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  Aberrant Eye
  Aberrant Eye
  Aberrant eye's are the spies of aberrations of immense power.
  The elder evils and great old ones are among some of the
  entities that enlist the service of aberrant eyes, and send them
  all across the many folds of the Multiverse and beyond to
  gather information for them.
  Warlock Finders. The most common reason for a aberrant
  eye being recruited into service is to find suitable creatures to
  broken deals and pacts with. An aberrant eye on the Material
  Plane will sustain constant communication with their master
  through the sending spell, and will use this communication to
  relay information of potential servants to the entity.
  Curious Observers. An aberrant eye without a master
  seeks to satiate its own curiosity, and will often spend time
  inhabiting the eye socket of interesting creatures to gather
  information on how a certain creature lives. Aberrant eye's
  usually have a whole archive of information stored within
  their memories, and they use this obscure knowledge to
  barter with intelligent creatures.
  Aberrant Eye
  Aberrant Eye
  Tiny aberration, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 63 (14d4 + 28)
  Speed 10 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4) 16 (+3)
  15 (+2)
  20 (+5)
  16 (+3)
  14 (+2)
  Saving Throws Dex +6, Int +8
  Skills Arcana +8, History +8, Perception +6, Stealth +6
  Damage Resistances acid, cold, fire, force, lightning
  Condition Immunities charmed, prone, frightened
  Senses truesight 120 ft., passive Perception 16
  Languages all languages., telepathy 60 ft.
  Challenge 7 (2,900 XP)
  Aberrant Magic. The effects of the counterspell and
  dispel magic spells have no effect on spells the eye has
  cast.
  Innate Spellcasting (Psionics). The eye's innate
  spellcasting ability is Intelligence (spell save DC 16). The
  eye can innately cast the following spells, requiring no
  components:
  At will: arms of hadar, detect magic, detect thoughts,
  identify, invisibility, levitate, sending
  3/day each: clairvoyance, hunger of hadar, Otiluke's
  resilient sphere
  1/day each: contact other plane (the eye automatically
  succeeds on the Intelligence saving throw), plane shift
  (self only)
  Actions
  Overtake (Recharge 5-6). The eye attempts to magically
  transpose itself with the eye of a creature within 30 feet
  of it. That creature must make a DC 16 Intelligence
  saving throw. A creature without eyes automatically
  succeeds on this saving throw. On a failed save, the eye
  transposes with one of the creature's original eyes. The
  eye remains transposed until the creature drops to 0 hit
  points, the eye ends it as a bonus action, the eye is
  forced out by an effect like the dispel evil and good
  spell, or the affected creature uses an action to make an
  Intelligence saving throw, ending the transposition on a
  success. When the transposition ends, the eye reappears
  at an unoccupied space within 30 feet.
  While transposed, the eye can't be targeted by attacks,
  spells, or effects, and it decides what actions the
  affected creature will take, but has no control over the
  creature's movement. The only action the eye can take
  while transposed is the Cast a Spell action.
  The creature is immune to this eye's Overtake for 24
  hours after succeeding on the saving throw or after the
  transposition ends.
  
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  Arcane Ballista
  Arcane Ballista
  The first arcane ballista was devised by a powerful war mage,
  that wanted to gain the upperhand for his troupes on the
  battlefield. The mage created twelve arcane ballista and
  reduced a city to rubble in mere hours. Ever since that
  instance, the use of these arcane siege machines has been
  frowned upon during times of war, but that doesn't stop
  warring nations from doing anything to gain the advantage.
  Massive Destruction. An arcane ballista doesn't require
  any soldiers to be present during it's operation, and the magic
  permeating the construct creates new bolts, reloads, and fires
  all on its own. Use of these siege weapons greatly reduces
  loss of life during warfare, and sieging an enemy stronghold is
  as easy as giving a command to one of these magical
  constructs. Unlike soldiers, an arcane ballista doesn't require
  rest, and can continue attacking until it gets destroyed or is
  commanded to stop.
  Siege of Sails. Arcane ballista have become increasingly
  common to have aboard ocean vessels. The ballista's siege
  engine properties makes a rival ship an easy target, and the
  precision at which it fires its projectiles is far superior than
  any manned siege weapon, meaning a captain can order an
  arcane ballista to take out a rival ship's mast while their ship
  makes a quick getaway.
  Arcane Ballista
  Arcane Ballista
  Large construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  8 (-1)
  18 (+4)
  7 (-2)
  10 (+0)
  3 (-4)
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, poisoned, prone
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 10
  Languages understands commands given in any
  language but can't speak
  Challenge 5 (1,800 XP)
  Antimagic Susceptibility. The ballista is incapacitated
  while in the area of an anti magic field. If targeted by
  dispel magic, the ballista must succeed on a
  Constitution saving throw against the caster's spell
  save DC or fall unconscious until the beginning of its
  next turn.
  Bound. The ballista is magically bound to a circlet. As
  long as the ballista and its circlet are on the same
  plane of existence, the circlet's wearer can
  telepathically call the ballista to travel to it, and the
  ballista knows the distance and direction to the
  circlet.
  Self Operating. After the ballista makes a bolt attack
  on its turn, it magically reloads itself and a new bolt
  appears ready to fire.
  Siege Machine. The ballista deals double damage to
  objects and structures.
  Actions
  Bolt. Ranged Weapon Attack: +6 to hit, range
  120/480 ft., one target. Hit: 20 (3d10 + 3) piercing
  damage.
  The Circlet of Sieging
  Wondrous item, rare (requires attunement)
  This pendant is magically bound to an Arcane Ballista.
  If either the circlet or the ballista are destroyed, they
  become nonmagical.
  When the Arcane Ballista bound to this circlet is
  within 60 feet of the wearer, the wearer can use a
  bonus action to mentally command the ballista. You
  decide what action the ballista will take and where it
  will move during its next turn, or you can issue a
  general command, such as to guard a particular
  location, or attack a particular building. If you issue no
  commands, the ballista only defends itself against
  hostile creatures. Once given an order, the ballista
  continues to follow it until its task is complete.
  The ballista acts independently of you, but it always
  obeys your commands. In combat, it rolls its own
  initiative and acts on its own turn.
  
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  Bellacara the Bride
  Bellacara the Bride
  A powerful wizard fell in love with the most beautiful woman
  he had ever seen, and went to the edges of the Multiverse to
  claim her affection. The two fell in love, but for each year that
  passed, the young woman would grow more and more sad.
  The two eventually decided to become married, but the wizard
  feared the woman's happiness would never return. On the day
  of their wedding, the wizard waited for his bride-to-be to come
  down the isle, but she never left her dressing room. When the
  wizard went to find the bride, he found her staring with a
  smile at her own reflection in a mirror. The young lady had
  finally found happiness in how beautiful she looked, but the
  isolation she endured while the wizard pursued his studies
  lead the woman into madness.
  The wizard realized the pain he had caused his bride-to-be,
  and called the wedding off. The young lady never changed out
  of her wedding gown, and never let go of the mirror. She
  remained smiling at her own reflection for years, until she
  started to show signs of aging. The woman wanted nothing
  more than to remain looking as beautiful and youthful as she
  had on her wedding day, so the wizard gave her the ability to
  steal the beauty from others, and invigorate her own
  appearance. She went on to slaughter hundreds, in pursuit of
  perfection, only furthering the madness that grasped her
  mind.
  The wizard felt remorse for these actions, and used a
  powerful spell to seal her away in the mirror she so coveted.
  He bound the enchantment with the name of the bride, so that
  she could be released should he find a way to cure the
  madness infesting her mind. For years the wizard searched for
  the cure, but all remedies proved useless to help the one he
  loved.
  After a lifetime of searching, the wizard laid on his deathbed
  with mirror in hand. He released his love one more time, so
  her still youthful face would be the last thing he saw before
  exiting this world. As the wizard passed on, the woman flew
  into a fit of rage, and shattered the mirror she was summoned
  from; sending bolts of arcane energy through the room as she
  broke the mirror she was bound to.
  It is said that upon breaking the wizard's mirror, she gained
  the ability to be summoned from any mirror in the Multiverse,
  and any unlucky soul that says "Bellacara the bride" three
  times into a mirror at night is able to summon her.
  Drainer of Beauty. Bellacara still maintains her ability to
  drain the beauty of others, and in combat uses it to deform her
  enemies and invigorate herself. When Bellacara completely
  drains a creature of its beauty, their remains appear to be
  nothing more than a gray husk of their former selves.
  Gruesome Calling Card. After Bellacara kills the creature
  that summoned her, she writes her name in blood three times
  above the mirror she was summoned from. This allows her to
  further spread the knowledge of how to summon her,
  increases the mystique and infamy behind her name, and
  gives her a higher supply of beauty to drain from those that do
  end up summoning her.
  Unkillable. The only way for Bellacara to be killed is for her
  name to be completely removed from all tomes and pages,
  and for all memory of her name to be forgotten. Even if
  Bellacara is to be slain, she can still be brought back with the
  mention of her name three times into a mirror at night.
  Customize Bellacara.
  As with all good stories of folklore or legend, there
  are usually multiple origin stories. If the lore detailed
  above doesn't quite fit into your world, or if you want
  to throw your own twist on Bellacara the bride, we
  highly recommend you do so.
  Even changing around Bellacara's traits and abilities
  to make her more gruesome could add that extra
  horror aspect to your game. Perhaps Bellacara wields
  a terrifying knife:
  Brutal Blade. Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit: 7 (1d6 + 4) slashing damage and
  the target must succeed on a DC 16 Constitution
  saving throw or take 3 (1d6) slashing damage at the
  start of their next turn.
  
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  Bellacara the Bride
  Bellacara the Bride
  Medium undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 111 (17d8 + 34)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2) 11 (+0) 12 (+1) 17 (+3)
  Skills Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing,
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities charmed, fatigue, frightened,
  poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Abyssal
  Challenge 10 (5,900 XP)
  Mirror Summons. When "Bellacara the bride" is
  chanted three times into a mirror at night, Bellacara
  can choose to teleport to a location within 60 feet of
  that mirror. If Bellacara is dead, and "Bellacara the
  bride" is chanted in the same way, she is resurrected
  to a location within 60 feet of the mirror. Bellacara
  can't move more than 120 feet away from the mirror
  she was summoned from.
  Gruesome Killer. Bellacara always knows the exact
  location of the creature that summoned her, and has
  advantage on attack rolls made against that creature
  until it is reduced to 0 hit points, or she is reduced to
  0 hit points.
  Rapid Decay. When Bellacara is reduced to 0 hit
  points, her body rapidly decays and turns to dust
  within moments. Bellacara and everything she is
  wearing and carrying, except magic items, are
  reduced to a pile of black dust.
  Return to the Mirror. After reducing the creature that
  summoned her to 0 hit points, Bellacara can use an
  action to cast the plane shift spell (requiring no
  components, self only) while within 5 feet of the
  mirror she was summoned from. The only location
  she can target while casting this spell is a secret
  demiplane, where she waits to be summoned once
  more.
  Actions
  Multiattack. Bellacara makes two melee attacks.
  Grasping Hair. Melee Weapon Attack: +8 to hit, reach
  10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
  damage, and if the target is Medium or smalller, it is
  grappled (escape DC 16). While the target is
  grappled, it is restrained, and it takes 9 (2d8) necrotic
  damage at the start of each of its turns. Bellacara can
  grapple two creatures with her hair.
  Siphon Beauty. Ranged Spell Attack: +7 to hit, range
  60 ft., one target. Hit: 21 (4d8 + 3) necrotic damage,
  and the target's Charisma score is reduced by 1d4.
  The target dies if this reduces its Charisma to 0.
  Otherwise, the reduction lasts until the target finishes
  a short or long rest. Bellacara regains hit points equal
  to 5 times the amount the target's Charisma score
  was reduced by.
  Frighten. Bellacara lets out a horrific scream,
  attempting to terrify creatures of her choice within
  30 feet of her. Each target must succeed on a DC 15
  Wisdom saving throw or be frightened of Bellacara
  for 1 minute. A frightened creature can make a
  Wisdom saving throw at the end of each of its turns,
  ending the effect on a success.
  
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  Bully Goat
  Bully Goat
  In the most uninhabitable frozen regions of the world there
  resides a beast of immense size and power, the bully goat. The
  bully goat is a 23 - 24 foot tall goat that is fiercely territorial
  over whatever section of land it claims as its own. These
  creatures are revered by frost giants, and are taken at birth
  and reared into guardians and courageous steeds for their
  leaders.
  Territorial. A bully goat usually lays claim to an area of frozen
  land a few square miles in size, and defends the land with
  savage ferocity. Even white dragons revere the power and
  ferocity of bully goats, and the two creatures clash over
  territory on regular occasions. White dragons find the
  challenge of battling a bully goat so exhilarating that they
  rarely kill them, unless food is scarce. They instead choose
  only to wound them and allow the beasts to recover, so they
  test their might once more.
  Coveted Mounts. A fully grown bully goat is too stubborn to
  be taught or domesticated into a mount, thus a creature that
  wants to obtain a bully goat as a mount or companion needs
  to start its training from a very young age. Bully goats reach
  full maturity and size after 30 years, and can live for as long as
  400 years, making them the perfect creature for frost giants to
  domesticate. A bully goat's territorial nature can be targeted
  towards a creature instead of a location, usually a creature
  that has reared it, or shows complete dominance over it at a
  young age.
  Frost Dwellers. The bully goat's thick coat makes it
  perfectly adept at surviving in the coldest of climates, and its
  omnivorous diet and tough stomach allows it to sustain itself
  from near anything it can come across. A hungry bully goat is
  just as likely to eat a band of adventurers as it is to eat a forest
  of trees.
  Bully Goat
  Bully Goat
  Gargantuan beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 232 (15d20 + 75)
  Speed 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 12 (+1) 20 (+5) 3 (-4) 16 (+3) 10 (+0)
  Saving Throws Str +12, Con +10
  Skills Athletics +12
  Damage Resistances cold
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 13
  Languages –
  Challenge 16 (15,000 XP)
  Gruff. When the goat hits a creature with an attack, it
  gains advantage on all attacks made against that
  creature until the end of its next turn.
  Charge. If the bully goat moves at least 20 feet
  straight toward a target and then hits it with a ram
  attack on the same turn, the target takes an extra 26
  (4d12) bludgeoning damage. If the target is a
  creature, it must succeed on a DC 21 Strength saving
  throw or be knocked prone.
  Sure-Footed. The goat has advantage on Strength and
  Dexterity saving throws made against effects that
  would knock it prone.
  Actions
  Multiattack. The bully goat makes two ram attacks.
  Ram. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 33 (4d12 + 7) bludgeoning damage.
  Bleat (Recharge 5-6). The bully goat lets out a low-
  pitch bleat, which stings the ears of all creatures
  within 20 feet of it.Each creature in the area that can
  hear the bleat must succeed on a DC 18 Wisdom
  saving throw or be stunned until the end of its next
  turn.
  
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  Carnival Hag
  Carnival Hag
  Carnival hags are wretched creatures that live in traveling
  circuses and festivals that they commandeer themselves. The
  hags use the cover of the festival to disguise their freakish
  appearance, and blend in seamlessly with the whacks and
  oddities that call a carnival home. The carnival hag uses
  trickery and games of unfair chance to goad festival-goers into
  making deals and bargains that they'll most certainly regret.
  Freakish. Carnival hags appear as ugly harlequins adorned
  in layers upon layers of bright and colorful cloth. The hag's
  white and red makeup appears to have been applied heavily,
  and blends into the creature's hair. In actuality, this thick layer
  of colored makeup is actually the skin of the carnival hag,
  which constantly shifts, changes colour, and sheds from their
  faces to reveal a new pattern underneath, allowing the
  carnival hag to constantly change their appearance at a
  festival, and appear as a new performer.
  Games of Altered Chance. The favorite thing for a carnival
  hag to do is to goad fool-hearty festival goers into playing their
  games of chance, which are always weighed in the favor of the
  hag.
  Carnival hags delight in heightening the stakes of these
  games, usually with participants wagering their lives in a
  daring game to the death. The hags also enjoy playing less
  fatal versions of these games, in which they seek to gain
  information from knowledgeable carnival goers.
  Mirror Houses. A carnival hag coven enjoys twisting all
  carnival and festival attractions into games of death, but none
  they favor more than the mirror house. The natural confusion
  the attraction brings is only amplified by the hag's trickery. A
  coven will lure a group of carnival goers into the mirror house,
  and slowly pick them off one by one, delighting in the terror
  and confusion they cause during the process.
  Carnival Hag
  Carnival Hag
  Medium fiend, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 15 (+2) 11 (+0) 12 (+1) 16 (+3)
  Skills Arcana +2, Deception +5, Performance +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Abyssal, Infernal
  Challenge 3 (700 XP)
  Innate Spellcasting. The hag’s innate spellcasting
  ability is Charisma (spell save DC 13). She can
  innately cast vicious mockery at will.
  Strength Test. When the hag hits a Medium or smaller
  creature with a melee attack with her mallet, the
  target must succeed on a DC 14 Strength saving
  throw or be pushed 20 feet in a direction of the hags
  choosing and knocked prone.
  Whack-a-Hag (1/Day). When the hag is targeted by an
  attack roll, she can attempt to magically swap places
  with a creature within 30 feet of her. The creature
  must succeed on a DC 13 Charisma saving throw or
  teleport and swap places with the hag, potentially
  causing the attack to hit that creature instead.
  Actions
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 7 (1d6 + 4) slashing damage.
  Mallet. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 10 (1d12 + 4) slashing damage.
  Game of Chance (Recharge 6). The hag invokes a
  cursed game of chance, targeting up to 3 creatures
  within 60 feet to play with her. The targets must roll a
  d6, while the hag rolls a d8. The creature that rolled
  the highest number is deemed the winner, and
  regains 11 (2d10) hit points, while the losers each
  take 11 (2d10) necrotic damage. If 2 or more
  creatures tie for the highest number rolled, the hag
  determines which creature is deemed the winner.
  
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  Cheeky Monkey
  Cheeky Monkey
  Cheeky monkey is the nickname given to a monkey that has
  collected a ball of dung, and rolls it around; using it both
  offensively and defensively. Cheeky monkey's usually assert
  their dominance over a troop of monkeys, and toss feces in
  the face of any monkey or creature that challenges their rule.
  Poop Troops. It is rare that more than one cheeky monkey
  can coexist in the same troop, but in odd circumstances, a
  troop can contain two or more in their ranks. These troops
  are often incredibly effective at keeping predators at bay, and
  any persistent predator that ignores the warning tosses is
  sure to be showered in a storm of fecal matter.
  Fecal Foragers. A cheeky monkey that has its dung ball
  destroyed quickly sets out to gather another one. This process
  usually takes seven days, and requires the monkey to spend a
  lot of time unprotected on the jungle floor collecting the
  refuse and waste left by other creatures.
  Cheeky Monkey
  Cheeky Monkey
  Tiny beast, unaligned
  Armor Class 12 (14 while within 5 ft. of its dung ball)
  Hit Points 7 (3d4)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  15 (+2)
  11 (+0)
  4 (-3)
  12 (+1)
  6 (-2)
  Senses passive Perception 11
  Languages –
  Challenge 1/8 (25 XP)
  Dung Ball. The monkey has a dung ball that it rolls
  around, and pulls from to launch fecal projectiles at
  its enemies. The dung ball is a Small object with an
  AC 10 and 20 hit points. The monkey can push the
  dung ball around without expending extra movement
  on its turn, and while the monkey is within 5 feet of
  the dung ball, it gains a +2 bonus to AC. If the dung
  ball is destroyed, the monkey can't use the Throw
  Poo action until it gathers a new dung ball over the
  course of 7 days.
  Actions
  Multiattack. The monkey uses it Throw Poo. It then
  makes one bite attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 1 piercing damage.
  Throw Poo (While within 5 ft. of its Dung Ball). The
  monkey pulls a handful of dung from its dung ball and
  flings it at a creature it can see within 30 feet of it.
  The creature must succeed on a DC 12 Dexterity
  saving throw or be blinded until the creature or a
  creature within 5 feet of it uses an action to wipe the
  poo from its eyes.
  
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  Corrupted Crop
  Corrupted Crop
  A corrupted crop is a growth of fiendish pumpkins that rapidly
  increase in number and size, and terrorize farmers and
  farmlands alike. The fiendish pumpkins grow from corrupted
  seeds created by hags, which plant the crop to delight in the
  terror they cause the common-folk.
  Fiendish Dish. Any creature that eats the flesh of a
  corrupted crop must succeed on a DC 12 Constitution saving
  throw or undergo an odd transformation that slowly turns
  them into a fiend over the span of 7 days. Their alignment
  becomes chaotic evil, and they desire nothing but to embark
  on a bloody murder spree.
  Pumpkill
  Pumpkill
  The first instance of growth of a corrupted crop is a pumpkill.
  A pumpkill is a jack-o-lantern with vine erupting from its
  underside that assist it in moving. The corrupted crop have an
  infernal fire burning on their inside, which fuels their
  maniacal nature.
  Pumpking
  Pumpking
  After a pumpkill has remained alive for over a year, theres a
  low chance that a pumpkill may morph into a pumpking. The
  pumpking appears as a massive swollen pumpkin with black
  veins running across its exterior. The pumpkin is considerably
  more powerful than a pumpkill, and can spew flaming seeds
  from its maw.
  Pumpkill
  Pumpkill
  Tiny fiend, chaotic evil
  Armor Class 11
  Hit Points 10 (3d4 + 3)
  Speed 10 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 13 (+1) 6 (-2) 12 (+1)
  9 (-1)
  Damage Resistances fire
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 11
  Languages Abyssal, Infernal
  Challenge 1/8 (25 XP)
  Internal Fire. As a bonus action, the pumpkill lights or
  dims its internal fire. While lit, the pumpkill sheds
  bright light in a 5-foot radius and dim light for an
  additional 5 feet, and its attacks deal an additional 2
  (1d4) fire damage.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
  target. Hit: 2 (1d4) piercing damage plus 2 (1d4) fire
  damage if the pumpkill is lit.
  Spit Seed. Ranged Weapon Attack: +3 to hit, range
  15/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
  damage plus 2 (1d4) fire damage if the pumpkill is lit.
  Pumpking
  Pumpking
  Large fiend, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 19 (+4) 7 (-2) 14 (+2) 13 (+1)
  Damage Resistances fire
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Infernal
  Challenge 5 (1,800 XP)
  Grasping Roots. The pumpking is surrounded by a 10-
  foot radius of grasping roots, that is centered on it
  and moves with it. Creatures of the pumpking's
  choice treat the area as difficult terrain.
  Internal Fire. As a bonus action, the pumpking lights
  or dims its internal fire. While lit, the pumpking sheds
  bright light in a 10-foot radius and dim light for an
  additional 10 feet, and its attacks deal an additional 2
  (2d10) fire damage.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
  target. Hit: 16 (2d10 + 5) piercing damage plus 11
  (2d10) fire damage if the pumpkill is lit.
  Seed Spew (Recharge 5-6). The pumpking spews seeds
  in a 30-foot cone. Each creature in that area must
  make a DC 15 Dexterity saving throw, taking 22
  (4d10) piercing damage plus 11 (2d10) fire damage
  if lit on a failed save, or half as much damage on a
  successful one.
  
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  Culinary Companion
  Culinary Companion
  A chef with a particular skill in both the culinary arts and the
  magical arts can enchant a mortar and pestle into the perfect
  utensil for kitchen-work, a culinary companion. Culinary
  companions are coveted constructs for chefs, allowing them
  to rapidly flavor dishes and create spice combinations in mere
  moments.
  Kitchen Guardians. A culinary companion is
  indistinguishable from a regular mortar and pestle when its
  stationary, and chefs use this to their advantage. They leave
  culinary companions in the kitchen in their absence, to defend
  their secret recipes and expensive produce.
  Culinary Companion
  Culinary Companion
  Tiny construct, unaligned
  Armor Class 13
  Hit Points 7 (2d4 + 2)
  Speed 5 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3)
  13 (+1)
  1 (-5)
  3 (-4)
  1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, paralyzed, petrified,
  poisoned
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 10
  Languages understands Common but can't speak
  Challenge 1/8 (25 XP)
  Antimagic Susceptibility. The companion is
  incapacitated while in the area of an antimagic field. If
  targeted by dispel magic, the companion must
  succeed on a Constitution saving throw against the
  caster's spell save DC or fall unconscious for 1
  minute.
  False Appearance. While the companion remains
  motionless, it is indistinguishable from a normal
  mortar and pestle.
  Actions
  Pestle. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Flavor. The companion flavors up to 1 cubic foot of
  nonliving material within 5 feet of it for 8 hours, or
  until consumed.
  Pepper. The companion grinds pepper within itself
  and wafts it in the face of a creature within 5 feet of
  it. The target must succeed on a DC 11 Constitution
  saving throw or spend its action on its next turn
  sneezing. Creatures that don't need to breathe or are
  immune to poison automatically succeed on this
  saving throw.
  Spice. The companion combines a strong blend of
  spices and wafts it in the face of a creature within 5
  feet of it. The target must succeed on a DC 11
  Constitution saving throw or be blinded for 1 minute.
  The target can make a Constitution saving throw at
  the end of each of its turns, ending the effect on
  itself on a success. Creatures that don't have eyes or
  are immune to poison automatically succeed on this
  saving throw.
  Reactions
  Salted Wounds. When a creature within 5 feet of the
  companion takes damage, the companion can choose
  to add 2 (1d4) to that damage.
  Variant: Chef's Culinary Companion
  A culinary companion can serve another creature with
  proficiency in chef's utensils as a familiar, forming a
  telepathic bond with a willing chef. While the two are
  bonded, the chef can issue a command to the
  culinary companion (requiring no action), which is
  fulfills to the best of its ability. If its chef causes it
  physical harm, the culinary companion will end its
  service as a familiar, breaking the telepathic bond.
  
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  Dark Grasp
  Dark Grasp
  The dark grasp is the result of the create crawling claw spell
  gone wrong. During the casting of the spell, the hand of a
  murderer is used a material component, and the dark past of
  the hand's former owner can manifest into a shadowy
  appendage. The hand evaporates, leaving behind an dark
  grasp in its place. The umbral appendage is far more powerful
  than its crawling claw counterpart, and serves its master with
  the same unwavering loyalty.
  Coveted by Necromancers. A dark grasp is a highly
  sought-after undead creature for necromancers. These dark
  casters slaughter countless criminals and delinquents for
  their hands, trying to defy the odds and summon forth a dark
  grasp to serve them.
  Shadow Stranglers. In the absence of a master, a dark
  grasp desires nothing more than to inflict death and pain in
  the most terrifying ways upon the innocent of the world. Dark
  grasps stick to the shadows of urban areas, where they can go
  unnoticed and blend into their surroundings with plenty of
  unwary victims nearby.
  Dark Grasp
  Dark Grasp
  Tiny undead, chaotic evil
  Armor Class 12
  Hit Points 20 (8d4)
  Speed 0 ft., fly 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 10 (+0) 3 (-4) 10 (+0)
  8 (-1)
  Skills Stealth +4
  Damage Vulnerabilities radiant
  Damage Resistances necrotic; bludgeoning, piercing,
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities blinded, charmed, deafened,
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft (blind beyond this radius).,
  passive Perception 10
  Languages understands Common but can't speak
  Challenge 1 (200 XP)
  Mask of Shade. While the dark grasp is in an area of
  darkness, it is invisible.
  Actions
  Choke. 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 can't speak or breath, is at risk of suffocating,
  and the dark grasp can't choke another target. In
  addition, at the start of each of the target's turns, the
  target takes 13 (4d4 + 3) necrotic damage.
  Create Crawling Claw
  3rd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, M (the hand of a murderer)
  Duration: Instantaneous
  Classes: Sorcerer, Warlock, Wizard
  This spell creates a crawling claw, which is created
  from the hand of a murderer used as a material
  component (the GM has the creature’s game
  statistics). The crawling claw is under your control,
  and follows your commands to the best of its ability.
  When you cast this spell there is a low chance that
  you may create a dark grasp instead of a crawling claw.
  When you cast this spell, roll a d20. On a 1, you
  instead create a dark grasp under your control.
  On each of your turns, you can use a bonus action to
  mentally command a crawling claw made with this
  spell if the claw is within 60 feet of you (if you
  control multiple crawling claws, you can command
  any or all of them at the same time, issuing the same
  command to each one). You decide what action the
  crawling claw will take and where it will move during
  its next turn, or you can issue a general command,
  such as to guard a particular creature or location. If
  you issue no commands, the claw only defends itself
  against hostile creatures. Once given an order, the
  claw continues to follow it until its task is complete
  You can control a number of crawling claws equal to
  your proficiency bonus.
  
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  Fog Phantom
  Fog Phantom
  The war between the Gods and the Primordials wreaked
  havoc across the Multiverse and left its physical imprint on the
  Material Plane. A malevolent Air Primordial known as Irntus
  the Black Storm was slain in the war. The first of the fog
  phantoms rose from his deceased wispy body, instilled with
  the Primordial's malevolence and hatred for the races of the
  Material Plane. Hundreds of years later, the fog phantoms still
  hold the same hatred, suffocating anyone that enters the
  forests that they declare as their domains.
  Forest Domains. Fog phantoms usually lord over a section
  of dense forest, far from civilization. Although they have an
  innate hatred for the mortal races of the world, they don't seek
  them out, or hunt them. Instead, preferring to patiently wait
  until a member of a mortal race enters their forest domain. A
  fog phantom usually attacks at night. Using the cover of
  darkness to help it strike fear into the hearts of the creatures
  it is attacking, before ultimately suffocating them to death.
  Incorporeal Wisps. Fog phantoms are elemental beings
  made from fog. They can take on a humanoid appearance, but
  their natural form is indistinguishable from a regular fog
  cloud. In order to strike further fear into the creatures it plans
  on killing, a fog phantom will take on the appearance of a
  giant wispy humanoid with glowing white eyes.
  Undead Confusion. Fog phantoms are often confused as a
  type of undead creature. Skeletons litter the domain of a fog
  phantom, and are put on open display as trophies. People who
  have escaped an encounter with a fog phantom have spread
  stories. Usually detailing an alarming number of skeletons
  scattered around the forest area, the sound of distant voices
  and a horrific being made from wisps of fog. These stories
  usually draw an incorrect conclusion and pin the cause of the
  attack on the disgruntled spirits of the dead, who now lay
  deceased on the forest floor.
  A Fog Phantom's Lair
  A Fog Phantom's Lair
  Fog phantoms lair in dense forests, far from the reaches of
  civilization. A fog phantom spends most of its existence in its
  natural form, indistinguishable from a cloud of fog. Ever
  waiting for an unwary traveller to stumble into its forested
  domain.
  Lair Actions
  Lair Actions
  When fighting inside its lair, a fog phantom can invoke
  elemental magic to take lair actions. On initiative count 20
  (losing initiative ties), the phantom takes a lair action to cause
  one of the following effects:
  The phantom casts the fog cloud spell. While maintaining
  concentration on this effect, the phantom can't take other
  lair actions.
  Winds around the phantom swirl in all directions. Each
  creature within 90 feet of the phantom must succeed DC
  13 Strength saving throw or be pushed 15 feet in a random
  direction and knocked prone. The phantom can't use this
  lair action again until it has used a different one.
  The phantom magically teleports to a point it can see
  within 60 feet of it.
  Regional Effects
  Regional Effects
  The forest containing a fog phantom's lair is warped by the
  elemental nature of the creature, which creates one or more
  of the following effects:
  Open flames of a nonmagical nature are extinguished
  within the phantom's domain. Torches and campfires
  refuse to burn, but closed lanterns are unaffected.
  A thick, lingering fog covers the forest floor within 500 feet
  of the phantom's lair. This makes breathing strenuous, and
  resting difficult. A creature that takes a long rest within a
  phantom's domain must succeed on a DC 13 Constitution
  saving throw or gain one level of exhaustion.
  Disembodied, eerie voices can be heard within the forest
  domain of a phantom. Following the sounds of these voices
  leads to the skeleton of a previous victim of the phantom.
  
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  Fog Phantom
  Fog Phantom
  Huge elemental, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 105 (10d12 + 40)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  20 (+5)
  19 (+4)
  9 (-1)
  14 (+2)
  11 (+0)
  Skills Perception +8, Stealth +11
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical weapons
  Damage Immunities poison, lightning
  Condition Immunities exhaustion, grappled, paralyzed,
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 18
  Languages Auran, understands Common but doesn't
  speak it
  Challenge 7 (3,900 XP)
  Of the Fog. The phantom can see through areas of fog,
  and has advantage on attack rolls against creatures
  within an area of magical fog created by the fog cloud
  spell.
  False Appearance. While the phantom remains
  motionless, it is indistinguishable from a normal cloud
  of fog.
  Fog Monster. The phantom takes up its entire space.
  Other creatures can enter the space, but a creature that
  does so is subjected to the phantom's Storm Inside trait.
  Creatures inside the phantom are considered blinded
  and the inside of its space is considered difficult terrain.
  Storm Inside. A creature within the space of the phantom
  can't breath, is unable to speak, and takes 3 (1d6)
  lightning damage at the starts of each of the phantom's
  turns.
  Legendary Resistance (1/Day). If the phantom fails a
  saving throw, it can choose to succeed instead.
  Innate Spellcasting (3/Day). The phantom's innate
  spellcasting ability is Wisdom (spell save DC 13). It can
  innately cast gust of wind, requiring no material
  components.
  Actions
  Multiattack. The phantom makes two attacks, only one of
  which can be a shock attack.
  Wisp Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 12 (2d6 + 5) slashing damage plus 3
  (1d6) lightning damage.
  Shock. Ranged Spell Attack: +5 to hit, range 90 ft., one
  target. Hit: 17 (5d6) lightning damage.
  
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  Frog Prince
  Frog Prince
  The frog prince is a mischievous fey creature capable of
  charming and manipulating even the most guarded of minds,
  using its innate charisma and enchantment abilities to coerce
  the creatures of the Feywild into doing its bidding.
  Bane of Fey Kingdoms. The arrival of a frog prince in a fey
  kingdom can spell disaster for the rulers, and efforts are
  quickly made to ensure the destruction of the frog prince
  before it can gain too much power over the ruling party. Many
  kingdoms have been sundered by civil war brought on by the
  enchantment power of a frog prince.
  Infinite Allies. A frog prince has the ability to charm a
  creature with a kiss, and its charm spells are renowned for
  being some of the most powerful in the Multiverse. No matter
  what situation a frog prince is put in, it can always easily gain
  the upperhand in a moment with its powerful charms; pitting
  ally again ally.
  Undetected Interloper. A frog princes small frame, and its
  ability to polymorph itself into a humanoid creature allows it
  to infiltrate any civilization and begin its subtle manipulation
  to push itself into a position of power.
  Frog Prince
  Frog Prince
  Tiny fey, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 112 (25d4 + 50)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3) 18 (+4) 15 (+2) 17 (+3) 14 (+2) 23 (+6)
  Saving Throws Wis +5, Cha +9
  Skills Deception +9, Intimidation +9, Persuasion +9
  Damage Resistances acid, psychic; bludgeoning,
  piercing, and slashing from nonmagical weapons
  that aren't silvered
  Condition Immunities charmed, paralyzed,
  restrained, stunned
  Senses darkvision 120 ft., truesight 30 ft., passive
  Perception 12
  Languages Common, Elvish, Sylvan
  Challenge 8 (3,900 XP)
  Amphibious. The frog prince can breathe air and
  water.
  Standing Leap. The frog prince's long jump is up to 10
  feet and its high jump is up to 5 feet, with or without
  a running start.
  Lesser Magic Immunity. The frog prince can't be
  affected or detected by spells of 3rd-level or lower
  unless it wishes to be. It has advantage on saving
  throws against all other spells and magical effects.
  Charmer. When the frog prince casts a spell that
  causes a target to become charmed on a failed save,
  the target has disadvantage on the saving throw.
  Regeneration. The frog prince regains 10 hit points at
  the start of its turn if it has at least 1 hit point.
  Innate Spellcasting. The frog prince's innate
  spellcasting ability is Charisma (spell save DC 17).
  The frog prince can innately cast the following spells,
  requiring no material components:
  At will: bane, bless, friends, vicious mockery
  3/day each: charm person, crown of madness,
  suggestion
  1/day each: dominate person, feeblemind, mass
  suggestion
  Actions
  Prince's Kiss. Melee Spell Attack: +9 to hit, reach 5 ft.,
  one creature. Hit: 16 (4d4 + 6) psychic damage, and
  the creature must succeed on a DC 17 Wisdom
  saving throw or be charmed by the frog prince. The
  charmed target regards the frog prince as a ruler to
  be followed and protected. Although the target isn't
  under the frog prince's control, it takes the frog
  prince's requests or actions in the most favorable way
  it can.
  Each time the frog prince or the frog prince'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 for 24 hours or
  until the frog prince dies, is on a different plane of
  existence than the target, or takes a bonus action to
  end the effect.
  Change Shape. The frog prince magically polymorphs
  into a Small or Medium humanoid, or back into its
  true form. Other than its size, its statistics are the
  same in each form. If the frog prince dies, it reverts to
  its true form. While polymorphed into a humanoid, it
  has advantage on all Charisma (Deception and
  Persuasion) checks.
  
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  Gemguard Elemental
  Gemguard Elemental
  The gemguard is an elemental that calls the deepest regions
  of the world home, serving as a guard of caverns filled with
  natural crystals. The gemguard elemental is renowned by the
  dao for their defensive capabilities, and bind them to
  defensive duties through their cities and civilizations.
  Refraction. The gemguard elemental is completely made of
  natural crystal, which is semi-transparent, allowing light to
  pass through. Any light that does pass through the elemental
  refracts into a cascade of multicolored light, which can dazzle
  and confuse nearby creatures.
  War Machines. Sages and war mages that are well-read on
  elementals go on long expeditions into the Underdark to
  capture and contain these creatures, combining their
  refracting property with simple light spells to cause a
  kaleidoscope of dazzling colors to confuse and bewilder their
  enemies.
  Defenders of the Dao. The dao are particularly fond of
  gemguard elementals, using them to protect their cities and
  fortify their armies. The dao respect the stalwart nature of the
  elemental, and pair the elementals with their powerful dao
  warriors during battle.
  Gemguard Elemental
  Gemguard Elemental
  Large elemental, unaligned
  Armor Class 18 (natural armor)
  Hit Points 157 (15d10 + 75)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  21 (+5)
  6 (-2)
  11 (+0)
  5 (-3)
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical weapons
  Damage Immunities poison, psychic
  Condition Immunities exhaustion, paralyzed, poisoned,
  petrified
  Senses darkvision 60 ft., tremorsense 30 ft., passive
  Perception 10
  Languages Terran
  Challenge 8 (3,900 XP)
  Protector. When an ally the elemental can see is hit with
  a melee attack, the elemental can move up to its speed
  towards the attacker.
  Refracted Light. When the elemental starts its turn in an
  area of bright light, every creature within 10 feet of it
  must suceed on a DC 16 Constitution saving throw or
  be stunned until the beginning of their next turn.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 16 (2d10 + 5) bludgeoning or piercing
  damage (the elemental's choice).
  
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  Ghost Ship
  Ghost Ship
  When a ship sinks with its crew still on board, there is a rare
  chance that a ghost ship will be created. The restless souls of
  the sailors on board merge into one and animate the sunken
  ship, raising it to the surface to wreak havoc across the open
  oceans.
  Wrath of the Sea. When a ghost ship battles against
  another ship or creature, it charges directly into them,
  ramming them with the keel of the ship and firing bolts from
  ballistae mounted on deck. Ghostly apparitions rush across
  the deck, manning the ballistae, and working the rigging.
  Undead Nature. A ghost ship doesn't require air, food,
  drink, or sleep.
  Ghost Ship
  Ghost Ship
  Gargantuan undead, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 279 (18d20 + 90)
  Speed 0 ft., swim 60 ft. (in one direction chosen at the
  start of its turn)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  8 (-1)
  21 (+5)
  7 (-2)
  14 (+2)
  16 (+3)
  Saving Throws Str +11, Con +10
  Skills Intimidation +8, Stealth +4
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 12
  Languages understands Common but can't speak
  Challenge 14 (11,500 XP)
  Floating. The ship can only move along the surface of
  water. The ship takes 6 (1d12) cold damage if it starts
  its turn completely submerged under water.
  Haunted Deck. A creature that ends its turn on the ship
  must succeed on a DC 18 Constitution saving throw or
  gain one level of exhaustion.
  Immutable Form. The ship is immune to any spell or
  effect that would alter its form.
  Run Over. The ship can move through the space of a
  Large or smaller swimming creature. A creature whose
  space the ship enters for the first time on a turn must
  make a DC 19 Dexterity saving throw, taking 33 (6d10)
  bludgeoning damage on a failed save, or half as much
  damage on a successful one.
  Siege Monster. The ship deals double damage to objects
  and structures.
  Actions
  Multiattack. The ship makes three attacks: one with its
  slam and two with its ballistae.
  Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one
  target the ship has moved at least 10 feet straight
  towards on its turn. Hit: 19 (2d12 + 6) bludgeoning
  damage plus 14 (4d6) necrotic damage.
  Ballistae. Ranged Weapon Attack: +4 to hit, range
  120/480 ft., one target. Hit: 15 (3d10 - 1) piercing
  damage plus 14 (4d6) necrotic damage.
  Variant: Cannons on Deck
  If your world has gunpowder or a substance of similar
  effect, consider adding cannons to your ghost ship. A
  Ghost Ship with cannons has a challenge rating of 15
  (13,000 XP) and replaces its ballistae attack with the
  following:
  Cannon. Ranged Weapon Attack: +4 to hit, range
  600/2,400 ft., one target. Hit: 43 (8d10 - 1)
  bludgeoning damage plus 14 (4d6) necrotic damage.
  
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  Griblick
  Griblick
  The griblick are a race of tribalistic fey that live in the Feywild.
  They are relatively unremarkable physically, except for their
  innate ability to swell in size and power for brief moments.
  The griblick rarely fight against other fey creatures, due to the
  fact that infighting and civil wars among tribes takes up the
  majority of their time.
  Squabbles. Griblick are quick to fight among themselves
  over any problem that arises. Arguments rapidly turn into
  battles to the death, which usually leave griblick populations
  decimated. Griblick rarely share these same issues with other
  races and fey creatures, and are capable of developing
  friendships with other creatures that are not of their own race.
  Strength to Rule. For a griblick to claim leadership over
  the tribe, they must exhibit true power over the rest of the
  griblick in the group. On rare occasions, griblick are born
  slightly bigger, these griblick are thrust directly into leadership
  positions after speaking their first words.
  Griblick
  Griblick
  Tiny fey, chaotic neutral
  Armor Class 11
  Hit Points 14 (4d4 + 4)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 12 (+1) 6 (-2) 11 (10) 6 (-2)
  Skills Sleight of Hand +3, Stealth +3
  Senses passive Perception 10
  Languages Common, Sylvan
  Challenge 1/4 (50 XP)
  Common Magic Immunity. The griblick can't be
  affected or detected by cantrips or spells of 1st-level
  unless it wishes to be.
  Actions
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 3 bludgeoning damage when Tiny, 4 (1d4
  + 2) bludgeoning damage when Small or Medium,
  and 7 (2d4 + 2) bludgeoning damage when Large.
  Temporary Growth. The griblick increases its size
  exponentially, boosting its physical capabilities. Until
  the end of the griblick's next turn, it increases its size
  by one size category (to a maximum of Large). On
  subsequent turns, the griblick can use an action to
  increase its size even further, from Small to Medium,
  and from Medium to Large. The griblick gains 5
  temporary hit points each time it increases its size
  category, and while grown, the griblick has advantage
  on Strength, Dexterity, and Constitution saving
  throws.
  Griblick Boss
  Griblick Boss
  Small fey, chaotic neutral
  Armor Class 12 (leather armor)
  Hit Points 33 (6d6 + 12)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 15 (+2) 6 (-2) 11 (10) 8 (-1)
  Skills Sleight of Hand +3, Stealth +3
  Senses passive Perception 10
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Common Magic Immunity. The griblick can't be
  affected or detected by cantrips or spells of 1st-level
  unless it wishes to be.
  Actions
  Great Club. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage
  when Small or Medium, 12 (2d8 + 3) bludgeoning
  damage when Large, and 16 (3d8 + 3) when Huge.
  Temporary Growth. The griblick increases its size
  exponentially, boosting its physical capabilities. Until
  the end of the griblick's next turn, it increases its size
  by one size category (to a maximum of Huge). On
  subsequent turns, the griblick can use an action to
  increase its size even further, from Medium to Large,
  and from Large to Huge. The griblick gains 10
  temporary hit points each time it increases its size
  category, and while grown, the griblick has advantage
  on Strength, Dexterity, and Constitution saving
  throws.
  
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  Killer Clown Fish
  Killer Clown Fish
  Killer clown fish are rumored to be the biproduct of peculiar
  kuo-toa experiments on carp. Sages are unsure of the process
  the kuo-toa took to turn carp into these aquatic killers, but
  these new creatures have slowly begun infesting ocean waters
  and spreading across the world.
  Fisher's Nightmare. Any fisher would be ecstatic to hook
  one of these 3 - 4 ft long, 100 - 120 lb monstrosities, before
  they know the nature of the odd creature they have caught.
  Once being reeled up, the killer clown fish uses its innate
  ability to cast the tasha's hideous laughter to incapacitate the
  fisher, and attempts to drag them into the water and kill them
  with their powerful bite.
  Odd Physiology. The red nose of the killer clown fish is
  remarkably soft and squishy. This is because the nose is
  actually a red inflated sack that protrudes from the front of the
  killer clow fish's face. When the fish is in danger, it empties
  this air through a hole leading to its vocal cords, which results
  in an incredibly loud and dazing honk.
  Aquatic Circus. Killer clown fish often band together in
  groupings known as a circus. A circus usually contains up to 6
  killer clown fish, and its not uncommon to find a circus in
  command of a Kuo-Toa monitor or whip. Larger circuses have
  been encountered by sailors, consisting of 40-50 fish. All of
  these encounters have taken place many miles away from
  land, and resulted in the loss of many sailor's lives.
  Killer Clown Fish
  Killer Clown Fish
  Small monstrosity, unaligned
  Armor Class 13
  Hit Points 17 (5d6)
  Speed 0 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3) 16 (+3) 10 (+0) 3 (-4) 10 (+0)
  15 (+2)
  Senses darkvision 60 ft., passive Perception 10
  Languages –
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The clown fish’s innate
  spellcasting ability is Charisma (spell save DC 12). It
  can innately cast Tasha's hideous laughter at will,
  requiring no material or verbal components.
  Exploit Laughter. The clown fish has advantage on
  attack rolls against creatures incapacitated by the
  Tasha's hideous laughter spell.
  Water Breathing. The clown fish can breathe only
  underwater.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 5 (1d4 + 3) piercing damage.
  Honk. The clown fish lets out an odd honk to
  disorientate its enemies. Each creature that can hear
  the clown fish within 10 feet of it must succeed on a
  DC 12 Wisdom saving throw or be stunned until the
  end of its next turn. If the target’s saving throw is
  successful, the target is immune to the clown fish’s
  Honk for the next 24 hours.
  
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  Octark
  Octark
  The octark is the result of a deranged wizard's arcane
  experiment. It is said in tomes that the wizard grafted
  together an octopus and a scorpion, before surgically
  removing the octopuses brain; imprinting the elemental
  symbol of air in its stead. The symbol bound the spirit of an air
  elemental to the body of the monstrosity, and caused the head
  of the octopus to expand like a balloon, giving it flight. The
  bound elemental was outraged by the body it had been bound
  to, and attacked the maniacal wizard, killing them. The
  monstrosity escaped capture, and fled into the Underdark,
  where it and its spawn resides to this day.
  Spawning Grounds. An octark can reproduce asexually,
  meaning there's rarely any reason for two octarks to be
  together in the same area. In spite of this fact, octark manage
  to find a pseudo-mate, with which they birth together. A brood
  of octark younglings can be hundreds in number, and since
  the octark parents don't defend their young, they are quickly
  picked off by hungry Underdark denizens. The few that
  manage to survive hide in the porous ceilings of the
  Underdark, until they reach full size and can take on prey of
  their own.
  Hit, Run, and Grab. In combat octark prioritize hit and run
  tactics, utilizing their three dimensions of movement to evade
  attackers. Octark drop from a ceiling down onto their prey,
  and utilize their powerful stinger and flailing arms to
  incapacitate a foe before dragging it off to be consumed in a
  hidden area.
  Octark Inflatables. Adventurer's who are particularly
  knowledgeable on these odd creatures can utilize their
  inflatable craniums in all sorts of situations. Upon popping the
  creature's head, it takes approximately one hour for it to repair
  itself and reinflate. With the right timing, an octark can be
  restrained and deflated, to act as a floating device as per the
  levitation spell, or as a quick escape from deep sea
  exploration.
  Octark
  Octark
  Medium monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 20 ft., fly 25 ft. (hover), swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  16 (+3) 5 (-3) 13 (+1)
  10 (+0)
  Skills Stealth +4
  Damage Resistances bludgeoning
  Senses darkvision 120 ft., passive Perception 11
  Languages —
  Challenge 6 (2,300 XP)
  Amphibious. The octark can breathe air and water.
  Cavern Creature. While in dim light or darkness, the
  octark can take the Dash, Disengage, or Hide action as a
  bonus action.
  Air-Filled. While the octark's cranium is inflated, it can't
  swim deeper than 5 feet under the surface of liquid. If
  the octark takes more than 20 piercing damage in a
  single turn, it's inflated cranium pops and it loses its
  flying speed for 1 hour. If the octark's cranium is
  deflated and it is submerged in liquid when it reinflates,
  the octark floats to the surface at a rate of 60 feet per
  round.
  Actions
  Multiattack. The octark makes three attacks: one with its
  stinger and two with its tentacles.
  Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 13
  (2d8 + 4) bludgeoning damage if the target is a Medium
  or smaller creature.
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 7 (1d6 + 4) piercing damage, and the
  target must succeed on a DC 14 Constitution saving
  throw or take an additional 11 (2d10) poison damage.
  
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  Prize Pig
  Prize Pig
  A prize pig is a celestial boar given by a god to its most devout
  followers, the pig serves as an infinite source of food that
  immediately nourishes those who are worthy that eats its
  golden flesh.
  Only for the Devout. Only the worthy are allowed to
  consume the flesh of a prize pig. For a creature to be deemed
  worthy, they must worship the god that gave the prize pig as a
  gift. Anyone who attempts to eat the flesh of a prize pig that is
  deemed unworthy feels the flesh quickly dissolve into
  poisonous sludge in their stomachs.
  Celestial Prize. Prize pigs are given to those who go above
  and beyond to remain loyal to the god they worship; even in
  the face of poverty and adversity. These celestial pigs are often
  found in places stricken with poverty, and act as both a gift,
  and a tool to gain more followers among the suffering, as they
  prove themselves worthy to eat from the pig.
  Prize Pig
  Prize Pig
  Small celestial, lawful good
  Armor Class 10
  Hit Points 22 (4d6 + 8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 +1) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
  Damage Immunities poison; bludgeoning, piercing,
  and slashing damage from nonmagical weapons
  Condition Immunities blinded, charmed, fatigue,
  frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages understands all languages but can't speak
  Challenge 2 (450 XP)
  Nourish the Worthy. A creature can use an action
  while within 5 feet of the pig to take a bite from it
  (any meat taken from the pig immediately
  regenerates), the pig chooses which of the following
  effects occurs:
  The creature regains 1 hit point and the meat
  provides enough nourishment to sustain a creature
  for one day. Any meat taken more than 5 feet away
  from the pig turns to ash.
  The creature must succeed on a DC 12
  Constitution saving throw or take 21 (6d6) poison
  damage on a failure, and half as much on a success.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 1 piercing damage.
  
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  Psyssy Cat
  Psyssy Cat
  The psyssy cat is an unusual creature that makes its home in
  the Feywild. The creature resembles a colorful cat's head
  sheathed in a field of technicolor light, and shares many
  characteristics with other felines of the material plane. Psyssy
  cat's are innately curious and nurturing creatures, often
  making friends with adventurers who show them kindness
  and possess interesting objects and trinkets.
  Cat Fights. Psyssy cat's rarely fight among themselves, they
  understand that the Feywild is a dangerous place and sticking
  as a group is the easiest way to survive in their homeland.
  When a dispute is had between two psyssy cats, they have a
  purring match that can last hours on end. The psyssy cat with
  the loudest and longest purr is deemed the more dominant
  and therefore the winner of the dispute.
  Psyssy Clowders. Psyssy cats are rarely found alone in
  their native plane, choosing to stick together for safety and
  companionship. Clowders of psyssy cats will make their nests
  in hard to reach places, like tree tops or cliff outcroppings,
  where they can fly to with ease, but land based predators can't
  reach. This doesn't stop psyssy clowders from leaving their
  nests to hunt and explore. Psyssy cats that become lost and
  lonely are eager to find a clowder to join, and will join a group
  of adventurers if they display kindness or affection towards it.
  Natural Enemies. There is no creature more hated by a
  psyssy cat, than their Fey counterpart, the blink dog. The
  innate hatred between the two Fey creatures dates back tens
  of thousands of years. If the two creatures encounter one
  another, it will almost always be a fight to the death. When a
  psyssy clowder encounters a blink dog pack, they will scream
  in unison, creating a terrifying discordant wail before blasting
  the dogs with their eye beams.
  Psyssy Cat
  Psyssy Cat
  Tiny fey, chaotic good
  Armor Class 14
  Hit Points 21 (6d4 + 6)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4) 18 (+4) 12 (+1) 15 (+2) 12 (+1) 15 (+2)
  Skills Acrobatics +6, Perception +3
  Damage Resistances force, psychic
  Condition Immunities charmed
  Senses darkvision 60 ft., Perception 13
  Languages –
  Challenge 1/2 (100 XP)
  Magic Resistance. The cat has advantage on saving
  throws against spells and other magical effects.
  Innate Spellcasting. The cat's innate spellcasting ability
  is Intelligence (spell save DC 12). The cat can innately
  cast the following spells, requiring no material or
  verbal components:
  1/day each: faerie fire, sleep
  Actions
  Blue Eye Beam. Ranged Spell Attack: +4 to hit, range
  60 ft., one target. Hit: 7 (2d4 + 2) cold damage.
  Orange Eye Beam. Ranged Spell Attack: +4 to hit,
  range 60 ft., one target. Hit: 7 (2d4 + 2) fire damage.
  Variant: Psyssy Cat Familiars
  Spellcasters who are interested in unusual familiars
  find that psyssy cats are eager to serve someone with
  a good heart, especially those who go out of their way
  to help others. A psyssy cat is incredibly inquisitive
  and will find even the most mundane objects
  completely fascinating. A psyssy cat serving as a
  familiar has the following trait.
  Familiar. The psyssy cat can serve another creature as
  a familiar, forming a telepathic bond with its willing
  master, provided that the master is at least a 3rd-level
  spellcaster. While the two are bonded, the master can
  sense what the psyssy cat senses as long as they are
  within 1 mile of each other. If its master causes it
  physical harm, the psyssy cat will end its service as a
  familiar, breaking the telepathic bond.
  
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  Raorc
  Raorc
  The Raorc is the result of the find familiar spell going awry. It
  is unknown as to what may cause such a simple spell to have
  such an unexpected effect, but scholars often point their
  fingers towards arcane ley lines in the earth, or wild magic
  zones. When a raorc is accidentally summoned, it immediately
  attempts to kill the summoner. These creatures are instilled
  with a dire hatred for the one responsible for bringing them
  into existence. If the raorc successfully kills its summoner, it
  goes on to consume the body and make a nest in the area it
  was summoned.
  Vile Nests. When the raorc has killed it's summoner, it sets
  up nest in whatever location it was summoned to. A raorc
  rarely, if ever, eats the head of the summoner, and instead
  keeps it as a trophy to be displayed in its nest. The raorc isn't a
  particularly territorial creature, but a creature who comes into
  its nest with hostile intentions will always incur its wrath.
  Much like how it did with its summoner, the raorc will attempt
  to kill and consume hostile intruders, keeping their head as an
  additional trophy to add to its collection.
  Setting Out Into The World. Raorc do not require water,
  and can last without food for a month before feeling any
  hunger. If the monstrosity hasn't eaten in a month, it may set
  out into the world in search of a meal, prioritizing the meat of
  spellcasters over anything else. Once the raorc finds an
  adequate meal, it will consume the body, keep the head for a
  prize, and make the journey back to its nest with its new
  trophy. If the creature that summoned the raorc was able to
  escape, or evade becoming the roarc's first meal, the
  unsatisfied monstrosity will set out into the world in search of
  the next spellcaster it can come across. Unsatisfied raorc's
  attack hostile creatures with unstoppable ferocity, and even go
  as far to consume the head of the creatures they kill.
  Magical Horns. When a raorc casts one of its innate spells,
  the effects appear to originate from the tip of its horn. Due to
  the rarity of these creatures, and the magical nature these
  horns seem to have, a slaughtered raorc's horn can catch a
  hefty price at auction. The most common person to buy a
  raorc horn is an alchemist or wizard, as the horn can be used
  in place of nearly any ingredient in a potion or material
  component in spellcasting. Wizards who attempt to cast find
  familiar on arcane ley lines or in areas of wild magic, are often
  surprised by the rarity of a raorc summoning, and then by the
  sheer power of the creature once it is summoned.
  Raorc
  Raorc
  Medium monstrosity, chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 142 (19d8 + 57)
  Speed 30 ft., fly 10 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 16 (+3) 21 (+5) 12 (+1) 11 (+0)
  Saving Throws Con +7, Int +9
  Skills Arcana +9
  Damage Vulnerabilities psychic
  Damage Immunities force
  Condition Immunities blinded, charmed
  Senses darkvision 60 ft., truesight 120 ft., passive
  Perception 11
  Languages understands all languages but can't speak
  Challenge 10 (5,900 XP)
  Anti-Magic Curse. At the start of each of the raorc's
  turns, it targets one creature it can see within 30 feet
  of it. That creature must make a DC 17 Wisdom
  saving throw or be unable to cast spells until the end
  of its next turn.
  Arcane Hover. The raorc's flying speed becomes 0
  while in the area of an antimagic field, and if it is
  targeted by dispel magic, its flying speed becomes 0
  until the end of its next turn.
  Psychic Regeneration. When the raorc takes psychic
  damage, it regains hit points at the end of its next
  turn equal to the damage taken. This trait doesn't
  function if the raorc starts its turn with 0 hit points.
  Innate Spellcasting. The raorc's innate spellcasting
  ability is Intelligence (spell save DC 17, +9 to hit with
  spell attacks). The raorc can innately cast the
  following spells, requiring no material or verbal
  components:
  At will: chaos bolt, color spray, detect thoughts
  1/day: prismatic spray
  Actions
  Multiattack. The raorc makes two attacks, only one of
  which can be a psychic horn attack.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 7 (1d6 + 4) slashing damage.
  Peck. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 9 (2d4 + 4) piercing damage.
  Psychic Horn. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 8 (1d8 + 4) piercing damage
  plus 14 (4d6) psychic damage.
  
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  Wishing Unwell
  Wishing Unwell
  The wishing unwell is a malevolent fey creature that
  resembles an ordinary wishing well, but is in fact much more.
  The creature's skin appears to be made of wood and rope, but
  is similar in feel to the skin of a reptile. The unwell enjoys
  trickery, and sits in wait for a unwary traveler, so it can charm
  the creature into saying its most desired wish, which the
  unwell twists for its own sickened amusement.
  Not So Ordinary. The unwell is indistinguishable from an
  ordinary wishing well when it remains completely motionless,
  and it uses this fact to allow creatures to come close to it
  unknowingly. Once a creature enters its sight, it can lure it
  towards it with charm magic. The interior of the wishing
  unwell features a 20 foot deep shaft, which is actually an
  demiplane within the creature, this demiplane moves with it,
  and allows it to leave no trace when it travels by teleport.
  Intelligent Fey. The unwell's high intelligence allows it to
  set traps and ambushes, teleporting just out of sight of
  travelers to miraculously cross their path again, and again,
  until they decide to inspect closer. Some unwell even go as far
  as enlisting the help of other fey creatures like boggles, and
  pixies, who remain in its demiplane unharmed and act as the
  unwell's minions.
  Wishing Unwell
  Wishing Unwell
  Large fey, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 184 (16d10 + 96)
  Speed 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 4 (-3) 23 (+6)
  20 (+5)
  17 (+3)
  14 (+2)
  Saving Throws Str +7, Int +9
  Damage Resistances force, poison, psychic; bludgeoning,
  piercing, and slashing from nonmagical weapons that
  aren't silvered
  Condition Immunities blinded, deafened, exhaustion,
  prone
  Senses truesight 120 ft., passive Perception 13
  Languages understands all languages but only speaks
  Sylvan
  Challenge 13 (10,000 XP)
  False Appearance. While the unwell remains motionless,
  it is indistinguishable from a regular wishing well.
  Magic Resistance. The unwell has advantage on saving
  throws against spells and other magical effects.
  Disappearing Act. As a bonus action, the unwell can cast
  the dimension door spell and teleport to a location out
  of sight of all hostile creatures within 120 feet of it. The
  unwell must know the location it is teleporting to.
  Intelligence is its spellcasting ability for it.
  Into the Well. The unwell has a 5 foot wide by 20 foot
  deep shaft, that resembles the inside of a wishing well.
  This is actually a small demiplane that travels with the
  unwell, a creature of the unwell's choosing that starts its
  turn in this demiplane takes 7 (2d6) psychic damage.
  Wish Upon Me. A creature that starts its turn within 60
  feet of the unwell must make a DC 18 Wisdom saving
  throw. On a failed save, the creature is charmed until the
  end of its next turn, and has an unnatural urge to make a
  wish. While charmed, the creature must use its
  movement and action to attempt to move within 5 feet
  of the unwell and make a wish. A creature that succeeds
  on this saving throw is immune to this effect for 24
  hours.
  Actions
  Consume Soul. Melee Spell Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 15 (3d6 + 5) psychic damage, and the
  creature falls unconscious as its soul is drawn into the
  unwell. While a creature's soul is in the well, it takes 15
  (3d6 + 5) psychic damage at the start of each of their
  turns, and the unwell regains hit points equal to the
  amount of psychic damage taken. If this damage would
  reduce a creature to 0 hit points, they immediately die,
  and they can't be brought back by anything but a wish
  spell. An affected creature can make a DC 18 Wisdom
  saving throw at the end of each of their turns, ending
  the effect on itself on a success.
  Twisted Wish (1/Day). If a creature within 120 feet of the
  unwell has made a wish within the last minute, the
  unwell can cast the wish spell. When it casts the spell, it
  grants the wish, but attempts to twist the wording into
  something dark and perverse.
  
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