Monstrosities
Monstrosities are the catch-all category for things that aren’t shaped roughly like a person. Does it speak but look like a beast? Does it have magical abilities but not fit into another category? Was it created by a mage in a long-ago day but now breed normally? Then it’s probably a monstrosity.
Ankheg
The ankheg, commonly called a tunnel worm, is a large centipede-like creature with a broad head and mandibles made for digging. They are a common pest in the plains areas that particularly prey on livestock, preferring to burrow underneath and emerge to grab a cow or horse. Their acid spit is reserved for bigger threats.
Ankheg
Large monstrosity, single-minded
Armor Class 14 (natural armor), 11 while prone
Hit Points 39 (6d10 + 6)
Speed 30 ft., burrow 10 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | +0 | +1 | −5 | +1 | −2 |
Damage Resistances acid
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
Languages —
Challenge 2:1
actions
Bite. Melee Attack: +4 to hit, range , one target. Hit: 2d6+3 slashing damage plus 2d6 acid damage If the target is a Large or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.Spit. The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 12 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Basilisk
Medium monstrosity, single-minded
Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | −1 | +2 | −4 | −1 | −2 |
Senses darkvision 60 ft., passive Perception 9
Languages —
Challenge 2:2
Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the restoration incantation (greater only) or other magic.
A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
actions
Bite. Melee Attack: +5 to hit, range , one target. Hit: 2d6 + 3 piercing damage plus 2d6 poison damage.Behir
The salamander-like behir lives in the waste places and deserts. While it is best known for hating dragons (and even seeking out dragon nests to eat the young), behir are equal-opportunity killers. Completely non-social, it’s believed that they are hermaphrodites whose only interaction with each other is to breed, after which they separate. They abandon their young soon after they hatch.
Behir
Huge monstrosity, individualistic
Armor Class 17 (natural armor)
Hit Points 199 (19d12 + 76)
Speed 50 ft., climb 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +6 | +3 | +4 | −2 | +2 | +1 |
Skills Perception +6, Stealth +7
Damage Immunities lightning
Senses darkvision 90 ft., passive Perception 16
Languages Draconic
Challenge 14:12
actions
Multiattack. The behir makes two attacks: one with its bite and one to constrict.Bite. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 3d10 + 6 piercing damage.
Constrict. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 2d10 + 6 bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is restrained until this grapple ends.
Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Blink Dog
Medium monstrosity, pack mentality
Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +1 | +3 | +1 | +0 | +1 | +0 |
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages Understands Sylvan but can’t speak it
Challenge 1/4:1/2
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
actions
Bite. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing damage.Blink. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
Chimera
Large monstrosity, individualistic
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +4 | +0 | +4 | −2 | +2 | +0 |
Skills Perception +8
Senses darkvision 60 ft., passive Perception 18
Languages Common, Draconic
Challenge 8:6
actions
Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.Bite. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 piercing damage.
Horns. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 1d12 + 4 bludgeoning damage.
Claws. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
variants
Greater Chimera. Some chimera are more powerful and intelligent. Increase the hit points to 133 (14d10 + 56), and give them the following abilities, all usable instead of its breath as part of a Multiattack. Their DR is now 7 and their OR is now 10.- Heaven’s Cry (Recharge 5-6) All creatures within 60 feet but not within 10 feet must make a DC 14 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one. Creatures that fail their save are staggered until the end of their next turn.
- Ram’s Keeper (Recharge 5-6) The chimera’s ram’s head causes ice to coalesce around all creatures within 10 feet of a point it can see within 60 ft. All affected creatures must make a DC 14 Constitution saving throw. On a failure, targets take 27 (6d8) cold damage and are stunned until the end of their next turn. On a success, they take half as much damage. The area becomes difficult terrain for one minute.
Chuul
Large monstrosity, pack mentality, fearless
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +4 | +0 | +3 | −3 | +0 | −3 |
Skills Perception +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Deep Speech but can’t speak
Challenge 4:5
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the sense aura incantation but isn’t itself magical.
actions
Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.Pincer. Melee Attack: +6 to hit, reach 10 ft., one target. Hit: 2d6 + 4 bludgeoning damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the chuul doesn’t have two other creatures grappled.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is stunned. If the roll is 8 or lower, the target is paralyzed instead. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cloaker
Large monstrosity, individualistic
Armor Class 14 (natural armor)
Hit Points 78 (12d10 + 12)
Speed 10 ft., fly 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | +2 | +1 | +1 | +1 | +2 |
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages image-based telepathy (60 ft)
Challenge 6:8
Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
actions
Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 13 Strength check.
Tail. Melee Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8 + 3 slashing damage.
Moan. Each creature within 60 feet of the cloaker other than another cloaker that can hear its moan must succeed on a DC 13 Wisdom saving throw or become shaken until the end of the cloaker’s next turn. If the total was 8 or less, the creature is instead frightened. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours
Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight.
A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Cockatrice
Small monstrosity, craven
Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| −2 | +1 | +1 | −4 | +1 | −3 |
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 1/4:1/2
actions
Bite. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 + 1 piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.Darkmantle
Small monstrosity, single-minded
Armor Class 11
Hit Points 22 (5d6 + 5)
Speed 10 ft., fly 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | +1 | +1 | −4 | +0 | −3 |
Skills Stealth +3
Senses blindsight 60 ft., passive Perception 10
Languages —
Challenge 1:1/2
Echolocation. The darkmantle can’t use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
actions
Crush. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.Darkness Aura (1/Day). A 15-foot radius of opaque magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Death Dog
Medium monstrosity, pack mentality
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +2 | +2 | +2 | −4 | +1 | −2 |
Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15
Languages —
Challenge 1:1
Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
actions
Multiattack. The dog makes two bite attacks.Bite. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Doppelganger
Medium monstrosity (shapechanger), individualistic
Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +0 | +3 | +2 | +0 | +1 | +2 |
Skills Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1:2
Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, 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.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
actions
Multiattack. The doppelganger makes two melee attacks.Slam. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 4 bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Ettercap
Medium monstrosity, individualistic
Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +2 | +2 | +1 | −2 | +1 | −1 |
Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 2:1
Spider Climb. The ettercap 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 ettercap knows the exact location of any other creature in contact with the same web.
Web Walker. The ettercap ignores movement restrictions caused by webbing.
actions
Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.Bite. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4 + 2 slashing damage.
Web (Recharge 5-6). Ranged Attack: +4 to hit, range 30/60 ft., one target. Hit: 1d6 poison damage. The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
Grick
Medium monstrosity, pack minded
Armor Class 14 (natural armor)
Hit Points 40 (9d8)
Speed 30 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +2 | +2 | +0 | −4 | +2 | −3 |
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 2:1
Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
actions
Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.Tentacles. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6 + 2 slashing damage.
Beak. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Griffon
Large monstrosity, pack mentality
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | +2 | +3 | −4 | +1 | −1 |
Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 2:2
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
actions
Multiattack. The griffon makes two attacks: one with its beak and one with its claws.Beak. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.
Claws. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage.
Harpy
Medium monstrosity, craven, individualistic
Armor Class 12
Hit Points 38 (7d8 + 7)
Speed 20 ft., fly 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +1 | +2 | +1 | −2 | +0 | +1 |
Skills Deception +5, Performance +5
Senses passive Perception 10
Languages Common
Challenge 1:1
actions
Multiattack. The harpy makes two attacks: one with its claws and one with its dagger.Claws. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4 + 2 slashing damage.
Dagger. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage.
Luring Song. The harpy sings a magical melody. Every beast, monstrosity, humanoid, or giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target cannot take any actions and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy’s song for the next 24 hours.
Hippogriff
Large monstrosity, herd mentality
Armor Class 11
Hit Points 39 (6d10 + 6)
Speed 40 ft., fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | +1 | +1 | −4 | +1 | −1 |
Skills Perception +5
Senses passive Perception 15
Languages —
Challenge 2:1
Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
actions
Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.Beak. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 3 piercing damage.
Claws. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage.
Hydra
Huge monstrosity, individualistic, single-minded
Armor Class 16 (natural armor)
Hit Points 149 (13d12 + 65)
Speed 30 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +5 | +1 | +5 | −4 | +0 | −2 |
Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages —
Challenge 8:8
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
actions
Multiattack. The hydra makes as many bite attacks as it has heads.Bite. Melee Attack: +8 to hit, reach 10 ft., one target. Hit: 1d10 + 5 piercing damage.
variants
Cryohydra. Cryohydras gain immunity to cold and a breath weapon (recharge 6 unless they have more than 5 heads, in which case recharge 4-6)–as an action, they breathe a line of cold 40ft long and 10 ft wide from all their heads. Targets in the area must make a DC 15 Constitution saving throw, taking 3d6 cold damage per head on a failure or half as much on a success. This increases the OR by 3.Pyrohydra. Pyrohydras gain immunity to fire and a breath weapon (recharge 6 unless they have more than 5 heads, in which case recharge 4-6)–as an action, they breathe a line of fire 40ft long and 10 ft wide from all their heads. Targets in the area must make a DC 15 Constitution saving throw, taking 3d6 fire damage per head on a failure or half as much on a success. This increases the OR by 3. Their regeneration is stopped by cold, not fire.
Venom Hydra. Venom Hydras gain immunity to poison and a breath weapon (recharge 6 unless they have more than 5 heads, in which case recharge 4-6)–as an action, they breathe a line of poison 40ft long and 10 ft wide from all their heads. Targets in the area must make a DC 15 Constitution saving throw, taking 3d6 poison damage per head on a failure or half as much on a success. This increases the OR by 3.
Land Shark
Large monstrosity, individualistic
Armor Class 17 (natural armor)
Hit Points 94 (9d10 + 45)
Speed 40 ft., burrow 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +4 | +0 | +5 | −4 | +0 | −3 |
Skills Perception +6
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Languages —
Challenge 5:6
Standing Leap. The land shark’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
actions
Bite. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 4d12 + 4 piercing damage.Deadly Leap. If the land shark jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 14 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the land shark’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the land shark’s space.
Manticore
Large monstrosity, individualistic
Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | +3 | +3 | −2 | +1 | −1 |
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3:3
Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
actions
Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.Bite. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.
Claw. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.
Tail Spike. Ranged Attack: +5 to hit, range 100/200 ft., one target. Hit: 1d8 + 3 piercing damage.
Medusa
Medium monstrosity, honorable, individualistic
Armor Class 15 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +0 | +2 | +3 | +1 | +1 | +2 |
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 5:6
Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the restoration (greater) incantation.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
actions
Multiattack. The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow.Snake Hair. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage plus 14 (4d6) poison damage.
Shortsword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Longbow. Ranged Attack: +5 to hit, range 150/600 ft., one target. Hit: 1d8 + 2 piercing damage plus 7 (2d6) poison damage.
Mimic
Medium monstrosity (shapechanger), single-minded
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +2 | +1 | +2 | −3 | +1 | −1 |
Skills Stealth +5
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 2:2
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. 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.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
actions
Multiattack. The mimic makes one pseudopod and one bite attack.Pseudopod. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage and the target is subjected to its Adhesive trait.
Bite. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage plus 4 (1d8) acid damage.
Naga, Guardian
Large monstrosity, honorable, guardian
Armor Class 17 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +4 | +4 | +3 | +3 | +4 | +4 |
Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common
Challenge 8:8
Spellcasting. The naga’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks), and it needs only verbal components to cast its spells. It can cast the following spells:
Concentration banishment (2x), shield of faith (1x), bestow curse (1x), arcane binding (2x)
Healing cure wounds
Damage flame strike
actions
Bite. Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 1d8 + 4 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.Spit Poison. Ranged Attack: +7 to hit, range 15/30 ft., one target. Hit: 10d8 poison damage.
Holy Lance. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 3d8 + 4 radiant damage.
Naga, Spirit
Large monstrosity, individualistic
Armor Class 16 (natural armor)
Hit Points 160 (20d10 + 50)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +4 | +3 | +2 | +3 | +2 | +3 |
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common
Challenge 8:9
Spellcasting. The naga’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It can cast the following spells:
Concentration domination (Legendary, 1x), arcane binding (3x)
Damage blight (2x), lightning bolt (2x)
Other dimension door (1x)
actions
Bite. Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 1d6 + 4 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.Frost Blast. Ranged Spell Attack: +6 to hit, range 90 ft., one target. Hit: 2d8+3 cold damage and the target’s speed is reduced by 10 feet until the end of their next turn.
Otyugh
Large monstrosity, honorable
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | +0 | +4 | −2 | +1 | −2 |
Saving Throws CON +7
Senses darkvision 120 ft., passive Perception 11
Languages Otyugh
Challenge 6:6
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 Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 3 piercing damage. If the target is a creature, it must succeed on a DC 13 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 Attack: +6 to hit, reach 10 ft., one target. Hit: 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.
Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 13 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.
Owlbear
Large monstrosity, individualistic, guardian
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +5 | +1 | +3 | −4 | +1 | −2 |
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 3:2
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 Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 5 piercing damage.
Claws. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 + 5 slashing damage.
Phase Spider
Large monstrosity, individualistic
Armor Class 14 (natural armor)
Hit Points 45 (7d10 + 7)
Speed 30 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | +2 | +1 | −2 | +0 | −2 |
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 3:2
Ethereal Jaunt. As a bonus action, the spider can magically shift from the Mortal Plane to the Border Shadow, or vice versa. It can take one creature paralyzed by its poison along with it when it does as long as that creature is its size or smaller.
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 Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 3 piercing damage, and the target must make a DC 12 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.Purple Worm
Gargantuan monstrosity, single-minded
Armor Class 18 (natural armor)
Hit Points 247 (15d20 + 90)
Speed 50 ft., burrow 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +9 | −2 | +6 | −5 | −1 | −3 |
Saving Throws Con +11, Wis +4
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Languages —
Challenge 16:14
Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
actions
Multiattack. The worm makes two attacks: one with its bite and one with its stinger.Bite. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 4d8 + 9 piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 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.
Tail Stinger. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 4d6 + 9 piercing damage, and the target must make a DC 16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Remorhaz
Huge monstrosity, individualistic
Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 30 ft., burrow 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +7 | +1 | +5 | −3 | +0 | −3 |
Damage Immunities cold, fire
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages —
Challenge 13:11
Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
actions
Bite. Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 6d10 + 7 piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the remorhaz can’t bite another target.Swallow. 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.
Roc
Gargantuan monstrosity, individualistic
Armor Class 16 (natural armor)
Hit Points 217 (14d20 + 70)
Speed 20 ft., fly 120 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +9 | +0 | +5 | −4 | +0 | −1 |
Saving Throws Dex +4, Con +9, Wis +4, Cha +3
Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 12:12
Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
actions
Multiattack. The roc makes three attacks: one with its beak and two with its talons.Beak. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 4d8 + 9 piercing damage.
Talons. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 4d6 + 9 slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The roc can restrain two targets in this fashion.
Roper
Large monstrosity, single-minded
Armor Class 18 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 10 ft., climb 10 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +4 | −1 | +3 | −2 | +3 | −2 |
Skills Perception +6, Stealth +5
Senses darkvision 60 ft., passive Perception 16
Languages —
Challenge 7:6
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. 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.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
actions
Multiattack. The roper makes three attacks with its tendrils, uses Reel, and makes one attack with its bite.Bite. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 4d8 + 4 piercing damage.
Tendril. Melee Attack: +7 to hit, reach 50 ft., one target. Hit: 1d8+4 bludgeoning damage. 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.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.
Winter Wolf
Large monstrosity, pack mentality, honorable
Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +4 | +1 | +2 | −2 | +1 | −1 |
Skills Perception +5, Stealth +3
Damage Immunities cold
Senses passive Perception 15
Languages Common, Giant, Primordial
Challenge 3:3
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
actions
Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 4 piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.Frost Breath (recharge 5-6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Worg
Large monstrosity, honorable, pack mentality
Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +3 | +1 | +1 | −2 | +0 | −1 |
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin
Challenge 1:1/2
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
actions
Bite. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.