Sabre-Toothed Tiger

Large beast, unaligned

Armor Class

12

Hit Points

52 (7d10 + 14)

Speed

40 ft.

Skills

Perception +3, Stealth +6

Senses

passive Perception 13

Languages

Challenge

2 (450 XP)

Keen Smell:

The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce:

If the tiger 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 14 Strength saving throw or be knocked Prone. If the target is Prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Sahuagin

Medium humanoid (sahuagin), lawful evil

Armor Class

12 (natural armour)

Hit Points

22 (4d8 + 4)

Speed

30 ft., swim 40 ft.

Skills

Perception +9

Senses

darkvision 120 ft., passive Perception 15

Languages

Sahuagin

Challenge

1/2 (100 XP)

Blood Frenzy:

The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Limited Amphibiousness:

The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy:

The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack:

The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

Bite:

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Claws:

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Spear:

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Salamander

Large elemental, neutral evil

Armor Class

15 (natural armour)

Hit Points

90 (12d10 + 24)

Speed

30 ft.

Damage Vulnerabilities

cold

Damage Resistance

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire

Senses

darkvision 60 ft., passive Perception 10

Languages

Ignan

Challenge

5 (1,800 XP)

Heated Body:

A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Heated Weapons:

Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack:

The salamander makes two attacks: one with its spear and one with its tail.

Spear:

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Tail:

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is Grappled (escape DC 14). Until this grapple ends, the target is Restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.

Satyr

Medium fey, chaotic neutral

Armor Class

14 (leather armour)

Hit Points

31 (7d8)

Speed

40 ft.

Skills

Perception +2, Performance +6, Stealth +5

Senses

passive Perception 12

Languages

Common, Elvish, Sylvan

Challenge

1/2 (100 XP)

Magic Resistance:

The satyr has advantage on saving throws against spells and other magical effects.

Actions

Ram:

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Shortsword:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow:

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Sea Horse

Tiny beast, unaligned

Armor Class

11

Hit Points

1 (1d4 - 1)

Speed

0 ft., swim 20 ft.

Senses

passive Perception 10

Languages

Challenge

0 (0 XP)

Water Breathing:

The sea horse can breathe only underwater.

Sea Horse, Giant

Large beast, unaligned

Armor Class

13 (natural armour)

Hit Points

16 (3d10)

Speed

0 ft., swim 40 ft.

Senses

passive Perception 11

Languages

Challenge

1/2 (100 XP)

Charge:

If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Water Breathing:

The sea horse can breathe only underwater.

Actions

Ram:

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

Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.

Scorpion

Tiny beast, unaligned

Armor Class

11 (natural armour)

Hit Points

1 (1d4 - 1)

Speed

10 ft.

Senses

blindsight 10 ft., passive Perception 9

Languages

Challenge

0 (10 XP)

Actions

Sting:

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Scorpion, Giant

Large beast, unaligned

Armor Class

15 (natural armour)

Hit Points

52 (7d10 + 14)

Speed

40 ft.

Senses

blindsight 60 ft., passive Perception 9

Languages

Challenge

3 (700 XP)

Actions

Multiattack:

The scorpion makes three attacks: two with its claws and one with its sting.

Sting:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is Grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Shadow

Medium undead, chaotic evil

Armor Class

12

Hit Points

16 (3d8 + 3)

Speed

40 ft.

Skills

Stealth +4 (+6 in dim light or darkness)

Damage Vulnerabilities

radiant

Damage Resistances

acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

necrotic, poison

Condition Immunities

Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses

darkvision 60 ft., passive Perception 10

Languages

Challenge

1/2 (100 XP)

Amorphous:

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

Shadow Stealth:

While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness:

While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Shambling Mound

Large plant, unaligned

Armor Class

15 (natural armour)

Hit Points

136 (16d10 + 48)

Speed

20 ft., swim 20 ft.

Skills

Stealth +2

Damage Resistances

cold, fire

Damage Immunities

lightning

Condition Immunities

Blinded, Deafened, Exhaustion

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages

Challenge

5 (1,800 XP)

Lightning Absorption:

Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack:

The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is Grappled (escape DC 14), and the shambling mound uses its Engulf on it.

Slam:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Engulf:

The shambling mound engulfs a Medium or smaller creature Grappled by it. The engulfed target is Blinded, Restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Shark, Giant

Huge beast, unaligned

Armor Class

13 (natural armour)

Hit Points

126 (11d12 + 55)

Speed

0 ft., swim 50 ft.

Skills

Perception +3

Senses

blindsight 60 ft., passive Perception 13

Languages

Challenge

5 (1,800 XP)

Blood Frenzy:

The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing:

The shark can breathe only underwater.

Actions

Bite:

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

Shark, Hunter

Large beast, unaligned

Armor Class

12 (natural armour)

Hit Points

45 (6d10 + 12)

Speed

0 ft., swim 40 ft.

Skills

Perception +2

Senses

blindsight 30 ft., passive Perception 12

Languages

Challenge

2 (450 XP)

Blood Frenzy:

The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing:

The shark can breathe only underwater.

Actions

Bite:

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

Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

Shark, Reef

Medium beast, unaligned

Armor Class

12 (natural armour)

Hit Points

22 (4d8 + 4)

Speed

0 ft., swim 40 ft.

Skills

Perception +2

Senses

blindsight 30 ft., passive Perception 12

Languages

Challenge

1/2 (100 XP)

Pact Tactics:

The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Water Breathing:

The shark can breathe only underwater.

Actions

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.

Shield Guardian

Large construct, unaligned

Armor Class

17 (natural armour)

Hit Points

142 (15d10 + 60)

Speed

30 ft.

Damage Immunities

poison

Condition Immunities

Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages

understands commands given in any language but can't speak

Challenge

7 (2,900 XP)

Bound:

The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

Regeneration:

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

Spell Storing:

A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Actions

Multiattack:

The guardian makes two fist attacks.

Fist:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions

Shield:

When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer.

Shrieker

Medium plant, unaligned

Armor Class

5

Hit Points

13 (3d8)

Speed

0 ft.

Condition Immunities

Blinded, Deafened, Frightened

Senses

blindsight 30 ft. (blind beyond this radius), passive Perception 6

Languages

Challenge

0 (10 XP)

False Appearance:

While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

Reactions

Shriek:

When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.

Shrub, Awakened

Small plant, unaligned

Armor Class

9

Hit Points

10 (3d6)

Speed

20 ft.

Damage Vulnerabilities

fire

Damage Resistances

piercing

Senses

passive Perception 10

Languages

one language known by its creator

Challenge

0 (10 XP)

False Appearance:

While the shrub remains motionless, it is indistinguishable from a normal shrub.

Actions

Rake:

Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.

An awakened shrub is an ordinary shrub given sentience and mobility by the Awaken spell or similar magic.

Skeleton

Medium undead, lawful evil

Armor Class

13 (armour scraps)

Hit Points

13 (2d8 + 4)

Speed

30 ft.

Damage Vulnerabilities

bludgeoning

Damage Immunities

poison

Condition Immunities

Exhaustion, Poisoned

Senses

darkvision 60 ft., passive Perception 9

Languages

understands the languages it knew in life but can't speak

Challenge

1/4 (50 XP)

Actions

Shortsword:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow:

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Skeleton, Minotaur

Large undead, lawful evil

Armor Class

12 (natural armour)

Hit Points

67 (9d10 + 18)

Speed

40 ft.

Damage Vulnerabilities

bludgeoning

Damage Immunities

poison

Condition Immunities

Exhaustion, Poisoned

Senses

darkvision 60 ft., passive Perception 9

Languages

understands Abyssal but can't speak

Challenge

2 (450 XP)

Charge:

If the skeleton 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.

Actions

Greataxe:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore:

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

Skeleton, Warhorse

Large undead, lawful evil

Armor Class

13 (barding scraps)

Hit Points

22 (3d10 + 6)

Speed

60 ft.

Damage Vulnerabilities

bludgeoning

Damage Immunities

poison

Condition Immunities

Exhaustion, Poisoned

Senses

darkvision 60 ft., passive Perception 9

Languages

Challenge

1/2 (100 XP)

Actions

Hooves:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Snake, Constrictor

Large beast, unaligned

Armor Class

12

Hit Points

13 (2d10 + 2)

Speed

30 ft., swim 30 ft.

Senses

blindsight 10 ft., passive Perception 10

Languages

Challenge

1/4 (50 XP)

Actions

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Constrict:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is Grappled (escape DC 14). Until this grapple ends, the creature is Restrained, and the snake can’t constrict another target.

Snake, Flying

Tiny beast, unaligned

Armor Class

14

Hit Points

5 (2d4)

Speed

30 ft., fly 60 ft., swim 30 ft.

Senses

blindsight 10 ft., passive Perception 11

Languages

Challenge

1/8 (25 XP)

Flyby:

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

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.

Snake, Giant Constrictor

Huge beast, unaligned

Armor Class

12

Hit Points

60 (8d12 + 8)

Speed

30 ft., swim 30 ft.

Skills

Perception +2

Senses

blindsight 10 ft., passive Perception 12

Languages

Challenge

2 (450 XP)

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict:

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is Grappled (escape DC 16). Until this grapple ends, the creature is Restrained, and the snake can’t constrict another target.

Snake, Giant Poisonous

Medium beast, unaligned

Armor Class

14

Hit Points

11 (2d8 + 2)

Speed

30 ft., swim 30 ft.

Skills

Perception +2

Senses

blindsight 10 ft., passive Perception 12

Languages

Challenge

1/4 (50 XP)

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Snake, Poisonous

Tiny beast, unaligned

Armor Class

13

Hit Points

2 (1d4)

Speed

30 ft., swim 30 ft.

Senses

blindsight 10 ft., passive Perception 10

Languages

Challenge

1/8 (25 XP)

Actions

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Snakes, Swarm of Poisonous

Medium swarm of tiny beasts, unaligned

Armor Class

14

Hit Points

36 (8d8)

Speed

30 ft., swim 30 ft.

Damage Resistances

bludgeoning, piercing, slashing

Condition Immunities

Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses

blindsight 10 ft., passive Perception 10

Languages

Challenge

2 (450 XP)

Swarm:

The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 0 ft., one creature 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. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Solar

Large celestial, lawful good

Armor Class

21 (natural armour)

Hit Points

243 (18d10 + 144)

Speed

50 ft., fly 150 ft.

Saving Throws

Int +14, Wis +14, Cha +17

Skills

Perception +14

Damage Resistances

radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

necrotic, poison

Condition Immunities

Charmed, Exhaustion, Frightened, Poisoned

Senses

truesight 120 ft., passive Perception 24

Languages

all, telepathy 120 ft.

Challenge

21 (33,000 XP)

Angelic Weapons:

The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness:

The solar knows if it hears a lie.

Innate Spellcasting:

The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will:

Detect Evil and Good, Invisibility (self only)

3/day each:

Blade Barrier, Dispel Evil and Good, Resurrection

1/day each:

Commune, Control Weather

Magic Resistance:

The solar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack:

The solar makes two greatsword attacks.

Greatsword:

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow:

Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword:

The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

Healing Touch (4/day):

The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The solar 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 solar regains spent legendary actions at the start of its turn.

Teleport:

The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions):

The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions):

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be Blinded until magic such as the Lesser Restoration spell removes the blindness.

Spectre

Medium undead, chaotic evil

Armor Class

12

Hit Points

22 (5d8)

Speed

0 ft., fly 50 ft. (hover)

Damage Resistances

acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

necrotic, poison

Condition Immunities

Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

understands all languages it knew in life but can't speak

Challenge

1 (200 XP)

Incorporeal Movement:

The spectre can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity:

While in sunlight, the spectre has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain:

Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Sphinx, Androsphinx

Large monstrosity, lawful neutral

Armor Class

17 (natural armour)

Hit Points

199 (19d10 + 95)

Speed

40 ft., fly 60 ft.

Saving Throws

Dex +6, Con +11, Int +9, Wis +10

Skills

Arcana +9, Perception +10, Religion +15

Damage Immunities

psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

Charmed, Frightened

Senses

truesight 120 ft., passive Perception 20

Languages

Common, Sphinx

Challenge

17 (18,000 XP)

Inscrutable:

The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

Magic Weapons:

The sphinx’s weapon attacks are magical.

Spellcasting:

The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

Cantrips (at will):

Sacred Flame, Spare the Dying, Thaumaturgy

1st level (4 slots):

Command, Detect Evil and Good, Detect Magic

2nd level (3 slots):

Lesser Restoration, Zone of Truth

3rd level (3 slots):

Dispel Magic, Tongues

4th level (3 slots):

Banishment, Freedom of Movement

5th level (2 slots):

Flame Strike, Greater Restoration

6th level (1 slot):

Heroes' Feast

Actions

Multiattack:

The sphinx makes two claw attacks.

Claw:

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Roar (3/Day):

The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

First Roar:

Each creature that fails a DC 18 Wisdom saving throw is Frightened for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar:

Each creature that fails a DC 18 Wisdom saving throw is Deafened and Frightened for 1 minute. A Frightened creature is Paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar:

Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked Prone. On a successful save, the creature takes half as much damage and isn’t knocked Prone.

Legendary Actions

The sphinx 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 sphinx regains spent legendary actions at the start of its turn.

Claw Attack:

The sphinx makes one claw attack.

Teleport (Costs 2 Actions):

The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions):

The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Sphinx, Gynosphinx

Large monstrosity, lawful neutral

Armor Class

17 (natural armour)

Hit Points

136 (16d10 + 48)

Speed

40 ft., fly 60 ft.

Skills

Arcana +12, History +12, Perception +8, Religion +8

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

psychic

Condition Immunities

Charmed, Frightened

Senses

truesight 120 ft., passive Perception 18

Languages

Common, Sphinx

Challenge

11 (7,200 XP)

Inscrutable:

The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

Magic Weapons:

The sphinx’s weapon attacks are magical.

Spellcasting:

The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

Cantrips (at will):

Mage Hand, Minor Illusion, Prestidigitation

1st level (4 slots):

Detect Magic, Identify, Shield

2nd level (3 slots):

Darkness, Locate Object, Suggestion

3rd level (3 slots):

Dispel Magic, Remove Curse, Tongues

4th level (3 slots):

Banishment, Greater Invisibility

5th level (1 slot):

Legend Lore

Actions

Multiattack:

The sphinx makes two claw attacks.

Claw:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

The sphinx 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 sphinx regains spent legendary actions at the start of its turn.

Claw Attack:

The sphinx makes one claw attack.

Teleport (Costs 2 Actions):

The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions):

The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Spider

Tiny beast, unaligned

Armor Class

12

Hit Points

1 (1d4 - 1)

Speed

20 ft., climb 20 ft.

Skills

Stealth +4

Senses

darkvision 30 ft., passive Perception 10

Languages

Challenge

0 (10 XP)

Spider Climb:

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

Web Sense:

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker:

The spider ignores movement restrictions caused by webbing.

Actions

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Spider, Giant

Large beast, unaligned

Armor Class

14 (natural armour)

Hit Points

26 (4d10 + 4)

Speed

30 ft., climb 30 ft.

Skills

Stealth +7

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages

Challenge

1 (200 XP)

Spider Climb:

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

Web Sense:

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker:

The spider ignores movement restrictions caused by webbing.

Actions

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Web:

Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

Spider, Giant Wolf

Medium beast, unaligned

Armor Class

13

Hit Points

11 (2d8 + 2)

Speed

40 ft., climb 40 ft.

Skills

Perception +3, Stealth +7

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 13

Languages

Challenge

1/4 (50 XP)

Spider Climb:

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

Web Sense:

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker:

The spider ignores movement restrictions caused by webbing.

Actions

Bite:

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

Spider, Phase

Large monstrosity, unaligned

Armor Class

13 (natural armour)

Hit Points

32 (5d10 + 5)

Speed

30 ft., climb 30 ft.

Skills

Stealth +6

Senses

darkvision 60 ft., passive Perception 10

Languages

Challenge

3 (700 XP)

Ethereal Jaunt:

As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb:

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

Web Walker:

The spider ignores movement restrictions caused by webbing.

Actions

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

Sprite

Tiny fey, neutral good

Armor Class

15 (leather armour)

Hit Points

2 (1d4)

Speed

10 ft., fly 40 ft.

Skills

Perception +3, Stealth +8

Senses

passive Perception 13

Languages

Common, Elvish, Sylvan

Challenge

1/4 (50 XP)

Actions

Longsword:

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow:

Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become Poisoned for 1 minute. If its saving throw result is 5 or lower, the Poisoned target falls Unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight:

The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility:

The sprite magically turns Invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is Invisible with it.

Stirge

Tiny beast, unaligned

Armor Class

14 (natural armour)

Hit Points

2 (1d4)

Speed

10 ft., fly 40 ft.

Senses

darkvision 60 ft., passive Perception 13

Languages

Challenge

1/8 (25 XP)

Actions

Blood Drain:

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Succubus

Medium fiend (shapechanger), neutral evil

Armor Class

15 (natural armour)

Hit Points

66 (12d8 + 12)

Speed

30 ft., fly 60 ft.

Skills

Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Damage Resistances

acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Senses

darkvision 60 ft., passive Perception 13

Languages

Abyssal, Common, Infernal, telepathy 60 ft.

Challenge

4 (1,100 XP)

Telepathic Bond:

The fiend ignores the range restriction on its telepathy when communicating with a creature it has Charmed. The two don’t even need to be on the same plane of existence.

Shapechanger:

The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, 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.

Actions

Claw (Fiend Form Only):

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Charm:

One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically Charmed for 1 day. The Charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target Charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss:

The fiend kisses a creature Charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness:

The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.