Note
- Feature names (e.g. Multiattack. ; Web (Recharge 5–6).) are styled bold and italic.
- Feature types (e.g. Melee Attack Roll: ; Constitution Saving Throw:) are styled italic.
- Feature effects (e.g. Hit: ; Trigger: ; Failure by 5 or More:) are styled italic.
- Spellcasting has a blank line between each line.
Aversion to Fire. If the MONSTER takes Fire [rules]damage[/rules], it has [rules]Disadvantage[/rules] on [rules]Attack Roll;attack rolls[/rules] and [rules]Ability Check;ability checks[/rules] until the end of its next turn.
Battle Ready. The MONSTER has [rules]Advantage[/rules] on [rules]Initiative[/rules] rolls.
Beast Whisperer. The MONSTER can communicate with Beasts as if they shared a common language.
Death Jinx. When the MONSTER [rules]Dead;dies[/rules], one random [rules]creature[/rules] within 10 feet of the [rules]dead[/rules] MONSTER is [rules]Target;targeted[/rules] by a [spells]Bane[/spells] [rules]spell[/rules] ([rules]Saving Throw;save[/rules] [rules]Difficulty Class;DC[/rules] 13), which lasts for its full duration.
Dimensional Disruption. Disruptive energy extends from the MONSTER in a 30-foot [rules]Emanation[/rules]. Other [rules]Creature;creatures[/rules] can't [rules]Teleportation;teleport[/rules] to or from a space in that area. Any attempt to do so is wasted.
Disciple of the Nine Hells. When the MONSTER [rules]Dead;dies[/rules], its body disgorges a [rules]Hostile[/rules] [monsters]Imp[/monsters] in the same space.
Disintegration. When the MONSTER [rules]Dead;dies[/rules], its body and nonmagical possessions turn to dust. Any magic items it possessed are left behind in its space.
Emissary of Juiblex. When the MONSTER [rules]Dead;dies[/rules], its body disgorges a [rules]Hostile[/rules] [monsters]Ochre Jelly[/monsters] in the same space.
Fey Ancestry. The FEY has [rules]Advantage[/rules] on [rules]Saving Throw;saving throws[/rules] it makes to avoid or end the [condition]Charmed[/condition] [rules]condition[/rules], and magic can't put it to sleep.
Forbiddance. The MONSTER can't enter a residence without an invitation from one of its occupants.
Gloom Shroud. Imperceptible energy channeled from the [lore]Shadowfell[/lore] extends from the MONSTER in a 20-foot [rules]Emanation[/rules]. Other [rules]Creature;creatures[/rules] in that area have [rules]Disadvantage[/rules] on Charisma [rules]Ability Check;checks[/rules] and Charisma [rules]Saving Throw;saving throws[/rules].
Light. The MONSTER sheds [rules]Bright Light[/rules] in a 10-foot radius and [rules]Dim Light[/rules] for an additional 10 feet. As a [rules]Bonus Action[/rules], the MONSTER can suppress this light or cause it to return. The light winks out if the MONSTER [rules]Dead;dies[/rules].
Mimicry. The MONSTER can mimic Beast sounds and Humanoid voices. A [rules]creature[/rules] that hears the sounds can tell they are imitations with a successful [rules]Difficulty Class;DC[/rules] 13 Wisdom ([skill]Insight[/skill]) [rules]Ability Check;check[/rules].
Poison Tolerant. The MONSTER has [rules]Advantage[/rules] on [rules]Saving Throw;saving throws[/rules] it makes to avoid or end the [condition]Poisoned[/condition] [rules]condition[/rules].
Resonant Connection. The MONSTER has a supernatural connection to another [rules]creature[/rules] or an [rules]object[/rules] and knows the most direct route to it, provided the two are within 1 mile of each other.
Siege Monster. The MONSTER deals double [rules]damage[/rules] to [rules]Object;objects[/rules] and structures.
Slaad Host. When the MONSTER [rules]Dead;dies[/rules], a [rules]Hostile[/rules] [monsters]Slaad Tadpole[/monsters] bursts from its innards in the same space.
Steadfast. The MONSTER has [rules]Immunity[/rules] to the [condition]Frightened[/condition] [rules]condition[/rules] while it can see an ally within 30 feet of itself.
Telepathic Bond. The MONSTER is linked psychically to another [rules]creature[/rules]. While both are on the same plane of existence, they can communicate [rules]Telepathy;telepathically[/rules] with each other.
Telepathic Shroud. The MONSTER is [rules]Immunity;immune[/rules] to any effect that would sense its emotions or read its thoughts, as well as to [rules]Spell;spells[/rules] from the school of Divination. As a [rules]Bonus Action[/rules], the MONSTER can suppress this trait or reactivate it.
Ventriloquism. Whenever the MONSTER speaks, it can choose a point within 30 feet of itself; its voice emanates from that point.
Warrior's Wrath. The MONSTER has [rules]Advantage[/rules] on melee [rules]Attack Roll;attack rolls[/rules] against any [rules]Bloodied[/rules] [rules]creature[/rules].
Wild Talent. The MONSTER can [action]Magic;cast[/action] CANTRIP without spell components, using INTELLIGENCE|WISDOM|CHARISMA as the spellcasting ability.
Abduct. The MONSTER's [rules]Speed[/rules] isn't halved when it moves a [rules]creature[/rules] [condition]Grappled[/condition] by it.
Agile. The MONSTER doesn't provoke an [action]Opportunity Attack[/action] action when it moves out of an [rules]enemy[/rules]'s reach.
Amorphous. The MONSTER can move through a space as narrow as 1 inch without expending extra movement to do so.
Amphibious. The MONSTER can breathe air and water.
Battle Ready. The MONSTER has [rules]Advantage[/rules] on [rules]Initiative[/rules] rolls.
Beast of Burden. The BEAST counts as one [rules]size[/rules] larger for the purpose of determining its [rules]carrying capacity[/rules].
Bloodied Fury. While [rules]Bloodied[/rules], the MONSTER has [rules]Advantage[/rules] on [rules]Attack Roll;attack rolls[/rules].
Compression. The MONSTER can move through a space as narrow as 1 inch without spending extra movement to do so.
Corrosive Form. A [rules]creature[/rules] that hits the MONSTER with a melee [rules]attack roll[/rules] takes 4 [rollable](1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Corrosive Form","rollDamageType":"Acid"}[/rollable] Acid [rules]damage[/rules]. The MONSTER eats through 2-inch-thick nonmagical wood or metal in 1 round.
Death Burst. Dexterity [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, each [rules]creature[/rules] in a 10-foot [rules]Emanation[/rules] originating from the MONSTER when it [rules]Dead;dies[/rules]. Failure: 7 [rollable](2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Death Burst","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules] plus 7 [rollable](2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Death Burst","rollDamageType":"Fire"}[/rollable] Fire [rules]damage[/rules]. Success: Half [rules]damage[/rules].
Devil's Sight. [rules]Magical Effect;Magical[/rules] [rules]Darkness[/rules] doesn't impede the DEVIL's [sense]Darkvision[/sense].
Fiery Aura. At the end of each of the MONSTER's turns, each [rules]creature[/rules] in a 10-foot [rules]Emanation[/rules] originating from the MONSTER takes 4 [rollable](1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Fiery Aura","rollDamageType":"Fire"}[/rollable] Fire [rules]damage[/rules]. [rules]Creature;Creatures[/rules] and flammable [rules]Object;objects[/rules] in the [rules]Emanation[/rules] start [rules]burning[/rules].
Fire Form. The MONSTER can move through a space as narrow as 1 inch wide without expending extra movement to do so, and it can enter a [rules]creature[/rules]'s space and stop there. The first time it enters a [rules]creature[/rules]'s space on a turn, that [rules]creature[/rules] takes 4 [rollable](1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Fire Form","rollDamageType":"Fire"}[/rollable] Fire [rules]damage[/rules].
Flyby. The MONSTER doesn't provoke an [action]Opportunity Attack[/action] action when it [rules]Flying;flies[/rules] out of an [rules]enemy[/rules]'s reach.
Gear. [items]Javelin;Javelins[/items] (3), [items]Greatsword[/items], [items]Crossbow, Heavy;Heavy Crossbow[/items], [items]Plate;Plate Armor[/items]
Hold Breath. The MONSTER can hold its breath for 1 hour.
Illumination. The MONSTER sheds [rules]Bright Light[/rules] in a 15-foot radius and [rules]Dim Light[/rules] for an additional 15 feet.
Immutable Form. The MONSTER can't [rules]Shape-Shifting;shape-shift[/rules].
Incubus Form. When the SUCCUBUS finishes a [rules]Long Rest[/rules], it can [rules]Shape-Shifting;shape-shift[/rules] into an [monsters]Incubus[/monsters], using that [rules]stat block[/rules] instead of this one. Any equipment it's wearing or carrying isn't transformed.
Jumper. The MONSTER's [rules]Jumping;jump[/rules] distance is determined using its Dexterity rather than its Strength.
Legendary Resistance (3[rules]Per Day;/Day[/rules] or 4[rules]Per Day;/Day[/rules] in Lair). If the MONSTER fails a [rules]saving throw[/rules], it can choose to succeed instead.
Magic Resistance. The MONSTER has [rules]Advantage[/rules] on [rules]Saving Throw;saving throws[/rules] against [rules]Spell;spells[/rules] and other [rules]Magical Effect;magical effects[/rules].
Mimicry. The MONSTER can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful [rules]Difficulty Class;DC[/rules] 13 Wisdom ([skill]Insight[/skill]) [rules]Ability Check;check[/rules].
Otherworldly Perception. The MONSTER can sense the presence of any [rules]creature[/rules] within 30 feet of it that has the [condition]Invisible[/condition] [rules]condition[/rules] or is on the [lore]Ethereal Plane[/lore]. It can pinpoint such a [rules]creature[/rules] that is moving.
Pack Tactics. The MONSTER has [rules]Advantage[/rules] on an [rules]attack roll[/rules] against a [rules]creature[/rules] if at least one of the MONSTER's [rules]Ally;allies[/rules] is within 5 feet of the [rules]creature[/rules] and the [rules]ally[/rules] doesn't have the [condition]Incapacitated[/condition] [rules]condition[/rules].
Running Leap. With a 10-foot running start, the MONSTER can [rules]Long Jump[/rules] up to 25 feet.
Speak with Frogs and Toads. The BULLYWUG can communicate simple concepts to [monsters]frog;Frogs[/monsters] and toads when it speaks in Bullywug.
Spider Climb. The SPIDER can [rules]Climbing;climb[/rules] [rules]Difficult Terrain;difficult surfaces[/rules], including along ceilings, without needing to make an [rules]ability check[/rules].
Standing Leap. The MONSTER's [rules]Long Jump[/rules] is up to 10 feet and its [rules]High Jump[/rules] is up to 5 feet with or without a running start.
Succubus Form. When the INCUBUS finishes a [rules]Long Rest[/rules], it can [rules]Shape-Shifting;shape-shift[/rules] into a [monsters]Succubus[/monsters], using that [rules]stat block[/rules] instead of this one. Any equipment it's wearing or carrying isn't transformed.
Sunlight Sensitivity. While in sunlight, the MONSTER has [rules]Disadvantage[/rules] on [rules]Ability Check;ability checks[/rules] and [rules]Attack Roll;attack rolls[/rules].
Undead Fortitude. If [rules]damage[/rules] reduces the UNDEAD to 0 [rules]Hit Points[/rules], it must make a Constitution [rules]saving throw[/rules] with a [rules]Difficulty Class;DC[/rules] of 5 plus the [rules]damage[/rules] taken unless the [rules]damage[/rules] is Radiant or from a [rules]Critical Hit[/rules]. On a successful [rules]Saving Throw;save[/rules], the UNDEAD drops to 1 [rules]Hit Points;Hit Point[/rules] instead.
Water Breathing. The MONSTER can breathe only underwater.
Water Susceptibility. The MONSTER takes 3 [rollable](1d6);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Water Susceptibility","rollDamageType":"Cold"}[/rollable] Cold [rules]damage[/rules] for every 5 feet the MONSTER moves in water or for every gallon of water splashed on it.
Web Walker. The SPIDER ignores movement restrictions caused by webs, and it knows the location of any other [rules]creature[/rules] in contact with the same web.
Multiattack. The MONSTER makes two WEAPON attacks.
Multiattack. The MONSTER makes two attacks, using MELEEWEAPON or RANGEDWEAPON in any combination.
Multiattack. The MONSTER makes three SPELL attacks.
Multiattack. The MONSTER makes one WEAPON attack and one SPELL attack.
Multiattack. The MONSTER makes one WEAPON attack and uses ACTION.
Multiattack. The MONSTER makes two WEAPON attacks. It can replace one of these attacks with a use of ACTION.
Multiattack. The MONSTER makes two WEAPON attacks. It can replace one of these attacks with a use of Spellcasting (at will spells only).
Multiattack. The MONSTER makes two WEAPON attacks and can use Spellcasting to cast SPELL. It can replace one attack with a use of SPELL.
Club. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Club"}[/rollable], reach 5 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Club","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
Dagger. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Greatclub. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Greatclub"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Greatclub","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
Handaxe. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Handaxe"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Handaxe","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Javelin. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 30/120 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Javelin","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Light Hammer. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Light Hammer"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Light Hammer","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
Mace. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Mace"}[/rollable], reach 5 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Mace","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
Quarterstaff. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Quarterstaff"}[/rollable], reach 5 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Quarterstaff","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
Sickle. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Sickle"}[/rollable], reach 5 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Sickle","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
Spear. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spear"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Spear","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Battleaxe. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Battleaxe"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Battleaxe","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
Flail. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Flail"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Flail","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
Glaive. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Glaive"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Glaive","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
Greataxe. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Greataxe"}[/rollable], reach 5 ft. Hit: 7 [rollable](1d12 + 1);{"diceNotation":"1d12+1","rollType":"damage","rollAction":"Greataxe","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
Greatsword. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Greatsword"}[/rollable], reach 5 ft. Hit: 8 [rollable](2d6 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Greatsword","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
Halberd. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Halberd"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Halberd","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
Lance. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Lance"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Lance","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Longsword. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Longsword"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Longsword","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
Maul. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Maul"}[/rollable], reach 5 ft. Hit: 8 [rollable](2d6 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Maul","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
Morningstar. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Morningstar"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Morningstar","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Pike. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Pike"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Pike","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
Rapier. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Scimitar. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Scimitar"}[/rollable], reach 5 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Scimitar","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
Shortsword. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortsword"}[/rollable], reach 5 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Shortsword","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Trident. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Trident"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 3 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Trident","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Warhammer. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Warhammer"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Warhammer","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
War Pick. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"War Pick"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"War Pick","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Whip. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Whip"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Whip","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
Dart. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dart"}[/rollable], [wprop]range[/wprop] 20/60 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Dart","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Light Crossbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Light Crossbow"}[/rollable], [wprop]range[/wprop] 80/320 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Shortbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortbow"}[/rollable], [wprop]range[/wprop] 80/320 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Shortbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Sling. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Sling"}[/rollable], [wprop]range[/wprop] 30/120 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Sling","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
Blowgun. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Blowgun"}[/rollable], [wprop]range[/wprop] 25/100 ft. Hit: 2 (1 + 1) Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Hand Crossbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Hand Crossbow"}[/rollable], [wprop]range[/wprop] 30/120 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Hand Crossbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Heavy Crossbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Heavy Crossbow"}[/rollable], [wprop]range[/wprop] 100/400 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
Longbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Longbow"}[/rollable], [wprop]range[/wprop] 150/600 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Longbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Musket. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Musket"}[/rollable], [wprop]range[/wprop] 40/120 ft. Hit: 7 [rollable](1d12 + 1);{"diceNotation":"1d12+1","rollType":"damage","rollAction":"Musket","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Pistol. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Pistol"}[/rollable], [wprop]range[/wprop] 30/90 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Pistol","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Automatic Rifle. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Automatic Rifle"}[/rollable], [wprop]range[/wprop] 80/240 ft. Hit: 10 [rollable](2d8 + 1);{"diceNotation":"2d8+1","rollType":"damage","rollAction":"Automatic Rifle","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Hunting Rifle. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Hunting Rifle"}[/rollable], [wprop]range[/wprop] 80/240 ft. Hit: 12 [rollable](2d10 + 1);{"diceNotation":"2d10+1","rollType":"damage","rollAction":"Hunting Rifle","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Revolver. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Revolver"}[/rollable], [wprop]range[/wprop] 40/120 ft. Hit: 10 [rollable](2d8 + 1);{"diceNotation":"2d8+1","rollType":"damage","rollAction":"Revolver","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
Semiautomatic Pistol. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Semiautomatic Pistol"}[/rollable], [wprop]range[/wprop] 50/150 ft. Hit: 8 [rollable](2d6 + 1);{"diceNotation":"2d6+1","rollType":"damage","rollAction":"Semiautomatic Pistol","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Shotgun. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shotgun"}[/rollable], [wprop]range[/wprop] 30/90 ft. Hit: 10 [rollable](2d8 + 1);{"diceNotation":"2d8+1","rollType":"damage","rollAction":"Shotgun","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
Antimatter Rifle. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Antimatter Rifle"}[/rollable], [wprop]range[/wprop] 120/360 ft. Hit: 28 [rollable](6d8 + 1);{"diceNotation":"6d8+1","rollType":"damage","rollAction":"Antimatter Rifle","rollDamageType":"Necrotic"}[/rollable] Necrotic [rules]damage[/rules].
Laser Pistol. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Laser Pistol"}[/rollable], [wprop]range[/wprop] 40/120 ft. Hit: 12 [rollable](3d6 + 1);{"diceNotation":"3d6+1","rollType":"damage","rollAction":"Laser Pistol","rollDamageType":"Radiant"}[/rollable] Radiant [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
Laser Rifle. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Laser Rifle"}[/rollable], [wprop]range[/wprop] 100/300 ft. Hit: 15 [rollable](3d8 + 1);{"diceNotation":"3d8+1","rollType":"damage","rollAction":"Laser Rifle","rollDamageType":"Radiant"}[/rollable] Radiant [rules]damage[/rules].
Arcane Burst. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"spell","rollAction":"Arcane Burst"}[/rollable], reach 5 ft. or range 120 ft. Hit: 5 [rollable](1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Arcane Burst","rollDamageType":"Force"}[/rollable] Force [rules]damage[/rules].
Force Bolt. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"spell","rollAction":"Force Bolt"}[/rollable], range 90 ft. Hit: 6 [rollable](1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Force Bolt","rollDamageType":"Force"}[/rollable] Force [rules]damage[/rules].
Poison Breath [rollable](Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}[/rollable]. Constitution [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, each [rules]creature[/rules] in a 90-foot [rules]Cone[/rules]. Failure: 7 [rollable](2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"Poison"}[/rollable] Poison [rules]damage[/rules]. Success: Half [rules]damage[/rules].
Constrict. Strength [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one Medium or smaller [rules]creature[/rules] the SNAKE can see within 5 feet. Failure: 5 [rollable](2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Constrict","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules], and the [rules]target[/rules] has the [condition]Grappled[/condition] [rules]condition[/rules] (escape [rules]Difficulty Class;DC[/rules] 13).
Draining Kiss. Constitution [rules]Saving Throw[/rules]: DC 13, one [rules]creature[/rules] [condition]Charmed[/condition] by the MONSTER within 5 feet. Failure: 4 [rollable](1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Draining Kiss","rollDamageType":"Psychic"}[/rollable] Psychic [rules]damage[/rules]. Success: Half [rules]damage[/rules]. Failure or Success: The [rules]target[/rules]'s Hit Point maximum is reduced by an amount equal to the [rules]damage[/rules] taken.
Enthralling Panache. Wisdom [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] the MONSTER can see within 30 feet. Failure: The [rules]target[/rules] has the [condition]Charmed[/condition] [rules]condition[/rules] until the start of the MONSTER's next turn.
Heart Sight. Charisma [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] within 5 feet the FEY can see. Celestials, Fiends, and Undead automatically fail the [rules]Saving Throw;save[/rules]. Failure: The FEY knows the [rules]target[/rules]'s emotions and [rules]alignment[/rules].
Invisibility. The MONSTER [action]Magic;casts[/action] [spells]Invisibility[/spells] on itself, requiring no spell components and using Charisma as the spellcasting ability.
Prowl. The MONSTER moves up to half its [rules]Speed[/rules] without provoking an [action]Opportunity Attack[/action] action. At the end of this movement, the MONSTER can take the [action]Hide[/action] action.
Roar. Wisdom [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] within 15 feet. Failure: The [rules]target[/rules] has the [condition]Frightened[/condition] [rules]condition[/rules] until the start of the MONSTER's next turn.
Scare (1[rules]Per Day;/Day[/rules]). Wisdom [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] within 20 feet. Failure: The [rules]target[/rules] has the [condition]Frightened[/condition] [rules]condition[/rules]. At the end of each of its turns, the [rules]target[/rules] repeats the [rules]Saving Throw;save[/rules], ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Slow [rollable](Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Slow"}[/rollable]. The MONSTER [action]Magic;casts[/action] [spells]Slow[/spells] (spell [rules]Saving Throw;save[/rules] [rules]Difficulty Class;DC[/rules] 13), requiring no spell components and using Constitution as the spellcasting ability.
Shape-Shifting. The DEMON [rules]Shape-Shifting;shape-shifts[/rules] to resemble a [monsters]Bat[/monsters] ([rules]Speed[/rules] 10 ft., [rules]Fly Speed;Fly[/rules] 40 ft.), a centipede (40 ft., [rules]Climb Speed;Climb[/rules] 40 ft.), or a toad (40 ft., [rules]Swim Speed;Swim[/rules] 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its [rules]Speed[/rules]. Any equipment it's wearing or carrying isn't transformed.
Shape-Shifting. The DEVIL [rules]Shape-Shifting;shape-shifts[/rules] to resemble a [monsters]Rat[/monsters] ([rules]Speed[/rules] 20 ft.), a [monsters]Raven[/monsters] (20 ft., [rules]Fly Speed;Fly[/rules] 60 ft.), or a [monsters]Spider[/monsters] (20 ft., [rules]Climb Speed;Climb[/rules] 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its [rules]Speed[/rules]. Any equipment it's wearing or carrying isn't transformed.
Spellcasting. The MONSTER [action]Magic;casts[/action] one of the following [rules]Spell;spells[/rules], using ABILITY as the spellcasting ability ([rules]spell[/rules] [rules]Saving Throw;save[/rules] [rules]Difficulty Class;DC[/rules] 13):
At Will: [spells]Mage Hand[/spells], [spells]Ray of Sickness[/spells] (level 2 version)
2[rules]Per Day;/Day[/rules] Each: [spells]Fog Cloud[/spells], [spells]Grease[/spells]
1[rules]Per Day;/Day[/rules]: [spells]Vitriolic Sphere[/spells]
Trample. Dexterity [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] within 5 feet that has the [condition]Prone[/condition] [rules]condition[/rules]. Failure: 17 (2d10 + 6) Bludgeoning [rules]damage[/rules]. Success: Half [rules]damage[/rules].
Bubble Dash. While underwater, the SEAHORSE moves up to half its [rules]Swim Speed[/rules] without provoking an [action]Opportunity Attack[/action] action.
Teleport [rollable](Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Teleport"}[/rollable]. The MONSTER [rules]Teleportation;teleports[/rules] up to 40 feet to an [rules]Unoccupied Space[/rules] it can see.
Leap. The MONSTER can [rules]Jumping;jump[/rules] up to 30 feet by spending 10 feet of movement.
Ink Cloud (1[rules]Per Day;/Day[/rules]). Trigger: A [rules]creature[/rules] ends its turn within 5 feet of the OCTOPUS while underwater. Response: The OCTOPUS releases ink that fills a 5-foot [rules]Cube[/rules] centered on itself, and the OCTOPUS moves up to its [rules]Swim Speed[/rules]. The [rules]Cube[/rules] is [rules]Heavily Obscured[/rules] for 1 minute or until a strong current or similar effect disperses the ink.
Burst of Ingenuity (2[rules]Per Day;/Day[/rules]). Trigger: The SPHINX or another [rules]creature[/rules] within 30 feet makes an [rules]ability check[/rules] or a [rules]saving throw[/rules]. Response: The SPHINX adds 2 to the [rules]D20 Test;roll[/rules].
Shield (2[rules]Per Day;/Day[/rules]). The MONSTER [action]Magic;casts[/action] [spells]Shield[/spells] in response to that [rules]Spell[/rules]'s trigger, using the same spellcasting ability in Spellcasting.
Counterspell (1[rules]Per Day;/Day[/rules]). The MONSTER [action]Magic;casts[/action] [spells]Counterspell[/spells] in response to that [rules]Spell[/rules]'s trigger, using the same spellcasting ability in Spellcasting.