blinded for 1 minute. A Blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate Spellcasting (1/Day):

The mephit can innately cast Sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6):

The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mephit, Ice

Small elemental, neutral evil

Armor Class

11

Hit Points

21 (6d6)

Speed

30 ft., fly 30 ft.

Skills

Perception +2, Stealth +3

Damage Vulnerabilities

bludgeoning, fire

Damage Immunities

cold, poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., passive Perception 12

Languages

Aquan, Auran

Challenge

1/2 (100 XP)

Death Burst:

When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance:

While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day):

The mephit can innately cast Fog Cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws:

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage.

Frost Breath (Recharge 6):

The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Mephit, Magma

Small elemental, neutral evil

Armor Class

11

Hit Points

22 (5d6 + 5)

Speed

30 ft., fly 30 ft.

Skills

Stealth +3

Damage Vulnerabilities

cold

Damage Immunities

fire, poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., passive Perception 10

Languages

Ignan, Terran

Challenge

1/2 (100 XP)

Death Burst:

When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance:

While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day):

The mephit can innately cast Heat Metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws:

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6):

The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Mephit, Steam

Small elemental, neutral evil

Armor Class

10

Hit Points

21 (6d6)

Speed

30 ft., fly 30 ft.

Damage Immunities

fire, poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., passive Perception 10

Languages

Aquan, Ignan

Challenge

1/4 (50 XP)

Death Burst:

When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

False Appearance:

While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day):

The mephit can innately cast Blur, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws:

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6):

The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Merfolk

Medium humanoid (merfolk), neutral

Armor Class

11

Hit Points

11 (2d8 + 2)

Speed

10 ft., swim 40 ft.

Skills

Perception +2

Senses

passive Perception 12

Languages

Aquan, Common

Challenge

1/8 (25 XP)

Amphibious:

The merfolk can breathe air and water.

Actions

Spear:

Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

Merrow

Large monstrosity, chaotic evil

Armor Class

13 (natural armour)

Hit Points

45 (6d10 + 12)

Speed

10 ft., swim 40 ft.

Senses

darkvision 60 ft., passive Perception 10

Languages

Abyssal, Aquan

Challenge

2 (450 XP)

Amphibious:

The merrow can breathe air and water.

Actions

Multiattack:

The merrow makes two attacks: one with its bite and one with its claws or harpoon.

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Harpoon:

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Mimic

Medium monstrosity (shapechanger), neutral

Armor Class

12 (natural armour)

Hit Points

58 (9d8 + 18)

Speed

15 ft.

Skills

Stealth +5

Damage Immunities

acid

Condition Immunities

Prone

Senses

darkvision 60 ft., passive Perception 11

Languages

Challenge

2 (450 XP)

Shapechange:

The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only):

The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also Grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only):

While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler:

The mimic has advantage on attack rolls against any creature Grappled by it.

Actions

Pseudopod:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Minotaur

Large monstrosity, chaotic evil

Armor Class

14 (natural armour)

Hit Points

76 (9d10 + 27)

Speed

40 ft.

Skills

Perception +7

Senses

darkvision 60 ft., passive Perception 17

Languages

Abyssal

Challenge

3 (700 XP)

Charge:

If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked Prone.

Labyrinthine Recall:

The minotaur can perfectly recall any path it has traveled.

Reckless:

At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Mule

Medium beast, unaligned

Armor Class

10

Hit Points

11 (2d8 + 2)

Speed

40 ft.

Senses

passive Perception 10

Languages

Challenge

1/8 (25 XP)

Beast of Burden:

The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-Footed:

The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.

Actions

Hooves:

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Mummy

Medium undead, lawful evil

Armor Class

11 (natural armour)

Hit Points

58 (9d8 + 18)

Speed

20 ft.

Saving Throws

Wis +2

Damage Vulnerabilities

fire

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

necrotic, poison

Condition Immunities

Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses

darkvision 60 ft., passive Perception 10

Languages

the languages it knew in life

Challenge

3 (700 XP)

Actions

Multiattack:

The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare:

The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become Frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Mummy Lord

Medium undead, lawful evil

Armor Class

17 (natural armour)

Hit Points

97 (13d8 + 39)

Speed

20 ft.

Saving Throws

Con +8, Int +5, Wis +9, Cha +8

Skills

History +5, Religion +5

Damage Vulnerabilities

fire

Damage Immunities

necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses

darkvision 60 ft., passive Perception 14

Languages

the languages it knew in life

Challenge

15 (13,000 XP)

Magic Resistance:

The mummy lord has advantage on saving throws against spells and other magical effects.

Rejuvenation:

A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord’s heart.

Spellcasting:

The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

Cantrips (at will):

Sacred Flame, Thaumaturgy

1st level (4 slots):

Command, Guiding Bolt, Shield of Faith

2nd level (3 slots):

Hold Person, Silence, Spiritual Weapon

3rd level (3 slots):

Animate Dead, Dispel Magic

4th level (3 slots):

Divination, Guardian of Faith

5th level (2 slots):

Contagion, Insect Plague

6th level (1 slot):

Harm

Actions

Multiattack:

The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist:

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare:

The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 16 Wisdom saving throw against this magic or become Frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions

The mummy lord 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 mummy lord regains spent legendary actions at the start of its turn.

Attack:

The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blinding Dust:

Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be Blinded until the end of the creature’s next turn.

Blasphemous Word (Costs 2 Actions):

The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be Stunned until the end of the mummy lord’s next turn.

Channel Negative Energy (Costs 2 Actions):

The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.

Whirlwind of Sand (Costs 2 Actions):

The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’t be Grappled, Petrified, knocked Prone, Restrained, or Stunned. Equipment worn or carried by the mummy lord remain in its possession.