5E Monster Attributes Cheat Sheet

Name

Ability

Aberrant Ground

The ground in a 10-foot radius around the monster is difficult terrain.

Adhesive

The monster adheres to anything that touches it.

Aggressive

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

Air Form

The monster can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Alert

The monster has advantage on Dexterity checks for initiative. Additionally, the monster can’t be surprised

Alien Mind

The monster has advantage on Wisdom saving throws

Ambusher

In the first round of combat, the monster has advantage on attack rolls against any creature it has surprised.

Amorphous

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

Amphibious

The monster can breathe air and water

Angelic/Hellish Weapons

The monster’s weapon attacks are magical. When the monster hits with any weapon, the weapon deals an extra 4d8 radiant/necrotic damage (included in the attack).

Antimagic Cone

The monster’s opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone.

Antimagic Susceptibility

The monster is incapacitated while in the area of an antimagic field.

Aversion to Fire

If the monster takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Avoidance

The monster will take no damage from succeeding on spell save DC rolls and half damage on failures.

Axiomatic Mind

The monster can’t be compelled to act in a manner contrary to its nature or its instructions.

Barbed Hide

At the start of each of its turns, the monster deals 5 (1d10) piercing damage to any creature grappling it.

Berserk

Whenever the monster starts its turn with 60 hit points or fewer, roll a d6. On a 6, the monster goes berserk.

Blind Senses

The monster can't use its blindsight while deafened and unable to smell.

Blood Frenzy

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

Bound

The monster is magically bound to an amulet. Half of any damage the wearer takes (rounded up) is transferred to the monster.

Bound (Spell Storing)

A spellcaster who wears the monster’s amulet can cause the monster to store one spell of 4th level or lower.

Brave

The monster has advantage on saving throws against being frightened

Brute

A melee weapon deals one extra die of its damage when the monster hits with it (included in the attack).

Charge(Centaur)

If the monster moves at least 30 ft straight toward a target and then hits it with an attack on the same turn, the target takes extra 10 (3d6) piercing damage. 

Charge(Boar)

If the monster moves toward a target and then hits it with an attack, target takes extra 2d6 slashing damage a DC 13 Strength save or be prone. 

Constrict

If the monster grapples a target, the target is restrained and must succeed on a DC 14 Strength saving throw to break free. 

Consume Life

As a bonus action, target a helpless creature. The target makes a DC 10 Con save or dies and the recipient regains 3d6 hp.

Corrode Metal

Any nonmagical weapon made of metal that hits the monster corrodes.

Damage Absorption

Whenever the monster is subjected to a specified damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Damage Transfer

While it is grappling, the monster takes only half the damage dealt to it, and the creature being grappled by the monster takes the other half.

Death Burst

When the monster dies, it explodes. Each creature within 10 ft of it takes 2d6 fire damage DC11 Dex save for half.

Detect Sentience

The monster can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher.

Devil's Sight

Magical darkness doesn't impede the monster’s darkvision.

Disintegration

If the monster dies its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Displacement

The monster projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage.

Distress Spores

When the monster takes damage, all other monsters of the same breed within 240 feet of it can sense its pain.

Dive

If the monster flies 20 feet straight toward a target in a descent and makes a successful attack roll, add an extra die to the attack roll.

Divine Eminence

As a bonus action, the monster can expend a spell slot to cause its melee weapon attacks to deal +3d6 radiant damage to a target on a hit + 1d6 for each level above 1st.

Duergar Resilience

The monster has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Earth Glide

The monster can burrow through nonmagical, unworked earth and stone. While doing so, the monster doesn’t disturb the material it moves through.

Echolocation

The monster can’t use its blindsight while deafened

Ethereal Sight

The monster can see 60 ft into the Ethereal Plane when it is on the Material Plane and vice versa.

False Appearance

When the monster remains motionless, it is indistinguishable from a piece of its local landscape.

Faultless Tracker

The monster is given a quarry by its summoner. The monster knows the direction and distance to its monster as long as the two of them are on the same plane of existence. The monster also knows the location of its summoner.

Fey Ancestry

The monster has advantage on saving throws against being charmed, and magic can’t put the monster to sleep.

Fire Form

The monster can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the monster or hits it with an attack within 5 ft of it takes 1d10 fire damage.

Flyby

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

Freedom of Movement

The monster ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Freeze

If the monster takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Gibbering

The monster babbles incoherently while it can see a creature and isn’t incapacitated. Each creature within 20ft makes a DC 10 Wisdom save or is confused

Gnome Cunning

The monster has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Grappler

The monster has advantage on attack rolls against any enemy grappled by it.

Heated Body

An enemy that touches the monster or hits it with a melee attack while within 5 ft of it takes 5 (1d10) fire damage.

Heart of Hrugekk

The monster has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Hold Breath

The monster can hold its breath for a specified amount of minutes.

Ice Walk

The monster can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost any additional movement. 

Illumination

The monster shed bright light in a 30-foot radius and dim light in an additional 30 feet.

Immutable Form

The monster is immune to any spell or spell effect that would alter its form.

Incorporeal Movement

The monster can move through creatures and objects as if they were difficult terrain. The monster takes 5 (1d10) force damage if the monster ends their turn inside an object

Inscrutable

The monster is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses.

Invisibility

The monster is invisible.

Iron Scent

The monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

Keen Senses

The monster has advantage on Wisdom (Perception) checks that rely on either one or a combination of sight, sound, or smell.

Light Sensitivity

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

Limited Magic Immunity

The monster 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.

Living Shadow

While in dim light or darkness, the monster has resistance to damage that isn’t force, psychic, or radiant

Magic Resistance

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

Magic Weapons

The monster’s weapon attacks are magical.

Martial Advantage

Once per turn, the monster can deal an extra 7 (2d6) damage to an enemy it hits with a weapon attack if that enemy is within 5 ft of an ally that isn't incapacitated.

Mimicry

The monster can mimic sounds it has heard, including voices. Creatures that hear the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Mucous Cloud

the monster is surrounded by transformative mucous. A creature that touches the monster or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Nimble Escape

The monster can take the Disengage or Hide action as a bonus action on each of its turns.

Otherworldly Perception

The monster can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. 

Pack Tactics

The monster has advantage on an attack roll against a creature if at least one of the monster’s allies is within 5 ft of the creature and the ally isn't incapacitated.

Petrifying Gaze

If an enemy starts its turn within 30 ft of the monster and the two of them can see each other, the monster can force the creature to make a DC 12 Constitution saving throw if the monster 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 greater restoration spell or other magic.

Poor Depth Perception

The monster has disadvantage on any attack rolls against a target more than 30 feet away.

Pounce

If the monster moves at least 20 ft straight toward a creature and then hits it with a claw attack on the same turn, that creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the creature is prone, the monster can make one bite attack against it as a bonus action.

Probing Telepathy

If a creature communicates telepathically with the monster, the monster learns the creature's greatest desires if the monster can see the creature.

Prone Deficiency

If the monster is knocked prone, roll a die. On an odd result, the monster lands upside-down and is incapacitated. At the end of each of its turns, the monster can make a DC 10 dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Psychic Defense

While the monster is wearing no armor and wielding no shield, its AC includes its Wisdom modifier

Rampage

When the monster reduces an enemy to 0 hit points with a melee attack on its turn, the monster can take a bonus action to move up to half its speed and make a bite attack.

Reactive

The monster can take one reaction on every turn in combat.

Reckless

At the start of its turn, the monster can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Reflective Carapace

Any time the monster is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the monster is unaffected. On a 6, the monster is unaffected, and the effect is reflected back at the caster as though it originated from the monster, turning the caster into the target.

Regeneration

The monster regains 10 hit points at the start of its turn. If the monster takes acid or fire damage, this trait doesn't function at the start of the monster’s next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.

Rejuvenation

If it has a phylactery, the destroyed monster gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Relentless

The first time the monster takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Shadow Stealth

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

Shapechanger

The monster can use its action to polymorph into a specified humanoid, or a monster-humanoid hybrid, or back into its true form. Other than its size, its statistics are the same in each form other than its size and AC. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Siege Monster

The monster deals double damage to objects and structures.

Skewer

Once per turn, when the monster makes a melee attack with its weapon and hits, the target takes an extra 10 (3d6) damage, and the monster gains temporary hit points equal to the extra damage dealt.

Slippery

The monster has advantage on ability checks and saving throws made to escape a grapple. 

Speak Commands with Creatures

The monster can magically command any specified creature type within 120 feet of it, using a limited telepathy.

Speak with Beasts and Plants

The monster can communicate with beasts and plants as if they shared a language.

Spell Immunity

The monster is immune to three spells chosen by its creator.

Spider Climb

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

Standing Leap

The monster’s long jump is up to 20 ft and its high jump is up to 10 ft with or without a running start.

Steadfast

The monster can't be frightened while it can see an allied creature within 30 feet of it.

Stench

Any creature that starts its turn within 5 ft of the monster must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all types of this monster for 1 hour.

Sun Sickness

While in sunlight, the monster has disadvantage on ability checks, attack rolls, and saving throws. The monster dies if it spends more than 1 hour in direct sunlight.

Sunlight Sensitivity

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

Superior Invisibility

As a bonus action, the monster can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the monster wears or carries is invisible with it.

Sure-footed

 The monster has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Surprise Attack

If the monster surprises a creature and hits it with an attack during the first round of combat, the creature takes an extra 7 (2d6) damage from the attack.

Swarm

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

Telepathic Shroud

The monster is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Terrain Camouflage

The monster has advantage on Dexterity (Stealth) checks made to hide in its home terrain.

Tunneler

The monster can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Tree Stride

Once per turn, the monster can use 10 ft of its movement to step magically into one living tree within reach, and emerge from a second living tree within 60 ft of the first tree, appearing in an unoccupied space within 5 ft of the second tree. Both trees must be large or bigger. 

Turn Immunity

The monster is immune to effects that turn undead.

Turn Resistance

The monster has advantage on saving throws against any effect that turns undead.

Two Heads

The monster has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Undead Fortitude

If damage reduces the monster to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the monster drops to 1 hit point instead.

Wakeful

The monster is never caught sleeping.

Water Susceptibility

For every 5 feet the monster moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. 

Web Sense

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

Web Walker

The monster ignores movement restrictions caused by webbing.

Wounded Fury

While it has 10 hit points or fewer, the monster has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Adhesive Filament

The monster can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the monster (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the monster, which can extrude a replacement filament on its next turn.

Antimagic Shell

The monster has advantage on saving throws against spells, and any creature making a spell attack against the monster has disadvantage on the attack roll. If the monster succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: 1-2: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the monster, it has no effect on the monster and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. 3-4: No additional effect. 5-6: The monster’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the monster must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.

Arcane Ward

The monster has a magical ward that has 30 hit points. Whenever the monster takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the monster takes any remaining damage. When the monster casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Army Arcane

When the monster casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Aura of Annihilation

The monster can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the monster. Undead and fiends ignore this effect.

Benign Transportation

As a bonus action, the monster teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. 

Blurred Movement

Attack rolls against the monster have disadvantage unless the monster is incapacitated or restrained.

Corrupted Carrier

When the monster is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn’t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain hit points.

Death Flash

When the monster dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn.

Death Gaze

When a creature that can see the monster’s eyes starts its turn within 30 feet of the monster, the monster can force it to make a DC 13 Constitution saving throw if the monster isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. 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 has disadvantage on attack rolls against the monster until the start of its next turn. If the creature looks at the monster in the meantime, it must immediately make the saving throw.

Evasion

If the monster is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Fear Aura

Any beast or humanoid that starts its turn within 10 feet of the monster must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn.

Flammable Blood

If the monster drops to half its hit points or fewer, it gains vulnerability to fire damage.

Grung Poison Variables

Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. The varying effects bellow are assuming you already have Poisonous Skin. ; Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands.; Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.; Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud.; Red. The poisoned creature must use its action to eat if food is within reach.; Orange. The poisoned creature is frightened of its allies.; Gold. The poisoned creature is charmed and can speak Grung.

Heart of the Dragon

If the monster is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all allies within 30 feet of it. Any ally that benefits from this trait (including the dragonshield) has advantage on its next attack roll.

Imix’s Blessing

When the monster reduces an enemy to 0 hit points, the monster gains 5 temporary hit points.

Indomitable (2/day)

The monster rerolls a failed saving throw.

Iron Boots

While moving, the monster has disadvantage on Dexterity (Stealth) checks.

Kicking Retreat

If the monster attacks with its feet, it can take the Disengage action as a bonus action.

Low Cunning

The monster can take the Disengage action as a bonus action on each of its turns.

Mental Fortitude

The monster has advantage on saving throws against being charmed or frightened, and magic can’t put the monster to sleep.

Mental Resistance

The monster has advantage on saving throws against being charmed, and magic can’t paralyze it.

Nilbogism

Any creature that attempts to damage the monster must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the monster. The monster can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.

Reversal of Fortune

In response to another creature dealing damage to the monster, the monster reduces the damage to 0 and regains 1d6 hit points.

Nurtured One of Yurtrus

The monster has advantage on saving throws against poison and disease.

Outsize Strength

While grappling, the monster is considered to be one size larger. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.

Overbearing Pack

The monster has advantage on Strength (Athletics) checks to shove a creature if at least one of the monster's allies is within 5 feet of the target and the ally isn’t incapacitated.

Poisonous Skin

Any creature that grapples the monster or otherwise comes into direct contact with the monster’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the monster can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Raxivort’s Tongue

The monster can communicate with ordinary bats and rats, as well as giant bats and giant rats.

Resonant Connection

If the monster has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the monster.

Second Wind (Recharges after a Short or Long Rest)

As a bonus action, the monster can regain 20 hit points.

Shadow Blend

While in dim light or darkness, the monster can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the monster uses a bonus action to end it or until the monster attacks, is in bright light, or is incapacitated.

Shadow Stealth

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

Shadow Teleport (Recharge 5-6)

As a bonus action, the monster can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.

Shed Skin

 The monster can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the monster spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.

Shock Susceptibility

If the monster takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Slayer

In the first round of combat, the monster has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the monster hits a creature that round who was surprised, the hit is automatically a critical hit.

Stunning Gaze

When a creature that can see the monster’s central eye starts its turn within 30 feet of the monster, the monster can force it to make a DC 14 Wisdom saving throw if the monster isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the monster in the meantime, it must immediately make the save.

Sunlight Hypersensitivity

The monster takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Aberrant Quickness (Recharges after a Short or Long Rest)

The monster can take an extra action on its turn.

Annihilating Aura

Any creature that starts its turn within 30 feet of the monster must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the monster advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura.

Assume Form

The monster can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the monster’s body.

Aura of Madness

Creatures within 20 feet of the monster that aren’t aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than this monster.

Battle Command

As a bonus action, the monster targets one ally he can see within 30 feet of him. If the target can see or hear the monster, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.

Bringer of Plagues

As a bonus action, the monster blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the monster’s Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. The poisoned creature can’t regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature’s hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.

Burden of Time

Beasts and humanoids, other than this species have disadvantage on saving throws while within 10 feet of the monster.

Burning Fury

When the monster takes fire damage, its Recharge action automatically recharges.

Cloud of Vermin

Any creature, other than the monster’s kind, that starts its turn within 20 feet of the monster must make a DC 11 Constitution saving throw. A creature within the areas of two or more monsters makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage.

Contamination

The monster emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this monster’s Contamination for 24 hours.

Corrupt Water

At the start of each of the monster’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If another monster of the same species drinks the foul water as an action, it gains 11 (2d10) temporary hit points.

Create Soulblade

As a bonus action, the monster can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar’s hand and vanishes if it leaves the monster’s grip, or if the monster dies or is incapacitated.

Crippling Fear

When a creature that isn’t the same as the monster starts its turn within 30 feet of three or more of the same monsters, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it’s within 30 feet of six or more monsters. On a successful save, the creature is immune to the Crippling Fear of all monsters for 24 hours. On a failed save, the creature becomes frightened for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success.

Cunning Opportunist

The monster has advantage on the attack rolls of opportunity attacks.

Demonic Shadows

The monster darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.

Diabolical Sense

The monster has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.

Dimensional Lock

Other creatures can’t teleport to or from a space within 60 feet of the monster. Any attempt to do so is wasted.

Discern Lie

The monster knows when she hears a creature speak a lie in a language she knows.

Earth Armor

The monster doesn’t provoke opportunity attacks when it burrows.

Earth Shaking Movement

As a bonus action after moving at least 10 feet on the ground, the monster can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.

Enchanting Presence

Any creature of a different species that starts its turn within 60 feet of the monster must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed by the monster for 1 minute. On a successful save, the creature becomes immune to any other monsters with Enchanting Presence for 24 hours. Whenever the monster deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.

Engine of Pain

Once per turn, a creature that attacks the monster can target the creature trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the monster, and the monster can respond by using its Multiattack with its reaction.

Extraordinary Leap

The distance of the monster’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.

Fallible Invisibility

The monster is invisible. This invisibility can be circumvented by three things:;The monster can be seen in reflections and mirrors;The monster can be revealed as a translucent image in candle/fire-light;The monster can be clearly seen by any humanoid under 10 years old

Foment Madness

Any creature that isn’t the monster’s species that starts its turn within 30 feet of the monster must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the monster). While under the effect of that confusion, the creature is immune to Foment Madness.

Howdah

The monster carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the monster, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the monster dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the monster.

Life Eater

A creature reduced to 0 hit points from damage dealt by the monster dies and can’t be revived by any means short of a wish spell.

Life Hunger

If a creature the monster can see regains hit points, the monster gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit.

Living Storm

The monster is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.

Lolth’s Fickle Favor

As a bonus action, the monster can bestow a blessing on one ally it can see within 30 feet. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.

Martial Fury

As a bonus action, the monster can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.

Master of the Grave

While within 30 feet of the monster, any ally of the monster makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

Out-of-Phase Movement

The monster can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The monster takes 5 (1d10) force damage if it ends its turn inside an object.

Phalanx Formation

The monster has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a shield.

Poison Splash

When the monster takes damage of any type but psychic, each creature within 5 feet of the monster takes 9 (2d8) poison damage.

Psychic Leech

At the start of each of the monster’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.

Psychic Engine

When the monster suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from it to deal 14 (4d6) psychic damage to each creature within 5 feet of it.

Psychic Mirror

If the monster takes psychic damage, each creature within 10 feet of the monster takes that damage instead; the monster takes none of the damage. In addition, the monster’s thoughts and location can’t be discerned by magic.

Rally the Troops

As a bonus action, the monster can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

Rancid Degeneration

At the end of each of the monster’s turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.

Rising Anger

If another creature deals damage to the monster, the monster’s attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack’s target takes an extra 19 (3d12) psychic damage. On its turn, the monster has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.

Shadow Jump

As a bonus action, the monster can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The monster can use this ability between the weapon attacks of another action it takes.

Shadow Step

While in dim light or darkness, the monster can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Soul Thirst

When the monster reduces a creature to 0 hit points, the monster can gain temporary hit points equal to half the creature’s hit point maximum. While the monster has temporary hit points from this ability, it has advantage on attack rolls.

Spectral Duplicate (Recharges after a Short or Long Rest)

As a bonus action, the monster creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the monster is unconscious. A monster can have only one duplicate at a time. The duplicate disappears when it or the monster drops to 0 hit points or when the monster dismisses it (no action required). The duplicate has the same statistics and knowledge as the monster, and everything experienced by the duplicate is known by the monster. All damage dealt by the duplicate’s attacks is psychic damage.

Summon Spectres (Recharges after a Short or Long Rest)

As a bonus action, the monster calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the monster. The specters act right after the monster on the same initiative count and fight until they’re destroyed. They disappear when the monster is destroyed.

Thrives on Company

The monster has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.

Uncanny Senses

The monster can’t be surprised while it isn’t incapacitated.

Undertow

As a bonus action when the monster is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.

Watery Advantage

While submerged in liquid, the monster has advantage on attack rolls.

War Magic

When the monster uses its action to cast a spell, it can make one weapon attack as a bonus action

Weight of Ages

Any beast or humanoid, other than this monster’s species that starts its turn within 5 feet of the monster has its speed reduced by 20 feet until the start of that creature’s next turn.

Wretched Pack Tactics

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

Armed Advantage

The monster has advantage on Strength (Athletics) checks made to grapple.

Aura of Decay

Negative energy radiates from the monster in an aura with 120-foot radius. Any creature in that area can't regain hit points.

Aura of Malice

All enemies within 10 feet of the monster have disadvantage on saving throws.

Aura of Misfortune

Bad luck radiates from the monster in an aura with a 60-foot radius. Hostile creatures in that area have disadvantage on attack rolls, ability checks and saving throws.

Blighted Trail

Terrain that the monster passes over turns to white ash. Plants are destroyed in that area and cannot regrow for 1d10 days.

Chameleon Skin

The monster has advantage on Dexterity (Stealth) checks made to hide. 

Cunning Action

On each of its turns, the monster can use its bonus action to take the disengage, dash, or hide actions.

Deadly Aim

The monster deals an extra 9 (2d8) damage when it hits with a ranged weapon attack (included in the attack). Additionally its ranged attacks ignore half cover and three-quarters cover.

Defense Matrix

Attack rolls against the monster have disadvantage if at least one of the monster's allies is within 5 feet of it and isn't incapacitated.

Defensive Adaptation

The monster can use its bonus action to polymorph gain immunity to any single damage type. The damage immunity remains until the monster uses this ability again. The monster also deals an extra 4 (1d8) damage of the chosen type when it hits with its attack. 

Frozen Aura

Intense cold radiates from the monster in an aura with a 20-foot radius. A creature that starts its turn in that area takes 3 (1d6) cold damage. Additionally, the ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or fall prone.

Harden

At the start of its turn, the monster can choose to have disadvantage on all melee weapon attack rolls during that turn, but attack rolls against it have disadvantage until the start of its next turn.

Monkey Grip

The monster can wield two handed weapons in one hand. 

Mounted Combatant

The monster can force an attack targeted at its mount to target itself instead.

Prismatic Immunity

The monster can use its bonus action to gain immunity to one of the following damage types: acid, cold, fire, or lightning. The immunity lasts until the monster uses its ability again.

Redirect Spells

Whenever a spell is cast within 120 feet of the monster that targets only one creature and doesn't have a range of self or touch, the monster magically redirects the spell and becomes the target. If the spell could not normally affect the monster, the spell fails. The creator of the monster can designate creatures that won't be affected by this trait.

Ride-by

While mounted, the monster and its mount don't provoke opportunity attacks when they move out of an enemy's reach.

Scour from Existence

When the monster reduces a creature to 0 hit points, that creature's body becomes a pile of white dust.

Silent Sniper

When the monster is hidden from a creature, making a ranged weapon attack doesn't reveal its position.

Sprinter

The monster can take the Dash or Disengage action as a bonus action on each of its turns.

Stunning Strike (Recharge 5-6)

When the monster hits another creature with a melee weapon attack, the target must succeed on a DC 11 Constitution saving throw or be stunned until the end of the monster's next turn.

Transpose Arcana

As a bonus action, the monster can expend one spell slot, causing an allied spellcaster to regain a spell slot of that level or lower.

Undying Evil

If the monster is destroyed, it regains all its hit points and reappears at a nearby location in 24 hours unless a remove curse spell is cast on its remains.

Unfavorable Target

The monster is unaffected by critical hits. 

Wails of the Unborn

Humanoids within 60 feet of the monster that can hear it have disadvantage on Constitution saving throws to maintain concentration.

Waterbound

The monster cannot willingly leave the body of water to which it is bound. If forcibly removed, the monster takes 11 (2d10) necrotic damage every minute until it returns.

Acid Breath (Recharge 5-6)

The monster exhales acid in a 90-foot line that is 10 feet wide . Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Acid Spray (Recharge 6)

The monster 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 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Animate Boulders (1/Day)

The monster magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a monster, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the monster maintains concentration, up to l minute (as if concentrating on a spell).

Animate Chains (Recharges after a Short or Long Rest)

Up to four chains the monster can see within 60 feet of it magically sprout razor-edged barbs and animate under the monster's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the monster uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the monster is incapacitated or dies.

Animating Spores (3/Day)

The monster targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.

Animate Trees (1/Day)

The monster magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a monster, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the monster. The tree remains animate for 1 day or until it dies; until the monster dies or is more than 120 feet from the tree; or until the monster takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Antennae

The 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

*Arm

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

Battle Cry (1/Day)

Each creature of the monster's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the monster's next turn . The monster can then make one attack as a bonus action.

*Battleaxe

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

*Beak

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Beard

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

*Bite

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

Bite [Ankheg]

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the monster can bite only the grappled creature and has advantage on attack rolls to do so.

Bite [Giant Centipede]

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 take 10 (3d6) poison damage. 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.

Bite [Couatl]

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Bite [Cloaker]

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (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 16 Strength check.

Bite [Cockatrice]

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (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.

Bite [Death Dog]

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

Bite [Dire Wolf]

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage . If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Bite [Homunculus]

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Bite [Kraken]

Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the monster, that creature 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 monster, and it takes 42 (12d6) acid damage at the start of each of the monster's turns. If the monster takes 50 damage or more on a single turn from a creature inside it, the monster must succeed on a DC 25 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 monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Bites [Mother]

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the monster.

Bite [Pit Fiend]

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.

Bite [Purple Worm]

Melee Weapon Attack: +9 to hit, reach 10ft., 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 monster. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the monster, and it takes 21 (6d6) acid damage at the start of each of the monster's turns. If the monster takes 30 damage or more on a single turn from a creature inside it, the monster 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 monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Bite [Thri-Kreen]

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Bite [Tyrannosaurus Rex]

Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the monster can't bite another target.

Bite [Vampire]

Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the monster, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the monster regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the monster's control.

Bite [Werebear]

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

Bite [Weretiger]

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

Bite [Wererat]

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Bite [Werewolf]

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Blinding Breath (Recharge 6)

The monster exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blinding Spittle (Recharge 5-6)

The monster spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the monster's next turn.

Blood Drain

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the monster attaches to the target. While attached, the monster doesn't attack. Instead, at the start of each of the monster's turns, the target loses 5 (1 d4 + 3) hit points due to blood loss. The monster 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 monster.

Bolt

Ranged Spell Attack: +15 to hit, range 600ft., one target. Hit: 24 (7d6) damage of one of the following types (monster's choice): acid, cold, fire, force, lightning, radiant, or thunder.

Chain

Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the monster isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Change Shape

The creature magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the creature’s choice). In a new form, the creature retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Charm [Succubus]

One humanoid the monster 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 monster'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 monster's Charm for the next 24 hours. The monster can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Charm [Vampire]

The monster targets one humanoid it can see within 30 feet of it. If the target can see the monster , the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the monster. The charmed target regards the monster as a trusted friend to be heeded and protected. Although the target isn't under the monster's control, it takes the monster's requests or actions in the most favorable way it can, and it is a willing target for the monster's bite attack. Each time the monster or the monster's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the monster is destroyed , is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day)

The monster magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the monster can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the monster and obeying its spoken commands. The beasts remain for 1 hour, until the monster dies, or until the vampire dismisses them as a bonus action.

Chilling Gaze

The monster targets one creature it can see within 30 feet of it. If the target can see the monster, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze for 1 hour.

Cinder Breath (Recharge 6)

The monster exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the monster's next turn. 

*Claws

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

Claw [Giant Crab]

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The monster has two claws, each of which can grapple only one target.

Claws [Quasit]

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws [Ghast]

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage . If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw [Nycaloth]

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the monster hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Claw [Rakshasa]

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.

Claw [Scarecrow]

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the monster's next turn.

Claw [Blue Slaad]

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid , it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.

Claw [Red Slaad]

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease - a minuscule slaad egg. A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.

Claws [Vampire Spawn]

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the monster can grapple the target (escape DC 13).

*Club

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

Cold Breath (Recharge 5-6) [Adult White Dragon]

The monster exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.

Cold Breath (Recharge 6) [Abominable Yeti]

The monster exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Constrict [Couatl]

Melee Weapon Attack: + 10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the monster isn't already constricting a creature, and the target is restrained until this grapple ends.

Constrict [Water Weird]

Melee Weapon Attack: +5 to hit, reach 10ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.

*Corrupting Touch

Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.

Create Specter

The monster targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the monster's control. The monster can have no more than seven specters under its control at one time.

Create Whirlwind

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the monster can see within 120 feet of it. The whirlwind lasts as long as the monster maintains concentration (as if concentrating on a spell). Any creature but the monster that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The monster can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the monster loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Crush

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the monster attaches to the target. If the target is Medium or smaller and the monster 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 monster is attached in this way. While attached to the target, the monster can attack no other creature except the target but has advantage on its attack rolls. The monster'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 monster by making a successful DC 13 Strength check as an action. On its turn, the monster can detach itself from the target by using 5 feet of movement.

*Dagger

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

Darkness Aura (1/Day)

A 15-foot radius of magical darkness extends out from the monster, moves with it, and spreads around corners. The darkness lasts as long as the monster 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.

Deadly Leap

If the monster 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 16 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 monster'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 monster's space.

Death Glare

The monster targets one frightened creature she can see within 30 feet of her. If the target can see the monster, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Draining Kiss

The monster 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.

Dreadful Glare

The monster targets one creature it can see within 60 feet of it. If the target can see the monster, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the monster's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration . A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not monster lords) for the next 24 hours.

Dropped Rock

Ranged Weapon Attack: +5 to hit, one target directly below the monster. Hit: 6 (1d6 + 3) bludgeoning damage

Engulf [Gelatinous Cube]

The monster moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the monster enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the monster. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the monster enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the monster's turns. When the monster moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the monster.

Engulf [Shambling Mound]

The monster 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 monster moves, the engulfed target moves with it. The monster can have only one creature engulfed at a time.

Enlarge (Recharges after a Short or Long Rest)

For 1 minute, the monster magically increases in size, along with anything it is wearing or carrying. While enlarged, the monster is 1 size larger, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the monster lacks the room to increase in size, it attains the maximum size possible in the space available. 

Enslave (3/Day)

The monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the monster until the monster dies or until it is on a different plane of existence from the target. The charmed target is under the abol eth's control and can't take reactions, and the abol eth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the monster.

Entangling Plants (Recharge 5-6)

Grasping roots and vines sprout in a 15-foot radius centered on the monster, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the monster’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained . A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Etherealness

The monster enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Euphoria Breath (Recharge 5-6)

The monster. exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Evil Eye

The monster magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.

Curse of the Evil Eye (Recharges after a Short or Long Rest)

With a stare, the monster uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.

Drop

Melee Weapon Attack: +3 to hit, one creature directly underneath the monster. Hit: 3 (1d6)

piercing damage per 10 feet fallen, up to 21 (6d6)

Miss: The piercer takes half the normal falling damage for the distance fallen.

Extract Brain

Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the monster. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the monster kills the target by extracting and devouring its brain.

Eye Rays [Beholder]

The monster shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: ; 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the monster for 1 hour, or until the monster harms the creature. ; 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ; 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ; 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute . In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not bofh. The creature can repeat the saving throw at the end of each of its turns, ending the effect 0n itself on a success. ; 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. ; 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the monster moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the monster's next turn or until the monster is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The monster can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. ; 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. ; 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. 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 until freed by the greater restoration spell or other magic. ; 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Eye Rays [Spectator]

The monster shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn. ; 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. ; 2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ; 3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the monster is visible to the target, ending the effect on itself on a success. ; 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Fetid Cloud (1/Day)

A 10-foot radius of disgusting green gas extends out from the monster. The gas spreads around corners, and its area is lightly obscured . It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn . While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

Fey Charm

The monster targets one humanoid or beast that she can see within 30 feet of her. If the target can see the monster, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the monster as a trusted friend to be heeded and protected. Although the target isn't under the monster's control, it takes the monster's requests or actions in the most favorable way it can. Each time the monster or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the monster dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the monster's Fey Charm for the next 24 hours. The monster can have no more than one humanoid and up to three beasts charmed at a time .

Fiendish Charm

One humanoid the monster can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the monster's spoken commands. If the target suffers any harm from the monster or another creature or receives a suicidal command from the monster, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the monster's Fiendish Charm for the next 24 hours.

Fire Breath (Recharge 5-6) [Adult Red Dragon]

The monster exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one

Fire Breath (Recharge 5-6) [Chimera]

The monster exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Fire Breath (Recharge 6) [Magma Mephit]

The monster exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

*Fire Ray

Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage.

*Fist

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.

Fling

One Large or smaller object held or creature grappled by the monster is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Flying Weapon

The monster releases its weapon to hover magically in an unoccupied space within 5 feet of it. If the monster can see the weapon, the monster 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 monster's hands. If the hovering weapon is targeted by any effect, the monster is considered to be holding it. The hovering weapon falls if the monster dies.

*Fork

Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Frightful Presence

Each creature of the monster's choice that is within 120 feet of it and aware of its presence must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the monster's Frightful Presence for the next 24 hours.

Frost Breath (Recharge 6)

The monster exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Glaive [Bearded Devil]

Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1dl0 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the monster hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

*Gore

Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 45 (7dl0 + 7) piercing damage.

*Greataxe

Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d1 2 + 6) slashing damage.

*Greatclub

Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage

*Greatsword

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.

Hallucination Spores

The monster ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

*Hand Crossbow

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow [Drow]

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 +2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Harpoon

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the monster or be pulled up to 20 feet toward the monster.

Haste (Recharge 5-6)

Until the end of its next turn, the monster magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Healing Touch (3/Day)

The monster touches another creature. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Healing Touch (3/Day)

The monster touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Heart Sight

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

*Heavy Club

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

*Heavy Crossbow

Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Hellfire Orb (1/Day)

The monster hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Hoof

Melee Weapon Attack:+ 13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage . If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

*Hook

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

*Hooves

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

*Horns

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Horrifying Visage

Each non-undead creature within 60 feet of the monster that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the monster is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the monster's Horrifying Visage for the next 24 hours.

Horror Nimbus (Recharge 5-6)

The monster magically emits scintillating, multicolored light. Each creature within 15 feet of the monster that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the monster's Horror Nimbus for the next 24 hours.

Howl (Recharge 5-6)

The monster emits a blood curdling howl. Each creature within 30 feet of the monster that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. 

Hurl Flame

Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Hypnotic Gaze

The monster's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the monster, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the monster's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the monster's gaze for the next 24 hours.

Illusory Appearance

The monster covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the monster takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the monster could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the monster is disguised.

Incite Rampage (Recharge 5- 6)

One creature the monster can see within 30 feet of it can. use its reaction to make a melee attack if it can hear the monster and has the Rampage trait.

Ink Cloud (Recharges after a Short or Long Rest)

A 20-foot-radius cloud of ink extends all around the monster if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the monster can use the Dash action as a bonus action

Intoxicating Touch

Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

Invisibility

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

Invisible Passage

The monster magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

*Javelin

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 

Leadership (Recharges after a Short or Long Rest) [Hobgoblin Captain]

For 1 minute, the monster can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the monster. A creature can benefit from only one Leadership die at a time. This effect ends if the monster is incapacitated.

Leadership (Recharges after a Short or Long Rest) [Hobgoblin Warlord]

For 1 minute, the monster can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the monster. A creature can benefit from only one Leadership die at a time. This effect ends if the monster is incapacitated.

Life Drain [Demilich]

The monster targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the monster regains hit points equal to the total damage dealt to all targets.

Life Drain [Specter]

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.

*Light Crossbow

Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage

Light Crossbow [Assassin]

Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Lightning Breath (Recharge 5-6)

The monster 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.

Lightning Storm

The monster magically creates three bolts of lightning, each of which can strike a target the monster can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Lightning Strike (Recharge 5-6)

The monster hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

*Longbow

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

*Longsword

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Luring Song

The monster sings a magical melody. Every humanoid and giant within 300 feet of the monster that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The monster must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the monster is incapacitated. While charmed by the monster, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the monster, the target can take the Dash action on its turn to move toward the monster by the most direct route. 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 monster, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this monster's song for the next 24 hours

*Mace

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. 

*Mandibles

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Maul [Empyrean]

Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the monster's next turn.

Maul [Dao]

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.

Mind Blast (Recharge 5-6)

The monster magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mist Form

The monster transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. While in mist form, the monster is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the monster can enter a creature's space and stop there. Each time that creature starts its turn with the monster in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.

Moan

Each creature within 60 feet of the monster that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the monster's next turn. If a creature's saving throw is successful, the creature is immune to the monster's moan for the next 24 hours

*Morningstar

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Mud Breath (Recharge 6)

The monster belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

*Needles

Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Net

Ranged Weapon Attack: +3 to hit, range 20/60 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Nightmare Haunting (1/Day)

While on the Ethereal Plane, the monster magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the monster's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Pacifying Spores (3/Day)

The monster ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Paralysis Gas (Recharge 5- 6)

The monster exhales a 30 foot cone of gas. Each creature in that area must succeed on a DC Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Paralyzing Breath (Recharge 5-6)

The monster exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Paralyzing Touch

Melee Spell Attack: + 12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Petrifying Breath (Recharge 5-6)

The monster exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn . On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Phantasms (Recharges after a Short or Long Rest)

The monster 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 monster is the real one. If the monster is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the monster with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the monster 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 monster'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.

*Pike

Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Pincer

Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the monster doesn't have two other creatures grappled.

Pincer Staff

Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 5 (1 d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the monster can't use its pincer staff on another target.

Poison Breath (Recharge 5-6) [Adult Green Dragon]

The monster exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Poison Breath (Recharge 6) [Iron Golem]

The monster exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, and half as much on a successful one. 

Poisoned Dart

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Possession (Recharge 6)

One humanoid that the creature can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the creature; the creature then disappears, and the target is incapacitated and loses control of its body. The creature now controls the body but doesn't deprive the target of awareness. The creature can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the creature ends it as a bonus action, or the creature is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the creature reappears in an unoccupied space within 5 ft of the body. The target is immune to this creature’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Proboscis

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration. 

Pseudopod

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the monster is in object form, the target is subjected to its Adhesive trait.

Quarterstaff

Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands.

*Rake

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

*Ram

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

*Rapier

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage .

Rapport Spores (3/Day)

A 10-foot radius of spores extends from the monster. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Reel

The monster pulls each creature grappled by it up to 25 feet straight toward it.

Repulsion Breath (Recharge 5-6)

The monster exhales repulsion energy in a 30·foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the monster.

Roar (3/Day)

The monster 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 monster 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.

*Rock

Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Rotting Fist [Mummy]

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapsed. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Rotting Gaze

The monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

*Rotting Touch

Melee Weapon Attack: +2 to hit, reach 10ft., one creature. Hit: 4 (1d8) necrotic damage.

Scare (1/Day)

One creature of the monster's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the monster is within line of sight, ending the effect on itself on a success.

*Scepter

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.

*Scimitar

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

Scimitar [Djinni]

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (monster's choice).

*Scourge

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Shadow Breath (Recharge 5-6)

The monster exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the monster in the initiative count. The shadow is under the monster's control.

Shield Bash

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

*Shock

Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.

*Shortbow

Ranged Weapon Attack: +4 to hit, range 80f320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

*Shortsword

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

Silver Greatsword

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the monster can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

*Slam

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

Slam [Clay Golem]

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. 

Slaying Longbow

Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target. Hit: 15 (2d8 + 6) piercing 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.

Sleep Breath (Recharge 5-6)

The monster exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Sleep Gaze

The monster gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this monster's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.

*Sling

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Slow (Recharge 5-6)

The monster targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Slowing Breath (Recharge 5-6)

The monster exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Smother

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 monster 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.

*Snake Hair

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

*Spear

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20f60 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.

*Spiked Bone Club

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

*Spiked Shield

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

Spit Poison

Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: 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

Spores (Recharge 6)

A 15-foot-radius cloud of toxic spores extends out from the monster. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

*Staff [Drow Mage]

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - l) bludgeoning damage, or 3 (1d8 - l) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Steam Breath (Recharge 5-6) [Dragon Turtle]

The monster exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Steam Breath (Recharge 6)

The monster exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Stench Spray (1/Day)

Each creature in a 15-foot cone originating from the monster must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Sting [Bone Devil]

Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sting [Pseudodragon]

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.

Stinger [Wyvern]

Melee Weapon Attack: +7 to hit, reach 10ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

*Stomp

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

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 monster rises from the corpse 1d4 hours later.

Stunning Screech (1/Day)

The monster emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't the monster's type must succeed on a DC 14 Constitution saving throw or be stunned until the end of the monster's next turn.

Summon Demon (1/Day) [Drow Mage]

The monster magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Summon Demon (1/Day) [Drow Priestess of Lilith]

The monster attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the monster takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Superior Invisibility

The monster magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the monster wears or carries is invisible with it.

Swallow

The monster 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 monster, and it takes 21 (6d6) acid damage at the start of each of the monster's turns. A monster can have only one creature swallowed at a time. If the monster takes 30 damage or more on a single turn from the swallowed creature, the monster 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 monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

*Sword

Melee Weapon Attack:+ 13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

*Tail

Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Tail [Ankylosaurus]

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage . If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Tail [Marilith]

Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the monster can automatically hit the target with its tail, and the monster can 't make tail attacks against other targets.

*Tail Spine

Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.

*Tail Spike

Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1 d8 + 3) piercing damage.

*Talon

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Talons

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 monster can't use its talons on another target.

Terrifying Glare

The monster targets one creature it can see within 30 feet of it. If the target can see the monster, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the monster's next turn. The frightened target is paralyzed.

Teleport (1/Day) [Unicorn]

The monster magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the monster is familiar with, up to 1 mile away.

Teleport [Arcanaloth]

The monster magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Tendril

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 monster can't use the same tendril on another target.

Tendrils

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Tentacle [Aboleth]

Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tentacles [Carrion]

Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1 d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Tentacles [Grell]

Melee Weapon Attack: +4 to hit, reach 10ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Tentacle [Kraken]

Melee Weapon Attack: +18 to hit, reach 30ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The monster has ten tentacles, each of which can grapple one target.

Tentacle [Otyugh]

Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

Tentacles [Mind Flayer]

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Tentacle Slam

The monster slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the monster's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Touch [Fire Elemental]

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Touch [Gas Spore]

Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.

*Trident

Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.

Tusks [Wereboar]

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

*Unarmed Strike

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Unarmed Strike [Githzerai Monk]

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.

Vengeful Glare

The monster targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the monster deals damage to it, or until the end of the monster's next turn. When the paralysis ends, the target is frightened of the monster for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the monster, ending the frightened condition on itself on a success.

Wail (1/Day)

The monster releases a mournful wail, provided that it isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of it that can hear the wail must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Wall of ice (Recharge 6)

The monster magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the monster  is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

*War Pick

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

*Warhammer

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack. 

Water Jet

The monster magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the monster and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Weakening Breath (Recharge 5-6)

The monster exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Web (Recharge 5-6)

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)

Weird Insight

The monster targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the monster's Wisdom (Insight) check. If the monster wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

Whelm (Recharge 4-6)

Each creature in the monster's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage . If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the monster's space. The monster can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the monster's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the monster can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Whip

Melee Weapon Attack: +14 to hit, reach 30ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the monster. 

Whirlwind (Recharge 4-6)

Each creature in the monster's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the monster  in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

*Withering Touch

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Parry

The creature may use a reaction to add 2 to its AC against a melee attack that would hit it. To do so, the creature must see the attacker and be wielding a melee weapon.

Redirect Attack

When a creature the monster can see targets it with an attack, the monster chooses another monster within 5 feet of it. The two monsters swap places, and the chosen monster becomes the target instead.

Rock Catching

If a rock or similar object is hurled at the monster, the monster can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Shield

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

Shriek

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

Spell Reflection

If the monster makes a successful saving throw against a spell, or a spell attack misses it, the monster can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the monster. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Split

When a monster that is Medium or larger is subjected to lightning or slashing damage, it splits into two new

monsters if it has at least 10 hit points

Each new monster has hit points equal to half the original monster's, rounded down. New monsters are one size smaller than the original monster

Sticky Shield

When a creature misses the monster with a melee weapon attack, the monster uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the monster's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

Unnerving Mask

When a creature the monster can see starts its turn within 30 feet of the monster, the monster can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the monster, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Barbed Tail

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) 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 ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.

*Bite [Bronze Scout]

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.

Bite [Rutterkin]

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell.

Bite [The Wretched]

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the monster attaches to the target. While attached, the monster can’t attack, and at the start of each of the monster’s turns, the target takes 6 (1d10 + 1) necrotic damage. The attached monster moves with the target whenever the target moves, requiring none of the monster’s movement. The monster can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a monster.

*Bolt Launcher

Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage.

Block the Path

Until the start of the monster’s next turn, attack rolls against the monster have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the monster’s reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the monster’s next turn.

Claws [Skulk]

 Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the monster has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage.

Confounding Bite

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the monster’s next turn.

Enlarge (Recharges after a Short or Long Rest)

For 1 minute, the monster magically increases in size, along with anything it is wearing or carrying. While enlarged, the monster is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the monster lacks the room to become Large, it attains the maximum size possible in the space available.

Explosive Bolt (Recharge 5-6)

The monster launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.

*Fire Lance

Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the monster), reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged.

Fire Spray (Recharge 5-6)

From its fire lance, the monster shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Flailing Claws (Recharge 5-6)

The monster moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.

Garrote

Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the monster’s size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the monster’s turns. The monster can’t make weapon attacks while grappling a creature in this way.

Hooked Spear

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the monster can choose to deal no damage and knock it prone.

Howling Babble (Recharge 6)

Each creature within 30 feet of the monster that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect.

Invisibility (Recharges after a Short or Long Rest)

The monster magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the monster wears or carries is invisible with it.

Lightning Flare (Recharges after a Short or Long Rest)

Each creature in contact with the ground within 15 feet of the monster must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

Lightning Lance (Recharge 5-6)

The monster looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.

Lightning Strike (Recharge 6)

The monster makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the monster’s next turn.

Mind Mastery

The monster targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the monster causes it to use its reaction either to make one weapon attack against another creature the monster can see or to move up to 10 feet in a direction of the monster’s choice. Creatures that can’t be charmed are immune to this effect.

Mind-Poison Dagger

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced.

Petrifying Claws

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.

Pseudopod

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

Reduce (Recharges after a Short or Long Rest)

For 1 minute, the monster magically decreases in size, along with anything it is wearing or carrying. While reduced, the monster is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.

Shadow Teleport (Recharge 5-6)

The monster, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the monster has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the monster teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.

Shell Defense

The monster withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the monster is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.

Soulblade

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.

*Spike

Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

*Stab

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

Sticky Leg

Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the monster’s leg and is grappled until it escapes (escape DC 12). The monster can have only one creature grappled at a time.

Temporal Strike (Recharge 6)

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied.

Tentacle [Choker]

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can’t use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.

Whispers of Madness

The monster chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the monster’s choice that the monster can see. Constructs and undead are immune to this effect.