Tiny beast, unaligned
Tiny beast, unaligned
11 (natural armor) 2 (1d4) 20ft., swim 20 ft.
12 1 (1d4-1) 5ft., fly 30 ft
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1)
4 (-3)
blindsight 60ft., passive Perception 11 None 0 (10 XP)
2 (-4)
While it can't hear, the bat has no
Actions
10 (0)
1 (-5)
8 (-1)
2 (-4)
Stealth +2 blindsight 30ft., passive Perception 9 None 0 (10 XP) The crab can breath air and water.
blindsight. The bat has advantage on Wisdom (Perception) checks that rely on hearing
11 (0)
Melee Weapon Attack +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 piercing damage Tiny beast, unaligned
Tiny beast, unaligned
12 2 (1d4) 40 ft., climb 30 ft
3 (-4) 15 (+2) 10 (0) 3 (-4) 12 (+1) 7 (-1) Perception +3, Stealth +4 passive Perception 13 None 0 (10 XP) The cat has advantage on Wisdom (Perception) checks that rely on smell
Actions Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 slashing damage.
11 1 (1d4-1) 20ft., swim 20 ft.
1 (-5)
13 (+1)
8 (-1)
1 (-5)
8 (-1)
3 (-4)
Perception +1, Stealth +3 darkvision 30ft., passive Perception 11 None 0 (0 XP) The from can breath air and water. As a part of its movement and without a running start, the frog can long jump up to 10 feet and high jump up to 5 feet.
Tiny beast, unaligned
13 1 (1d4-1) 10 ft., fly 60 ft
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2)
6 (-2)
Perception +4 passive Perception 14 None 0 (10 XP) The hawk has advantage on Wisdom (Perception) checks that rely on sight
Actions Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1 slashing damage.
Tiny fiend (devil, shapechanger), lawful evil
13 10 (3d4 + 3) 20 ft., fly 40 ft. (20 ft. in rat form., 20 ft fly 60 ft. in raven form., 20 ft., climb 20 ft. in spider form)
6 (-2) 17 (+3) 13 (+1) 11 (0) 12 (+1) 14 (+2) Deception +4, Insight +3, Persuation +4, Stealth +5 cold; bludgeoning, piercing, and slashing from nonmagical weapons that arn't silvered fire, poison poisoned darkvision 120 ft., passive Perception 11 Infernal, Common 1 (200 XP) The imp can use its action to polymorph into the beast form of a rat, a raven, or a spider, or into its devil form. Its statistics are the same in each form, although its attack is diffferent in some of them. Any equipment it carries is not transformed. If slain, the imp revert to its devil form.
Magical darkness doesn't impede the imp's darkvision. The imp has advantage on saving throws against spells and other magical effects.
Actions Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 +3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
The imp turns invisible until its attacks or until its concentration ends. Anything the invisible imp is carrying or wearing is invisible as long as it remains in contact with the imp.
Tiny beast, unaligned
Tiny beast, unaligned
11 1 (1d4-1) 5 ft., fly 60 ft
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1)
13 2 (1d4) 30ft., swim 30 ft.
7 (-1)
Perception +3, Stealth +3 darvision 120 ft, passive Perception 13 None 0 (10 XP) The owl provokes no opportunity attacks when it flies out of an enemy's reach. The owl has advantage on Wisdom (Perception) checks that rely on sight
Actions
2 (-4) 16 (+3)
11 (0) 1 (-5) 10 (0)
3 (-4)
blindsight 10ft., passive Perception 10 None 1/8 (25 XP)
Actions Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1 slashing damage.
Tiny dragon, neutral good
13 (natural armor) 7 (2d4 + 2) 15 ft., fly 60 ft.
6 (-2) 15 (+2)
13 (+1) 10 (0) 12 (+1) 10 (0)
Perception +3, Stealth +4 blindsight 10 ft., darkvision 60 ft., passive Perception 13 understands Common and Draconic but doesn't speak 1/4 (50 XP)
The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. The pseudodragon has advantage on saving throws against spells and other magical effects. The pseudodragon can communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Actions Mellee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 +2) piercing damage, and t he target must make on a DC 11 Constitution saving throw, or become poisoned for 1 hour. If its saing throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.
Tiny fiend (demon, shapechanger), chaotic evil
13 7 (3d4) 40 ft. (10 ft., fly 40 ft. in bat form., 40 ft., climb 40 ft. in centipede form; 40 ft., swim 40 ft. in toad form)
The quasit can use its action to polymorph into the beast form of a bat, a centipede, or a toad, or into its demin form. Its statistics are the same in each form, although its attack is diffferent in some of them. Any equipment it carries is not transformed. If slain, the quasit revert t o its demon form. The quasit has advantage on saving throws against spells and other magical effects.
Actions 5 (-3)
17 (+3)
10 (0)
7 (-2)
10 (0)
10 (0)
Stealth +5 cold, fire, lighting; bludgeoning, piercing, and slashing from nonmagical weapons. poison poisoned darkvision 120 ft., passive Perception 10 Abyssal, Common 1 (200 XP)
10 1 (1d4-1) 20 ft.
13 1 (1d4-1) 0ft., swim 40 ft.
16 (+3)
9 (-1)
One creature on the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect early on a success. The quasit turns invisible until its attacks or uses Scare, or until its concentration ends. Anything the invisible quasit is carrying or wearing is invisible as long as it remains in contact with the quasit.
Tiny beast, unaligned
Tiny beast, unaligned
2 (-4)
Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 +3) piercing damage, and the target must make on a DC 10 Constitution saving throw or taking 5 (2d4) poison damage and become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
1 (-5)
7 (-2)
2 (-4)
Perception +1, Stealth +3 darkvision 60ft., passive Perception 8 None 0 (10 XP) The quipper has advantge on melee attack rolls against any creature that doesn't have all its hit points. The quipper can breathe only underwater. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
2 (-4)
11 (0)
9 (-1)
2 (-4)
10 (0)
4 (-3)
darkvision 30 ft., passive Perception 10 None 0 (10 XP) The cat has advantage on Wisdom (Perception) checks that rely on smell
Actions Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 piercing damage.
Tiny beast, unaligned
Tiny beast, unaligned
12 1 (1d4-1) 20ft., climb 20 ft.
12 1 (1d4-1) 10 ft., fly 50 ft
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1)
6 (-2)
2 (-4)
14 (+2)
8 (-1) 1 (-5)
10 (0)
2 (-4)
Stealth +4 darkvision 30ft., passive Perception 10 None 0 (10 XP)
Perception +3 passive Perception 13 None 0 (10 XP) The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1 piercing damage.
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web The spider ignores movement restrictions caused by webbing. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Tiny beast, unaligned
11 1 (1d4-1) 0ft., swim 20 ft.
1 (-5)
12 (+1)
8 (-1) 1 (-5)
Tiny beast, unaligned
10 (0)
2 (-4)
passive Perception 10 None 0 (10 XP) The quipper can breathe only underwater.
13 1 (1d4-1) 30ft.
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1)
3 (-4)
Stealth +4 darkvision 30ft., passive Perception 10 None 0 (10 XP) The weasel has advantage on Wisdom (Perception) checks that rely on hearing and smell Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Tiny beast, lawful evil
Tiny undead, nuetral evil
12 2 (2d4) 30ft.
2 (-4) 14 (+2)
12 2 (1d4) 20 ft. climb 20 ft.
10 (0) 4 (-3) 11 (0)
8 (-1)
Stealth +4 darkvision 30ft., passive Perception 10 telepathy 30 ft. 0 (10 XP)
13 (+1) 14 (+2) 11 (0) 5 (-3) 10 (0) 4 (-3) poison charmed, exhaustion,
As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.
poisoned blindsight 30ft. (blind beyond this radius), passive Perception 10 understands common but cannot speak. 0 (10 XP) The claw is immune to effects that turn undead Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 +1) bludgeoning or slashing damage (claw's choice).
Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Actions Tiny aberration, neutral evil
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1 piercing damage
13 13 (3d4 + 6) 0 ft., fly 30 ft. (hover)
3 (-4)
17 (+3)
14 (+2)
The gazer shoots two of the following magical eye rays at arandom (reroll duplicates), choosing one or two targts it can see within 60 feet of it:
3 (-4)
10 (0)
7 (-2)
Wis +2 Perception +4, Stealth +5 prone darkvision 60 ft., passive Perception 14 None 1/2 (100 XP) As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. The gazer can mimic simple sounds of speech it has hears, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. The gazer forms 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 gazer senses as long as they are within 1 miles of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom savin throw or be charmed until the start of the gazer's next turn, While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. 3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. 4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighting 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container