| MOD | SAVE | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 11 | +0 | +0 |
| CON | 13 | +1 | +1 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 1 | -5 | -5 |
| WIS | 3 | -4 | -4 |
| CHA | 1 | -5 | -5 |
Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., Passive Perception 6
Languages --
Actions
Multiattack. The armor makes two Slam attacks.
Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 15 | +2 | +4 |
| CON | 11 | +0 | +0 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 1 | -5 | -5 |
| WIS | 5 | -3 | -3 |
| CHA | 1 | -5 | -5 |
Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., Passive Perception 7
Languages --
Actions
Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 1 | -5 | -5 |
| WIS | 3 | -4 | -4 |
| CHA | 1 | -5 | -5 |
Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., Passive Perception 6
Languages --
Actions
Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time.
While grappling the target, the rug can’t take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 10 | +0 | +0 |
| CON | 16 | +3 | +3 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 3 | -4 | -4 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | -3 | -3 |
Skills Athletics +6
Damage Resistances acid
Condition Immunities flanked
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11
Traits
Disoriented Resistance (2/Day). When the ankheg fails a saving throw, they can succeed instead, and they can’t use bonus actions until the end of their next turn.
Earth Walk. Difficult terrain composed of earth and stone doesn’t cost the ankheg extra movement.
Soft Underbelly. When a prone creature within 5 feet of the ankheg attacks the ahkheg, the attack is made with advantage instead of disadvantage.
Unstable Tunneler. While burrowing, the ankheg leaves a 10-foot-diameter tunnel in their wake. Each section of tunnel collapses 1 minute after the ahkheg leaves that space.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 2 (1d4) acid damage. If the target is Large or smaller, they are grappled (escape DC 14). Until this grapple ends, the target is restrained and the ankheg can’t make a Bite attack against another target.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Acid Spit (Recharge 6). The ankheg spits acid in a 30-foot long, 5-foot-wide line. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) acid damage and is bathed in acid. On a successful save, a creature takes half as much damage and suffers no other effect.
A creature who is bathed in acid takes 3 (1d6) acid damage at the start of each of their turns for 1 minute (save ends at end of turn). A creature can use their action to wipe the acid off themself or another creature within their reach, ending the effect early.
Bonus Actions
Earth Eruption. While burrowing within 10 feet of the surface, the ankheg erupts (without spending movement) into a 10-foot square on the ground directly above them. This area becomes difficult terrain, and each creature on the ground in this area must make a DC 14 Dexterity saving throw. On a failed save, a creature is pushed 5 feet to an unoccupied space of the ankheg’s choice and is restrained by rubble. A creature can use their action to free themself or another creature within their reach. On a successful save, a creature is moved 5 feet to an unoccupied space of the creature’s choice and is not restrained.
Reactions
Skitter. When a creature attacks the ankheg, the ankheg can move up to half their speed without provoking opportunity attacks.
Legendary Actions
The ankheg has three villain actions. They can take each action once during an encounter after an enemy’s turn. The ankheg can take these actions in any order but can use only one per round.
Action 1: Big Bug! The ankheg stands on their hind legs in an impressive and terrifying display of dominance. Each enemy within 30 feet of the ankheg who can see them must make a DC 13 Wisdom saving throw or be frightened of the ankheg for 1 minute (save ends at end of turn).
Action 2: Quick Burrow. If the ankheg is grappled, the condition ends for them, and they burrow up to twice their speed without provoking opportunity attacks. If the ankheg is grappling a Large or smaller creature during this movement, the ankheg’s speed is not halved.
Action 3: Acid Bath. Acid sprays from the ankheg’s wounds onto each creature within 15 feet of them. Each target must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 11 | +0 | +0 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 5 | -3 | -3 |
| WIS | 10 | +0 | +0 |
| CHA | 4 | -3 | -3 |
Damage Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Incapacitated, Poisoned
Senses Blindsight 30 ft.; Passive Perception 10
Languages Understands Common but can’t speak
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 2 Necrotic damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 12 | +1 | +1 |
| CON | 10 | +0 | +0 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +2 |
| CHA | 10 | +0 | +0 |
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +4 |
| CHA | 13 | +1 | +1 |
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive Perception 12
Languages Common
Actions
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will:. At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person
Bonus Actions
Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 15 | +2 | +2 |
| CON | 10 | +0 | +0 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 7 | -2 | -2 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | -2 | -2 |
Damage Immunities Poison; Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common
Actions
Multiattack. The ghoul makes two Bite attacks.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage.
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn’t an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 8 | -1 | -1 |
| CON | 16 | +3 | +3 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 3 | -4 | -4 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | -2 | -2 |
Immunities Prone
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Traits
Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.
Gibbering. The mouther babbles incoherently while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn:
1–4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
Actions
Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind.
Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther’s next turn.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 6 | -2 | -2 |
| CON | 16 | +3 | +3 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 1 | -5 | -5 |
| WIS | 6 | -2 | -2 |
| CHA | 2 | -4 | -4 |
Skills Stealth +2
Resistances Acid, Cold, Fire
Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
Senses Blindsight 60 ft., Passive Perception 8
Languages None
Traits
Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.
Actions
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 10 | +0 | +0 |
| CON | 15 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 6 | -2 | -2 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | -2 | -2 |
Skills Perception +5
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 15
Languages Hook Horror
Traits
Actions
Multiattack. The hook horror makes two Hook attacks.
Hook. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the hook horror moves the target 5 feet straight toward or away from itself.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 11 | +0 | +0 |
| CON | 14 | +2 | +4 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 11 | +0 | +2 |
| CHA | 15 | +2 | +2 |
Immunities Frightened
Gear Greatsword, Heavy Crossbow, Plate Armor
Senses Passive Perception 10
Languages Common plus one other language
Actions
Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.
Reactions
Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 5 | -3 | -3 |
| WIS | 13 | +1 | +1 |
| CHA | 8 | -1 | -1 |
Skills Stealth +5
Immunities Acid; Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Traits
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.
Actions
Bite. Melee Attack Roll: +5(with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage—or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic—plus 4 (1d8) Acid damage.
Pseudopod. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.
Bonus Actions
Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn’t transformed.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 4 | -3 | -3 |
| DEX | 16 | +3 | +3 |
| CON | 11 | +0 | +0 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 2 | -4 | -4 |
| WIS | 8 | -1 | -1 |
| CHA | 6 | -2 | -2 |
Senses Darkvision 60 ft., Passive Perception 9
Languages --
Actions
Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can’t make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge’s turns.
The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action.