16 (natural armour)
110 (13d8 + 52)
40 ft.
Deception +10, Insight +8
piercing from magic weapons wielded by good creatures
bludgeoning, piercing, and slashing from nonmagical attacks
darkvision 60 ft., passive Perception 13
Common, Infernal
13 (10,000 XP)
The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
The rakshasa’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion
Charm Person, Detect Magic, Invisibility, Major Image, Suggestion
Dominate Person, Fly, Plane Shift, True Seeing
The rakshasa makes two claw attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
10
1 (1d4 - 1)
20 ft.
darkvision 30 ft., passive Perception 10
—
0 (10 XP)
The rat has advantage on Wisdom (Perception) checks that rely on smell.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
12
7 (2d6)
30 ft.
darkvision 60 ft., passive Perception 10
—
1/8 (25 XP)
The rat has advantage on Wisdom (Perception) checks that rely on smell.
The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
12
7 (2d6)
30 ft.
darkvision 60 ft., passive Perception 10
—
1/8 (25 XP)
The rat has advantage on Wisdom (Perception) checks that rely on smell.
The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.
10
24 (7d8 - 7)
30 ft.
bludgeoning, piercing, slashing
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
darkvision 30 ft., passive Perception 10
—
1/4 (50 XP)
The rat has advantage on Wisdom (Perception) checks that rely on smell.
The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Melee Weapon Attack: +0 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
12
1 (1d4 - 1)
10 ft., fly 50 ft.
Perception +3
passive Perception 13
—
0 (10 XP)
The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
12
24 (7d8 - 7)
10 ft., fly 50 ft.
Perception +5
bludgeoning, piercing, slashing
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
passive Perception 15
—
1/4 (50 XP)
The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
17 (natural armour)
195 (17d12 + 85)
30 ft., burrow 20 ft.
cold, fire
darkvision 60 ft., tremorsense 60 ft., passive Perception 10
—
11 (7,200 XP)
A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is Grappled (escape DC 17). Until this grapple ends, the target is Restrained, and the remorhaz can’t bite another target.
The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz’s turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 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 remorhaz. If the remorhaz dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 15 feet of movement, exiting Prone.
11 (natural armour)
45 (6d10 + 12)
40 ft.
passive Perception 11
—
2 (450 XP)
If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked Prone.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
15 (natural armour)
248 (16d20 + 80)
20 ft., fly 120ft.
Dex +4, Con +9, Wis +4, Cha +3
Perception +4
passive Perception 14
&mdash
11 (7,200 XP)
The roc has advantage on Wisdom (Perception) checks that rely on sight.
The roc makes two attacks: one with its beak and one with its talons.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is Grappled (escape DC 19). Until this grapple ends, the target is Restrained, and the roc can’t use its talons on another target.
20 (natural armour)
93 (11d10 + 33)
10 ft., climb 10 ft.
Perception +6, Stealth +5
darkvision 60 ft., passive Perception 16
—
5 (1,800 XP)
While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is Grappled (escape DC 15). Until the grapple ends, the target is Restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target.
The roper pulls each creature Grappled by it up to 25 feet straight toward it.
12
33 (6d10)
10 ft.
poison, psychic
Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
blindsight 60 ft. (blind beyond this radius), passive Perception 6
—
2 (450 XP)
The rug is Incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall Unconscious for 1 minute.
While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature Grappled by the rug takes the other half.
While the rug remains motionless, it is indistinguishable from a normal rug.
Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, Blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6 + 3) bludgeoning damage.
14 (natural armour)
27 (5d8 + 5)
40 ft.
darkvision 60 ft., passive Perception 11
—
1/2 (100 XP)
The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster’s touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.