01 4CR
01 4CR
www.aidedd.org - 2024-10-20
Aarakocra Acolyte
Medium humanoid (Aarakocra), neutral good Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is
target and then hits it with a melee weapon attack, the attack deals an extra 3 Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the
(1d6) damage to the target. following cleric spells prepared:
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
ft., one target. Hit: 5 (1d6 + 2) piercing damage. bludgeoning damage.
Acolytes are junior members of a clergy, usually answerable to a priest. They perform
Monster Manual (BR+)
a variety of functions in a temple and are granted minor spellcasting power by their
deities.
Apprentice Wizard
Medium Humanoid, any alignment
Actions
Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120
ft., one target. Hit: 7 (1d10 + 2) force damage.
Spellcasting. The apprentice casts one of the following spells, using Intelligence
as the spellcasting ability (spell save DC 12):
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3) 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
Actions
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception)
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
checks that rely on hearing or smell.
slashing damage.
Actions
An axe beak is a tall flightless bird with strong legs, a wedge-shaped beak, and a
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
nasty disposition.
piercing damage.
Monster Manual (SRD) Teleport (Recharge 4-6). The dog magically teleports, along with any equipment
it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before
or after teleporting, the dog can make one bite attack.
A blink dog takes its name from its ability to blink in and out of existence, a talent it
uses to aid its attacks and to avoid harm.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) 12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2)
Charge. If the boar moves at least 20 feet straight toward a target and then hits
it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing Amphibious. The bullywug can breathe air and water.
damage. If the target is a creature, it must succeed on a DC 11 Strength saving
Speak with Frogs and Toads. The bullywug can communicate simple concepts
throw or be knocked prone.
to frogs and toads when it speaks in Bullywug.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7
Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks
damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point
made to hide in swampy terrain.
instead.
Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up
Actions to 10 feet, with or without a running start.
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Actions
slashing damage.
Multiattack. The bullywug makes two melee attacks: one with its bite and one
with its spear.
Monster Manual (SRD)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) 10 (+0) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 9 (-1)
Actions
Magic Resistance.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) Sunlight Sensitivity.
piercing damage.
Actions
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8
Hooked Spear.
+ 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this
Light Crossbow.
grapple ends, the creature is restrained, and the snake can't constrict another
target. This full creature's stat block is not available (not OGL).
Deep Rothé
Medium Beast (Cattle), unaligned
Armor Class 10
Hit Points 13 (2d8 + 4)
Speed 30 ft.
Beast of Burden.
Actions
Gore.
Dancing Lights.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) 11 (+0) 11 (+0) 12 (+1) 5 (-3) 8 (-1) 3 (-4)
Actions
Monster Manual (SRD) Multiattack. The dretch makes two attacks: one with its bite and one with its
claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing
damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4)
slashing damage.
Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from
the dretch. 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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2)
Skills Perception +2, Stealth +4 Senses truesight 120 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 12 Languages Modron
Languages Elvish, Undercommon Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP)
Axiomatic Mind.
Disintegration.
Fey Ancestry. The drow has advantage on saving throws against being
charmed, and magic can't put the drow to sleep. Actions
Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC Multiattack.
11). It can innately cast the following spells, requiring no material components: Fist.
Javelin.
At will: dancing lights
1/day each: darkness, faerie fire This full creature's stat block is not available (not OGL).
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight.
Monster Manual
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.
Hand Crossbow. 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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) 12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 False Appearance. While the sword remains motionless and isn't flying, it is
(2d4 + 3) bludgeoning damage. indistinguishable from a normal sword.
Actions
Monster Manual (SRD) Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8
+ 1) slashing damage.
A magically animated flying sword dances through the air, fighting like a warrior that
can't be injured.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3) 5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
Senses darkvision 30 ft., passive Perception 11 Senses blindsight 30 ft., passive Perception 8
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Keen Smell. The badger has advantage on Wisdom (Perception) checks that Actions
rely on smell.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2)
Actions 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
Multiattack. The badger makes two attacks: one with its bite and one with its
to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining
claws.
hit points, and is paralyzed while poisoned in this way.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
piercing damage.
Monster Manual (SRD)
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1)
slashing damage.
Giant Frog
Medium beast, unaligned
Monster Manual (SRD)
Armor Class 11
Hit Points 18 (4d8)
Giant Bat
Speed 30 ft., swim 30 ft.
Large beast, unaligned
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) Swallow. The frog makes one bite attack against a Small or smaller target it is
piercing damage. grappling. If the attack hits, the target is swallowed, and the grapple ends. The
swallowed target is blinded and restrained, it has total cover against attacks and
other effects outside the frog, and it takes 5 (2d4) acid damage at the start of
Monster Manual (SRD) each of the frog's turns. The frog can have only one target swallowed at a time. If
the frog dies, a swallowed creature is no longer restrained by it and can escape
from the corpse using 5 feet of movement, exiting prone.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4)
piercing damage, and the target must make a DC 11 Constitution saving throw,
Giant lizards are fearsome predators often used as mounts or draft animals by taking 10 (3d6) poison damage on a failed save, or half as much damage on a
reptilian humanoids and residents of the Underdark. successful one.
Giant Owl
Large beast, neutral Giant Wolf Spider
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d10 + 3) Armor Class 13
Speed 5 ft., fly 60 ft. Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0) STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15 Skills Perception +3, Stealth +7
Languages Giant Owl understands Common, Elvish, and Sylvan but can't speak Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
them Languages —
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an Spider Climb. The spider can climb difficult surfaces, including upside down on
enemy's reach. ceilings, without needing to make an ability check.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) Web Sense. While in contact with a web, the spider knows the exact location of
checks that rely on hearing or sight. any other creature in contact with the same web.
Actions Web Walker. The spider ignores movement restrictions caused by webbing.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) Actions
slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1)
piercing damage, and the target must make a DC 11 Constitution saving throw,
Giant owls are intelligent creatures that are the guardians of their woodland realms. taking 7 (2d6) poison damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0 hit points, the
Monster Manual (SRD)
target is stable but poisoned for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
Giant wolf spiders hunt prey across open ground or hide in burrows or crevices to
attack from ambush.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 12 (+1) 5 (-3) 5 (-3) 5 (-3) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus
Unusual Nature.
action on each of its turns.
Actions
Actions
Multiattack.
Bite. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
Spiked Club. slashing damage.
Bonus actions Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Rampage.
Reactions Goblins are small, black-hearted humanoids that lair in despoiled dungeons and
Vengeful Strike. other dismal settings. Individually weak, they gather in large numbers to torment
other creatures.
This full creature's stat block is not available (not OGL).
Monster Manual (SRD)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 9 (-1) 8 (-1) 6 (-2) 7 (-2) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0)
Blind Senses. The grimlock can't use its blindsight while deafened and unable
Amphibious.
to smell.
Poisonous Skin.
Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) Standing Leap.
checks that rely on hearing or smell. Water Dependency.
Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks Actions
made to hide in rocky terrain.
Dagger.
Actions
This full creature's stat block is not available (not OGL).
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.
Monsters of the Multiverse
Kender Skirmisher
Small Humanoid, any alignment
Actions
Hoopak.
Taunt.
Bonus actions
Elusive.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 7 (-2) 15 (+2) 12 (+1) 8 (-1) 7 (-2) 8 (-1)
Skills Deception +4, Perception +2, Stealth +5 Senses darkvision 60 ft., passive Perception 10
Senses passive Perception 12 Languages Common, Draconic
Languages understands Auran and Common but speaks only through the use of Challenge 1/4 (50 XP) Proficiency Bonus +2
its Mimicry trait
Challenge 1/4 (50 XP) Pack Tactics.
Sunlight Sensitivity.
Ambusher. In the first round of a combat, the kenku has advantage on attack Actions
rolls against any creature it surprised.
Dagger.
Mimicry. The kenku can mimic any sounds it has heard, including voices. A Sling.
creature that hears the sounds can tell they are imitations with a successful DC Weapon Invention.
14 Wisdom (Insight) check.
This full creature's stat block is not available (not OGL).
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 Monsters of the Multiverse
+ 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 11 (+0) 11 (+0) 10 (+0) 8 (-1) 15 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 3 (-4)
Extraordinary Leap.
Amphibious. The kuo-toa can breathe air and water.
Spider Climb.
Otherworldly Perception. The kuo-toa 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
Actions
creature that is moving. Bite.
Sticky Leg.
Slippery. The kuo-toa has advantage on ability checks and saving throws made
to escape a grapple. This full creature's stat block is not available (not OGL).
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight. Giant hunting spiders, most steeders are encountered in the company of duergar.
Female steeders grow larger and stronger than males, and the female often devours
Actions the male after breeding.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Monsters of the Multiverse
piercing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.
Net. Ranged Weapon Attack: +3 to hit, range 5/15 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.
Reactions
Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack,
the kuo-toa 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
kuo-toa'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.
Kuo-toa are sadistic, degenerate fish-like humanoids that once inhabited the shores
and islands of the surface world.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 12 (+1) 3 (-4) 10 (+0) 6 (-2) 8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing Skills Stealth +3
from nonmagical attacks Damage Immunities poison
Damage Immunities poison Condition Immunities poisoned
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, Senses darkvision 60 ft., passive Perception 10
prone, restrained, unconscious Languages Aquan, Terran
Senses darkvision 60 ft., passive Perception 10 Challenge 1/4 (50 XP)
Languages understands Auran but can't speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each
Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity
Air Form. The elemental can enter a hostile creature's space and stop there. It saving throw or be restrained until the end of the creature's next turn.
can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the mephit remains motionless, it is indistinguishable
Actions from an ordinary mound of mud.
Slam. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 5 (1d4 + 3) Actions
bludgeoning damage. If the target was already hit by a minor air elemental's
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1)
slam attack this turn, it must make a successful DC 11 Strength saving throw or
bludgeoning damage.
fall prone.
Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature
Minor air elementals are rarely seen on the Material Plane, as they are usually within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11
content to drift by on gentle breezes high above the earth. When conjured from the Dexterity saving throw or be restrained for 1 minute. A creature can repeat the
Plane of Air to fight, they appear as tiny silver zephyrs or whirling dust devils. saving throw at the end of each of its turns, ending the effect on itself on a
success.
Extra (D&D Beyond)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 14 (+2) 8 (-1) 6 (-2) 8 (-1) 12 (+1) 12 (+1) 13 (+1) 4 (-3) 8 (-1) 3 (-4)
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.
The mummified warriors are the result of an experiment carried out by the
necromancer Arach.
Extra (AideDD)
Night Blade Ox
Medium humanoid (Human), chaotic evil Large Beast (Cattle), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
Amorphous. Pounce. If the panther moves at least 20 feet straight toward a creature and
Aversion to Fire. then hits it with a claw attack on the same turn, that target must succeed on a
Unusual Nature. DC 12 Strength saving throw or be knocked prone. If the target is prone, the
panther can make one bite attack against it as a bonus action.
Actions
Pseudopod. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
This full creature's stat block is not available (not OGL).
piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
Monsters of the Multiverse slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2) 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Innate Spellcasting.
Keen Senses. The pseudodragon has advantage on Wisdom (Perception)
Magic Resistance.
checks that rely on sight, hearing, or smell.
Actions Magic Resistance. The pseudodragon has advantage on saving throws against
Superior Invisibility. spells and other magical effects.
This full creature's stat block is not available (not OGL). Limited Telepathy. The pseudodragon can magically communicate simple
ideas, emotions, and images telepathically with any creature within 100 feet of it
that can understand a language.
Monster Manual
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Sting. 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.
Pteranodon
Medium beast, unaligned
Skills Perception +1
Senses passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Flyby. The pteranodon doesn't provoke an opportunity attack when it flies out of
an enemy's reach.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1)
piercing damage.
These flying reptilian cousins to the dinosaurs have no teeth, instead using their
sharp beaks to stab prey too large to swallow with one gulp.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) 6 (-2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage. Monster Manual (SRD)
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 6 (-2) 5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
Actions
Echolocation. The swarm can't use its blindsight while deafened.
Confounding Bite.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that
This full creature's stat block is not available (not OGL).
rely on hearing.
Swarm. The swarm can occupy another creature's space and vice versa, and
Monsters of the Multiverse the swarm can move through any opening large enough for a Tiny bat. The
swarm can't regain hit points or gain temporary hit points.
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding Keen Smell. The swarm has advantage on Wisdom (Perception) checks that
steam. Each creature in that area must succeed on a DC 10 Dexterity saving rely on smell.
throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a
Swarm. The swarm can occupy another creature's space and vice versa, and
successful one.
the swarm can move through any opening large enough for a Tiny rat. The
swarm can't regain hit points or gain temporary hit points.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2) 15 (+2) 10 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1)
Feline Agility. Stench. Any creature other than a troglodyte that starts its turn within 5 feet of
Inspire (1/Day). the troglodyte 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,
Actions the creature is immune to the stench of all troglodytes for 1 hour.
Multiattack. Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on
Claws.
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dort.
Actions
This full creature's stat block is not available (not OGL).
Multiattack. The troglodyte makes three attacks: one with its bite and two with
Tabaxi are catfolk who hail from the land of Maztica. its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
Adventures (Tomb of Annihilation)
piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 7 (-2) 3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
Velociraptor Walrus
Large beast, unaligned
Tiny Beast (Dinosaur), unaligned
Armor Class 9
Armor Class 13 (natural armor)
Hit Points 22 (3d10 + 6)
Hit Points 10 (3d4 + 3)
Speed 20 ft., swim 40 ft.
Speed 30 ft.
Multiattack. This full creature's stat block is not available (not OGL).
Bite.
Claw.
Adventures (Rime of the Frostmaiden)
This full creature's stat block is not available (not OGL).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1) 7 (-2) 12 (+1) 9 (-1) 5 (-3) 6 (-2) 5 (-3)
Senses darkvision 60 ft., passive Perception 8 Damage Resistances bludgeoning, piercing, and slashing while in dim light or
Languages Common, Draconic darkness
Challenge 1/4 (50 XP) Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight.
Wretched Pack Tactics.
Pack Tactics. The kobold has advantage on an attack roll against a creature if
at least one of the kobold's allies is within 5 feet of the creature and the ally isn't
Actions
incapacitated. Bite.
Actions This full creature's stat block is not available (not OGL).
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
piercing damage. Monsters of the Multiverse
Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the
kobold. Hit: 6 (1d6 + 3) bludgeoning damage.
Yellow Musk Zombie
Medium undead, unaligned
Monster Manual (BR+)
Armor Class 9
Hit Points 33 (6d8 + 6)
Wolf Speed 20 ft.
Medium beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 13 (natural armor) 13 (+1) 9 (-1) 12 (+1) 1 (-5) 6 (-2) 3 (-4)
Hit Points 11 (2d8 + 2)
Speed 40 ft. Condition Immunities charmed, exhaustion
Senses blindsight 30 ft., passive Perception 8
STR DEX CON INT WIS CHA Languages —
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2)
piercing damage. If the target is a creature, it must succeed on a DC 11 Strength
saving throw or be knocked prone.
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Undead Fortitude. If damage reduces the zombie 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 zombie drops to 1 hit
point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage.
Undead zombies move with a jerky, uneven gait. They are clad in the moldering
apparel they wore when put to rest, and carry the stench of decay.