8
45 (6d10 + 12)
10 ft., climb 10 ft.
acid
lightning, slashing
Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
blindsight 60 ft. (blind beyond this radius), passive Perception 8
—
2 (450 XP)
The jelly can move through a space as narrow as 1 inch wide without squeezing.
The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.
12
3 (1d6)
5 ft., swim 30 ft.
Perception +2, Stealth +4
darkvision 30 ft., passive Perception 12
—
0 (10 XP)
While out of water, the octopus can hold its breath for 30 minutes.
The octopus has advantage on Dexterity (Stealth) checks made while underwater.
The octopus can breathe only underwater.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is Grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target.
A 5 foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
11
52 (8d10 + 8)
10 ft., swim 60 ft.
Perception +4, Stealth +5
darkvision 30 ft., passive Perception 14
—
1 (200 XP)
While out of water, the octopus can hold its breath for 1 hour.
The octopus has advantage on Dexterity (Stealth) checks made while underwater.
The octopus can breathe only underwater.
Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the octopus can’t use its tentacles on another target.
A 20 foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
11 (hide armour)
59 (7d10 + 21)
40 ft.
darkvision 60 ft., passive Perception 8
Common, Giant
2 (450 XP)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
16 (chain mail)
110 (13d10 + 39)
30 ft., fly 30 ft.
Dex +3, Con +6, Wis +4, Cha +5
Arcana +5, Deception +8, Perception +4
darkvision 60 ft., passive Perception 14
Common, Giant
7 (2,900 XP)
The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:
Darkness, Invisibility
Charm Person, Cone of Cold, Gaseous Form, Sleep
The oni’s weapon attacks are magical.
The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
The oni makes two attacks, either with its claws or its glaive.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.
The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.
13 (hide armour)
15 (2d8 + 6)
30 ft.
Intimidation +2
darkvision 60 ft., passive Perception 10
Common, Orc
1/2 (100 XP)
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
14 (natural armour)
114 (12d10 + 48)
30 ft.
Con +7
darkvision 120 ft., passive Perception 11
Otyugh
5 (1,800 XP)
The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.
The otyugh makes three attacks: one with its bite and two with its tentacles.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become Poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is Grappled (escape DC 13) and Restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
The otyugh slams creatures Grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be Stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t Stunned.
11
1 (1d4 - 1)
5 ft., fly 60 ft.
Perception +3, Stealth +3
darkvision 120 ft., passive Perception 13
—
0 (10 XP)
The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
12
19 (3d10 + 3)
5 ft., fly 60 ft.
Perception +5, Stealth +4
darkvision 120 ft., passive Perception 15
Giant Owl, understands Common, Elvish, and Sylvan but can’t speak them
1/4 (50 XP)
The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.
13 (natural armour)
59 (7d10 + 21)
40 ft.
Perception +3
darkvision 60 ft., passive Perception 13
—
3 (700 XP)
The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
The owlbear makes two attacks: one with its beak and one with its claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Melee or Ranged Weapon Attack: +7 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 14 (2d8 + 5) slashing damage.