Troll Stirge Kenku Gazer: AC: AC: AC: AC
Troll Stirge Kenku Gazer: AC: AC: AC: AC
Troll Stirge Kenku Gazer: AC: AC: AC: AC
Large giant, chaotic evil Tiny beast, unaligned Medium humanoid (kenku), chaotic neutral Tiny aberration, neutral evil
AC: 15 (natural armor) HP: 84(8d10+40) AC: 14(natural armor) HP: 2(1d4) AC: 13 HP: 13 (3d6) AC: 13 HP: 13(3d4+6)
Speed: 30 ft. Speed: 10 ft., fly 40 Speed: 30 ft. Speed: 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+4 +1 +5 -2 +1 -2 -3 +3 +0 -4 -1 -2 +0 +3 +0 +0 +0 +0 -4 +3 +2 -4 +0 -2
Skills: Perception +2 Skills: Deception +4, Perception +2, Stealth +5 Saving Throws Wis +2
Senses: darkvision +60 ft., passive Perception 12 Senses: darkvision 60 ft., passive Perception 9 Senses: passive Perception 12 Skills Perception +4, Stealth +5
Languages: Giant Languages: - Languages: Understands Auran and Common. Mimicry. Condition Immunities prone
Keen Smell. The troll has advantage on Wisdom Ambusher. In the first round of combat, the kenku Senses Darkvision 60 ft., passive Perception 14
Blood Drain. Melee Weapon Attack: +5 to hit, reach
(Perception) checks that rely on smell. 5 ft., one creature. Hit: 5(1d4+3) piercing damage, has advantage on attack rolls against any creature it Languages -
Regeneration. The troll regains 10 hit points at the and the stirge attaches to the target. While at- surprises.
start of its turn. If the troll takes acid or fire damage, Mimicry. The kenku can mimic any sound it has Aggressive. As a bonus action, the gazer can move
tached, the stirge doesn’t attack. Instead , at the
this trait doesn’t function at the start of the troll’s heard, including voices. A creature that hears the up to its speed toward a hostile creature that it can
start of each of the stirge’s turns, the target loses 5
next turn. The troll dies only if it starts its turn with 0 sounds can tell they are imitations with a successful see
(1d4+3) hit points due to blood loss.
hit points and doesn’t regenerate. DC 14 Wisdom (Insight) check. Mimicry. The gazer can mimic simple sounds of
The stirge can detach itself by spending
speech it has heard, in any language. A creature
5 feet of its movement. It does so after it drains 10
Actions Actions that hears the sounds can tell they are imitations
hit points of blood from the target or the target dies.
Multiattack. The troll makes three attacks: one with Shortsword. Melee Weapon Attack: +5 to hit, reach 5 with a successful DC 10 Wisdom (Insight) check.
A creature, including the target, can use its action to
its bite and two with its claws. detach the stirge. ft., one target. Hit: 6(1d6+3) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Shortbow. Ranged Weapon Attack: +5 to hit, range Actions
target. Hit 7(1d6+4) piercing damage. 80/320 ft., one target. Hit: 6(1d6+3) piercing dam- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., age. one target. Hit: 1 Piercing damage.
one target. Hit: 11(2d6+4) slashing damage Eye Rays. The gazer shoots two of the following
magical eye rays at random (reroll duplicates),
choosing one or two targets it can see within 60 feet
of it:
1. Dazing ray. The targeted creature
must succeed on a DC 12 Wisdom saving throw or
Goblin Bandit Deep Gnome (Xoblob) be charmed until the start of the gazer’s next turn.
Small humanoid (goblinoid), neutral evil Medium humanoid (any race), any non-lawful alignment Small humanoid (gnome), neutral good While the target is charmed in this way, it’s speed is
halved, and it has disadvantage on attack rolls.
AC: 15 (leather armor, shield) HP: 7(2d6) AC: 12 (leather armor) HP: 11 (2d8 + 2) AC: 15 (chain shirt) HP: 16 (3d6+6) 2. Fear Ray. The targeted creature must
succeed on a DC 12 Wisdom saving throw or be
Speed: 30 ft. Speed: 30 ft. Speed: 20 ft. frightened until the start of the gazer’s next turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 3. Frost Ray. The targeted creature
-1 +2 +0 +0 -1 -1 +0 +1 +1 +1 +0 +0 +2 +2 +2 +1 +0 -1 must succeed on a DC 12 Dexterity saving throw or
take 10(3d6) cold damage.
Senses: passive Perception 10 4. Telekinetic Ray. If the target is a
Skills: Stealth +6 Skills: Investigation +3, Perception +2, Stealth +4 creature that is Medium or smaller, it must succeed
Languages: any one language (usually Common)
Senses: darkvision +60 ft., passive Perception 9 Senses: darkvision +60 ft., passive Perception 12 on a DC 12 Strength saving throw or be moved up to
Languages: Common, Goblin Languages: Gnomish, Terran, Undercommon 20 feet directly away from the gazer.
Actions If the target is an object weighing 10
Nimble Escape. The goblin can take the Disengage Stone Camouflage. The gnome has advantage on
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 pounds or less that isn’t be worn or carried, the
or Hide action as a bonus action on each of it’s Dexterity (Stealth) checks made to hide in rocky
ft., one target. Hit: 4 (1d6 + 1) slashing damage. gazer moved it up to 30 feet in any direction. The
turns. terrain.
Light Crossbow. Ranged Weapon Attack: +3 to hit, gazer can also exert fine control on objects with this
Gnome Cunning. The gnome has advantage on
range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) ray, such as manipulating a simple tool or opening a
Actions Intelligence, Wisdom, and Charisma saving throws
piercing damage. container.
Scimitar. Melee Weapon Attack: +4 to hit, reach against magic.
5ft., one target. Hit: 5(1d6+2) slashing damage. Innate Spellcasting. The gnome's innate spellcast-
Shortbow. Ranged Weapon Attack: +4 to hit, range ing ability is Intelligence (spell save DC 11). It can
80/320 ft., one target. Hit: 5(1d6+2) piercing dam- innately cast the following spells, requiring no mate-
age. rial components: At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Mind Flayer (Nihiloor) Guard
Medium aberration, lawful evil Medium humanoid (any race), any alignment
AC: 15 (breastplate) HP: 71 (13d8+13) AC: 16 (chain shirt, shield HP: 11 (2d8+2)
Speed: 30 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+0 +1 +1 +4 +4 +3 +1 +1 +1 +0 +0 +0
Saving Throws: Int +7, Wis + 6, Cha +6
Skills: Perception +2
Skills: Arcana +7, Deception +6, Insight +6, Pecep- Senses: passive Perception 12
tion+6, Persuasion +6, Stealth +4 Languages: any one language (usually Common)
Senses: darkvision +120 ft., passive Perception 16
Actions
Languages: Deep Speech, Undercommon, Telepa- Spear. Melee or Ranged Weapon Attack: +3 to hit,
thy 120 ft reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d6 + 1) piercing damage or 5 (1d8 + 1) piercing
Magic Resistance. The mind flayer has advantage damage if used with two hands to make a melee
on saving throws against spells and other magical attack.
effects.
Innate Spellcasting (Psionics). The mind flayer’s
innate spellcasting ability is Intelligence (spell save
DC 15). It can innately cast the following spells,
requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self
only)
Actions
Tentacles. Melee Weapon Attack: +7 to hit, reach
5ft., one creature. Hit: 15(2d10+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.
Extract Brain. Melee Weapon Attack: +7 to hit,
reach 5 ft., one incapacitated humanoid grappled by
the mind flayer. Hit: 55 (10d10) piercing damage. If
this damage reduces the target to 0 hit points, the
mind flayer kills the target by extracting and devour-
ing its brain.
Mind Blast (Recharge 5-6). The mind flayer magi-
cally 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.