Ochre Jelly

Large ooze, unaligned

Armor Class

8

Hit Points

45 (6d10 + 12)

Speed

10 ft., climb 10 ft.

Damage Resistances

acid

Damage Immunities

lightning, slashing

Condition Immunities

Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 8

Languages

Challenge

2 (450 XP)

Amorphous:

The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb:

The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

Reactions

Split:

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.

Octopus

Small beast, unaligned

Armor Class

12

Hit Points

3 (1d6)

Speed

5 ft., swim 30 ft.

Skills

Perception +2, Stealth +4

Senses

darkvision 30 ft., passive Perception 12

Languages

Challenge

0 (10 XP)

Hold Breath:

While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage:

The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing:

The octopus can breathe only underwater.

Actions

Tentacles:

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.

Ink Cloud (Recharges after a Short or Long Rest):

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.

Octopus, Giant

Large beast, unaligned

Armor Class

11

Hit Points

52 (8d10 + 8)

Speed

10 ft., swim 60 ft.

Skills

Perception +4, Stealth +5

Senses

darkvision 30 ft., passive Perception 14

Languages

Challenge

1 (200 XP)

Hold Breath:

While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage:

The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing:

The octopus can breathe only underwater.

Actions

Tentacles:

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.

Ink Cloud (Recharges after a Short or Long Rest):

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.

Ogre

Large giant, chaotic evil

Armor Class

11 (hide armour)

Hit Points

59 (7d10 + 21)

Speed

40 ft.

Senses

darkvision 60 ft., passive Perception 8

Languages

Common, Giant

Challenge

2 (450 XP)

Actions

Greatclub:

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

Javelin:

Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Oni

Large giant, lawful evil

Armor Class

16 (chain mail)

Hit Points

110 (13d10 + 39)

Speed

30 ft., fly 30 ft.

Saving Throws

Dex +3, Con +6, Wis +4, Cha +5

Skills

Arcana +5, Deception +8, Perception +4

Senses

darkvision 60 ft., passive Perception 14

Languages

Common, Giant

Challenge

7 (2,900 XP)

Innate Spellcasting:

The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

At will:

Darkness, Invisibility

1/day each:

Charm Person, Cone of Cold, Gaseous Form, Sleep

Magic Weapons:

The oni’s weapon attacks are magical.

Regeneration:

The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack:

The oni makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only):

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Glaive:

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.

Change Shape:

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.

Orc

Medium humanoid (orc), chaotic evil

Armor Class

13 (hide armour)

Hit Points

15 (2d8 + 6)

Speed

30 ft.

Skills

Intimidation +2

Senses

darkvision 60 ft., passive Perception 10

Languages

Common, Orc

Challenge

1/2 (100 XP)

Aggressive:

As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Javelin:

Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Otyugh

Large aberration, neutral

Armor Class

14 (natural armour)

Hit Points

114 (12d10 + 48)

Speed

30 ft.

Saving Throws

Con +7

Senses

darkvision 120 ft., passive Perception 11

Languages

Otyugh

Challenge

5 (1,800 XP)

Limited Telepathy:

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.

Actions

Multiattack:

The otyugh makes three attacks: one with its bite and two with its tentacles.

Bite:

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.

Tentacle:

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.

Tentacle Slam:

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.

Owl

Tiny beast, unaligned

Armor Class

11

Hit Points

1 (1d4 - 1)

Speed

5 ft., fly 60 ft.

Skills

Perception +3, Stealth +3

Senses

darkvision 120 ft., passive Perception 13

Languages

Challenge

0 (10 XP)

Flyby:

The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Hearing and Sight:

The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons:

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

Owl, Giant

Large beast, unaligned

Armor Class

12

Hit Points

19 (3d10 + 3)

Speed

5 ft., fly 60 ft.

Skills

Perception +5, Stealth +4

Senses

darkvision 120 ft., passive Perception 15

Languages

Giant Owl, understands Common, Elvish, and Sylvan but can’t speak them

Challenge

1/4 (50 XP)

Flyby:

The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Hearing and Sight:

The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons:

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.

Owlbear

Large monstrosity, unaligned

Armor Class

13 (natural armour)

Hit Points

59 (7d10 + 21)

Speed

40 ft.

Skills

Perception +3

Senses

darkvision 60 ft., passive Perception 13

Languages

Challenge

3 (700 XP)

Keen Sight and Smell:

The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack:

The owlbear makes two attacks: one with its beak and one with its claws.

Beak:

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

Claws:

Melee or Ranged Weapon Attack: +7 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 14 (2d8 + 5) slashing damage.