14 (natural armour)
9 (2d6 + 2)
30 ft.
bludgeoning, piercing, and slashing from nonmagical attacks
fire
darkvision 60 ft., passive Perception 10
Ignan
1/2 (100 XP)
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.
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.
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.
13 (natural armour)
126 (11d12 + 55)
40 ft.
passive Perception 10
—
6 (2,300 XP)
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.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
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.
14 (natural armour)
68 (8d10 + 24)
30 ft., fly 50 ft.
darkvision 60 ft., passive Perception 11
Common
3 (700 XP)
The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
18 (natural armour)
189 (18d10 + 90)
40 ft.
Str +9, Con +10, Wis +8, Cha +10
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
truesight 120 ft., passive Perception 13
Abyssal, telepathy 120 ft.
16 (15,000 XP)
The marilith's weapon attacks are magical.
The marilith has advantage on saving throws against spells and other magical effects.
The marilith can take one reaction on every turn in a combat.
The marilith makes seven attacks: six with its longswords and one with its tail.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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.
The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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.
12
5 (1d8 + 1)
40 ft.
Perception +3
passive Perception 13
—
1/8 (25 XP)
The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
15 (natural armour)
127 (17d8 + 51)
30 ft.
Deception +5, Insight +4, Perception +4, Stealth +5
darkvision 60 ft., passive Perception 14
Common
6 (2,300 XP)
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.
The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
12
17 (5d6)
30 ft., fly 30 ft.
Perception +2, Stealth +4
fire
poison
Poisoned
darkvision 60 ft., passive Perception 12
Auran, Terran
1/2 (100 XP)
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.
The mephit can innately cast Sleep, requiring no material components. Its innate spellcasting ability is Charisma.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
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.
11
21 (6d6)
30 ft., fly 30 ft.
Perception +2, Stealth +3
bludgeoning, fire
cold, poison
Poisoned
darkvision 60 ft., passive Perception 12
Aquan, Auran
1/2 (100 XP)
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.
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
The mephit can innately cast Fog Cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage.
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.
11
22 (5d6 + 5)
30 ft., fly 30 ft.
Stealth +3
cold
fire, poison
Poisoned
darkvision 60 ft., passive Perception 10
Ignan, Terran
1/2 (100 XP)
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.
While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
The mephit can innately cast Heat Metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
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.
10
21 (6d6)
30 ft., fly 30 ft.
fire, poison
Poisoned
darkvision 60 ft., passive Perception 10
Aquan, Ignan
1/4 (50 XP)
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.
While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
The mephit can innately cast Blur, requiring no material components. Its innate spellcasting ability is Charisma.
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
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.
11
11 (2d8 + 2)
10 ft., swim 40 ft.
Perception +2
passive Perception 12
Aquan, Common
1/8 (25 XP)
The merfolk can breathe air and water.
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.
13 (natural armour)
45 (6d10 + 12)
10 ft., swim 40 ft.
darkvision 60 ft., passive Perception 10
Abyssal, Aquan
2 (450 XP)
The merrow can breathe air and water.
The merrow makes two attacks: one with its bite and one with its claws or harpoon.
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: 9 (2d4 + 4) slashing damage.
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.
12 (natural armour)
58 (9d8 + 18)
15 ft.
Stealth +5
acid
Prone
darkvision 60 ft., passive Perception 11
—
2 (450 XP)
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.
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.
While the mimic remains motionless, it is indistinguishable from an ordinary object.
The mimic has advantage on attack rolls against any creature Grappled by it.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
14 (natural armour)
76 (9d10 + 27)
40 ft.
Perception +7
darkvision 60 ft., passive Perception 17
Abyssal
3 (700 XP)
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.
The minotaur can perfectly recall any path it has traveled.
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
10
11 (2d8 + 2)
40 ft.
passive Perception 10
—
1/8 (25 XP)
The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
11 (natural armour)
58 (9d8 + 18)
20 ft.
Wis +2
fire
bludgeoning, piercing, and slashing from nonmagical attacks
necrotic, poison
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
darkvision 60 ft., passive Perception 10
the languages it knew in life
3 (700 XP)
The mummy can use its Dreadful Glare and makes one attack with its 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.
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.
17 (natural armour)
97 (13d8 + 39)
20 ft.
Con +8, Int +5, Wis +9, Cha +8
History +5, Religion +5
fire
necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
darkvision 60 ft., passive Perception 14
the languages it knew in life
15 (13,000 XP)
The mummy lord has advantage on saving throws against spells and other magical effects.
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.
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:
Sacred Flame, Thaumaturgy
Command, Guiding Bolt, Shield of Faith
Hold Person, Silence, Spiritual Weapon
Animate Dead, Dispel Magic
Divination, Guardian of Faith
Contagion, Insect Plague
Harm
The mummy can use its Dreadful Glare and makes one attack with its 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.
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.
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.
The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
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.
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.
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.
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.