12
13 (3d8)
50 ft., climb 40 ft.
Perception +4, Stealth +6
passive Perception 14
—
1/4 (50 XP)
The panther has advantage on Wisdom (Perception) checks that rely on smell.
If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked Prone. If the target is Prone, the panther can make one bite attack against it as a bonus action.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) slashing damage.
12
59 (7d10 + 21)
60 ft., fly 90 ft.
Dex +4, Wis +4, Cha +3
Perception +6
passive Perception 16
understands Celestial, Common, Elvish and Sylvan but can't speak
2 (450 XP)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
19 (natural armour)
300 (24d10 + 168)
30 ft., fly 60 ft.
Dex +8, Con +13, Wis +10
cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
fire, poison
Poisoned
truesight 120 ft., passive Perception 14
Infernal, telepathy 120 ft.
20 (25,000 XP)
Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is Incapacitated. On a failed save, the creature is Frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours.
The pit fiend has advantage on saving throws against spells and other magical effects.
The pit fiend’s weapon attacks are magical.
The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
Detect Magic, Fireball
Hold Monster, Wall of Fire
The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become Poisoned. While Poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The Poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
19 (natural armour)
200 (16d10 + 112)
40 ft., fly 120 ft.
Con +12, Wis +11, Cha +12
Perception +11
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Charmed, Exhaustion, Frightened
truesight 120 ft., passive Perception 21
all, telepathy 120 ft.
16 (15,000 XP)
The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
The planetar knows if it hears a lie.
The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
Detect Evil and Good, Invisibility (self only)
Blade Barrier, Dispel Evil and Good, Flame Strike, Raise Dead
Commune, Control Weather, Insect Plague
The planetar has advantage on saving throws against spells and other magical effects.
The planetar makes two melee attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
13 (natural armour)
68 (8d10 + 24)
20 ft., swim 40ft.
Perception +3, Stealth +4
passive Perception 13
&mdash
2 (450 XP)
The plesiosaurus can hold its breath for 1 hour.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
12 (natural armour)
42 (5d10 + 15)
40 ft., swim 30 ft.
Perception +3
passive Perception 13
—
2 (450 XP)
The bear has advantage on Wisdom (Perception) checks that rely on smell.
The bear makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
10
11 (2d8 + 2)
40 ft.
passive Perception 10
—
1/8 (25 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
13 (natural armour)
7 (2d4 + 2)
15 ft., fly 60 ft.
Perception +3, Stealth +4
blindsight 10 ft., darkvision 60 ft., passive Perception 13
understands Common and Draconic but can’t speak
1/4 (50 XP)
The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
The pseudodragon has advantage on saving throws against spells and other magical effects.
The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls Unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
18 (natural armour)
247 (15d20 + 90)
50 ft., burrow 30 ft.
Con +11, Wis +4
blindsight 30 ft., tremorsense 60 ft., passive Perception 9
—
15 (13,000 XP)
The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
The worm makes two attacks: one with its bite and one with its stinger.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall Prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 feet of movement, exiting Prone.
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.