---
title: "Monsters M-O"
slug: m-o
parent: dnd-5e
published: true
---

### Mage

*Medium humanoid (any race), any alignment*

**Armor Class** 12 (15 with *mage armor*)

**Hit Points** 40 (9d8)

**Speed** 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 9 (-1)   | 14 (+2)  | 11 (+0)  | 17 (+3)  | 12 (+1)  | 11 (+0)  |

**Saving Throws** Int +6, Wis +4

**Skills** Arcana +6, History +6

**Senses** passive Perception 11

**Languages** any four languages

**Challenge** 6 (2,300 XP)

***Spellcasting***. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*
1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield*
2nd level (3 slots): *misty step*, *suggestion*
3rd level (3 slots): *counterspell*, *fireball*, *fly*
4th level (3 slots): *greater invisibility*, *ice storm*
5th level (1 slot): *cone of cold*

###### Actions

***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 1) piercing damage.

**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

---

### Magma Mephit

*Small elemental, neutral evil*

**Armor Class** 11

**Hit Points** 22 (5d6+5)

**Speed** 30 ft., fly 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 8 (-1)   | 12 (+1)  | 12 (+1)  | 7 (-2)   | 10 (+0)  | 10 (+0)  |

**Skills** Stealth +3

**Damage Vulnerabilities** cold

**Damage Immunities** fire, poison

**Condition Immunities** poisoned

**Senses** darkvision 60 ft., passive Perception 10

**Languages** Ignan, Terran

**Challenge** 1/2 (100 XP)

***Death Burst***. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

***Innate Spellcasting (1/Day)***. The mephit can innately cast *heat metal* (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

###### Actions

***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) fire damage.

***Fire Breath (Recharge 6)***. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

---

## Magmin

*Small elemental, chaotic neutral*

**Armor Class** 14 (natural armor)

**Hit Points** 9 (2d6+2)

**Speed** 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 7 (-2)   | 15 (+2)  | 12 (+1)  | 8 (-1)   | 11 (+0)  | 10 (+0)  |

**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks

**Damage Immunities** fire

**Senses** darkvision 60 ft., passive Perception 10

**Languages** Ignan

**Challenge** 1/2 (100 XP)

***Death Burst***. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

***Ignited Illumination***. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

###### Actions

***Touch***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

---

### Mammoth

*Huge beast, unaligned*

**Armor Class** 13 (natural armor)

**Hit Points** 126 (11d12+55)

**Speed** 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 24 (+7)  | 9 (-1)   | 21 (+5)  | 3 (-4)   | 11 (+0)  | 6 (-2)   |

**Senses** passive Perception 10

**Languages** -

**Challenge** 6 (2,300 XP)

***Trampling Charge***. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

###### Actions

***Gore***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (4d8+7) piercing damage.

***Stomp***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one prone creature. *Hit:* 29 (4d10+7) bludgeoning damage.

A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

---

## Manticore

*Large monstrosity, lawful evil*

**Armor Class** 14 (natural armor)

**Hit Points** 68 (8d10+24)

**Speed** 30 ft., fly 50 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 17 (+3)  | 16 (+3)  | 17 (+3)  | 7 (-2)   | 12 (+1)  | 8 (-1)   |

**Senses** darkvision 60 ft., passive Perception 11

**Languages** Common

**Challenge** 3 (700 XP)

***Tail Spike Regrowth***. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

###### Actions

***Multiattack***. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage.

***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage.

***Tail Spike***. *Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8+3) piercing damage.

---

### Marilith (Demon)

*Large fiend (demon), chaotic evil*

**Armor Class** 18 (natural armor)

**Hit Points** 189 (18d10+90)

**Speed** 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 18 (+4)  | 20 (+5)  | 20 (+5)  | 18 (+4)  | 16 (+3)  | 20 (+5)  |

**Saving Throws** Str +9, Con +10, Wis +8, Cha +10

**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

**Damage Immunities** poison

**Condition Immunities** poisoned

**Senses** truesight 120 ft., passive Perception 13

**Languages** Abyssal, telepathy 120 ft.

**Challenge** 16 (15,000 XP)

***Magic Resistance***. The marilith has advantage on saving throws against spells and other magical effects.

***Magic Weapons***. The marilith's weapon attacks are magical.

***Reactive***. The marilith can take one reaction on every turn in a combat.

###### Actions

***Multiattack***. The marilith makes seven attacks: six with its longswords and one with its tail.

***Longsword***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage.

***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

***Teleport***. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

###### Reactions

***Parry***. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

---

### Mastiff

*Medium beast, unaligned*

**Armor Class** 12

**Hit Points** 5 (1d8+1)

**Speed** 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 13 (+1)  | 14 (+2)  | 12 (+1)  | 3 (-4)   | 12 (+1)  | 7 (-2)   |

**Skills** Perception +3

**Senses** passive Perception 13

**Languages** -

**Challenge** 1/8 (25 XP)

***Keen Hearing and Smell***. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

###### Actions

***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

**Mastiffs** are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

---

## Medusa

*Medium monstrosity, lawful evil*

**Armor Class** 15 (natural armor)

**Hit Points** 127 (17d8+51)

**Speed** 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 10 (+0)  | 15 (+2)  | 16 (+3)  | 12 (+1)  | 13 (+1)  | 15 (+2)  |

**Skills** Deception +5, Insight +4, Perception +4, Stealth +5

**Senses** darkvision 60 ft., passive Perception 14

**Languages** Common

**Challenge** 6 (2,300 XP)

***Petrifying Gaze***. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the *greater restoration* spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

###### Actions

***Multiattack***. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow.

***Snake Hair***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage plus 14 (4d6) poison damage.

***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.

***Longbow***. *Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.

---

## Merfolk

*Medium humanoid (merfolk), neutral*

**Armor Class** 11

**Hit Points** 11 (2d8+2)

**Speed** 10 ft., swim 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 10 (+0)  | 13 (+1)  | 12 (+1)  | 11 (+0)  | 11 (+0)  | 12 (+1)  |

**Skills** Perception +2

**Senses** passive Perception 12

**Languages** Aquan, Common

**Challenge** 1/8 (25 XP)

***Amphibious***. The merfolk can breathe air and water.

###### Actions

***Spear***. *Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

---

## Merrow

*Large monstrosity, chaotic evil*

**Armor Class** 13 (natural armor)

**Hit Points** 45 (6d10+12)

**Speed** 10 ft., swim 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 18 (+4)  | 10 (+0)  | 15 (+2)  | 8 (-1)   | 10 (+0)  | 9 (-1)   |

**Senses** darkvision 60 ft., passive Perception 10

**Languages** Abyssal, Aquan

**Challenge** 2 (450 XP)

***Amphibious***. The merrow can breathe air and water.

###### Actions

***Multiattack***. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage.

***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) slashing damage.

***Harpoon***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

---

## Mimic

*Medium monstrosity (shapechanger), neutral*

**Armor Class** 12 (natural armor)

**Hit Points** 58 (9d8+18)

**Speed** 15 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 17 (+3)  | 12 (+1)  | 15 (+2)  | 5 (-3)   | 13 (+1)  | 8 (-1)   |

**Skills** Stealth +5

**Damage Immunities** acid

**Condition Immunities** prone

**Senses** darkvision 60 ft., passive Perception 11

**Languages** -

**Challenge** 2 (450 XP)

***Shapechanger***. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

***Adhesive (Object Form Only)***. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

***False Appearance (Object Form Only)***. While the mimic remains motionless, it is indistinguishable from an ordinary object.

***Grappler***. The mimic has advantage on attack rolls against any creature grappled by it.

###### Actions

***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.

---

## Minotaur

*Large monstrosity, chaotic evil*

**Armor Class** 14 (natural armor)

**Hit Points** 76 (9d10+27)

**Speed** 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 18 (+4)  | 11 (+0)  | 16 (+3)  | 6 (-2)   | 16 (+3)  | 9 (-1)   |

**Skills** Perception +7

**Senses** darkvision 60 ft., passive Perception 17

**Languages** Abyssal

**Challenge** 3 (700 XP)

***Charge***. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

***Labyrinthine Recall***. The minotaur can perfectly recall any path it has traveled.

***Reckless***. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

###### Actions

***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage.

***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage.

---

### Minotaur Skeleton

*Large undead, lawful evil*

**Armor Class** 12 (natural armor)

**Hit Points** 67 (9d10+18)

**Speed** 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 18 (+4)  | 11 (+0)  | 15 (+2)  | 6 (-2)   | 8 (-1)   | 5 (-3)   |

**Damage Vulnerabilities** bludgeoning

**Damage Immunities** poison

**Condition Immunities** exhaustion, poisoned

**Senses** darkvision 60 ft., passive Perception 9

**Languages** understands Abyssal but can't speak

**Challenge** 2 (450 XP)

***Charge***. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

###### Actions

***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage.

***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage.

---

### Mule

*Medium beast, unaligned*

**Armor Class** 10

**Hit Points** 11 (2d8+2)

**Speed** 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 14 (+2)  | 10 (+0)  | 13 (+1)  | 2 (-4)   | 10 (+0)  | 5 (-3)   |

**Senses** passive Perception 10

**Languages** -

**Challenge** 1/8 (25 XP)

***Beast of Burden***. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

***Sure-Footed***. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

###### Actions

***Hooves***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage.

---

### Mummy

*Medium undead, lawful evil*

**Armor Class** 11 (natural armor)

**Hit Points** 58 (9d8+18)

**Speed** 20 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 16 (+3)  | 8 (-1)   | 15 (+2)  | 6 (-2)   | 10 (+0)  | 12 (+1)  |

**Saving Throws** Wis +2

**Damage Vulnerabilities** fire

**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks

**Damage Immunities** necrotic, poison

**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned

**Senses** darkvision 60 ft., passive Perception 10

**Languages** the languages it knew in life

**Challenge** 3 (700 XP)

###### Actions

***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

***Rotting Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic.

***Dreadful Glare***. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

---

### Mummy Lord

*Medium undead, lawful evil*

**Armor Class** 17 (natural armor)

**Hit Points** 97 (13d8+39)

**Speed** 20 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 18 (+4)  | 10 (+0)  | 17 (+3)  | 11 (+0)  | 18 (+4)  | 16 (+3)  |

**Saving Throws** Con +8, Int +5, Wis +9, Cha +8

**Skills** History +5, Religion +5

**Damage Vulnerabilities** fire

**Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks

**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned

**Senses** darkvision 60 ft., passive Perception 14

**Languages** the languages it knew in life

**Challenge** 15 (13,000 XP)

***Magic Resistance***. The mummy lord has advantage on saving throws against spells and other magical effects.

***Rejuvenation***. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

***Spellcasting***. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

Cantrips (at will): *sacred flame*, *thaumaturgy*
1st level (4 slots): *command*, *guiding bolt*, *shield of faith*
2nd level (3 slots): *hold person*, *silence*, *spiritual weapon*
3rd level (3 slots): *animate dead*, *dispel magic*
4th level (3 slots): *divination*, *guardian of faith*
5th level (2 slots): *contagion*, *insect plague*
6th level (1 slot): *harm*

###### Actions

***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

***Rotting Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic.

***Dreadful Glare***. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

###### Legendary Actions

The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.

**Attack**. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

**Blinding Dust**. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

**Blasphemous Word (Costs 2 Actions)**. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

**Channel Negative Energy (Costs 2 Actions)**. The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

**Whirlwind of Sand (Costs 2 Actions)**. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

---

### Nalfeshnee (Demon)

*Large fiend (demon), chaotic evil*

**Armor Class** 18 (natural armor)

**Hit Points** 184 (16d10+96)

**Speed** 20 ft., fly 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 21 (+5)  | 10 (+0)  | 22 (+6)  | 19 (+4)  | 12 (+1)  | 15 (+2)  |

**Saving Throws** Con +11, Int +9, Wis +6, Cha +7

**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

**Damage Immunities** poison

**Condition Immunities** poisoned

**Senses** truesight 120 ft., passive Perception 11

**Languages** Abyssal, telepathy 120 ft.

**Challenge** 13 (10,000 XP)

***Magic Resistance***. The nalfeshnee has advantage on saving throws against spells and other magical effects.

###### Actions

***Multiattack***. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

***Bite***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 32 (5d10+5) piercing damage.

***Claw***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (3d6+5) slashing damage.

***Horror Nimbus (Recharge 5-6)***. The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

***Teleport***. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

---

### Night Hag

*Medium fiend, neutral evil*

**Armor Class** 17 (natural armor)

**Hit Points** 112 (15d8+45)

**Speed** 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 18 (+4)  | 15 (+2)  | 16 (+3)  | 16 (+3)  | 14 (+2)  | 16 (+3)  |

**Skills** Deception +7, Insight +6, Perception +6, Stealth +6

**Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

**Condition Immunities** charmed

**Senses** darkvision 120 ft., passive Perception 16

**Languages** Abyssal, Common, Infernal, Primordial

**Challenge** 5 (1,800 XP)

***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material Components

At will: *detect magic*, *magic missile*

2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep*

***Magic Resistance***. The hag has advantage on saving throws against spells and other magical effects.

###### Actions

***Claws (Hag Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage.

***Change Shape***. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

***Etherealness***. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession.

***Nightmare Haunting (1/Day)***. While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *magic circle*. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's *soul bag*. The reduction to the target's hit point maximum lasts until removed by the *greater restoration* spell or similar magic.

---

## Nightmare

*Large fiend, neutral evil*

**Armor Class** 13 (natural armor)

**Hit Points** 68 (8d10+24)

**Speed** 60 ft., fly 90 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 18 (+4)  | 15 (+2)  | 16 (+3)  | 10 (+0)  | 13 (+1)  | 15 (+2)  |

**Damage Immunities** fire

**Senses** passive Perception 11

**Languages** understands Abyssal, Common, and Infernal but can't speak

**Challenge** 3 (700 XP)

***Confer Fire Resistance***. The nightmare can grant resistance to fire damage to anyone riding it.

***Illumination***. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet.

###### Actions

***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.

***Ethereal Stride***. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

---

### Noble

*Medium humanoid (any race), any alignment*

**Armor Class** 15 (breastplate)

**Hit Points** 9 (2d8)

**Speed** 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 11 (+0)  | 12 (+1)  | 11 (+0)  | 12 (+1)  | 14 (+2)  | 16 (+3)  |

**Skills** Deception +5, Insight +4, Persuasion +5

**Senses** passive Perception 12

**Languages** any two languages

**Challenge** 1/8 (25 XP)

###### Actions

***Rapier***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.

###### Reactions

***Parry***. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.

The noble's statistics can also be used to represent **courtiers** who aren't of noble birth.

---

### Ochre Jelly (Ooze)

*Large ooze, unaligned*

**Armor Class** 8

**Hit Points** 45 (6d10+12)

**Speed** 10 ft., climb 10 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 15 (+2)  | 6 (-2)   | 14 (+2)  | 2 (-4)   | 6 (-2)   | 1 (-5)   |

**Damage Resistances** acid

**Damage Immunities** lightning, slashing

**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone

**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8

**Languages** -

**Challenge** 2 (450 XP)

***Amorphous***. The jelly can move through a space as narrow as 1 inch wide without squeezing.

***Spider Climb***. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

###### Actions

***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage.

###### Reactions

***Split***. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

---

### Octopus

*Small beast, unaligned*

**Armor Class** 12

**Hit Points** 3 (1d6)

**Speed** 5 ft., swim 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 4 (-3)   | 15 (+2)  | 11 (+0)  | 3 (-4)   | 10 (+0)  | 4 (-3)   |

**Skills** Perception +2, Stealth +4

**Senses** darkvision 30 ft., passive Perception 12

**Languages** -

**Challenge** 0 (10 XP)

***Hold Breath***. While out of water, the octopus can hold its breath for 30 minutes.

***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

***Water Breathing***. The octopus can breathe only underwater.

###### Actions

***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

***Ink Cloud (Recharges after a Short or Long Rest)***. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

---

## Ogre

*Large giant, chaotic evil*

**Armor Class** 11 (hide armor)

**Hit Points** 59 (7d10+21)

**Speed** 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 19 (+4)  | 8 (-1)   | 16 (+3)  | 5 (-3)   | 7 (-2)   | 7 (-2)   |

**Senses** darkvision 60 ft., passive Perception 8

**Languages** Common, Giant

**Challenge** 2 (450 XP)

###### Actions

***Greatclub***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage.

***Javelin***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6+4) piercing damage.

---

### Ogre Zombie

*Large undead, neutral evil*

**Armor Class** 8

**Hit Points** 85 (9d10+36)

**Speed** 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 19 (+4)  | 6 (-2)   | 18 (+4)  | 3 (-4)   | 6 (-2)   | 5 (-3)   |

**Saving Throws** Wis +0

**Damage Immunities** poison

**Condition Immunities** poisoned

**Senses** darkvision 60 ft., passive Perception 8

**Languages** understands Common and Giant but can't speak

**Challenge** 2 (450 XP)

***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

###### Actions

***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage.

---

## Oni

*Large giant, lawful evil*

**Armor Class** 16 (chain mail)

**Hit Points** 110 (13d10+39)

**Speed** 30 ft., fly 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 19 (+4)  | 11 (+0)  | 16 (+3)  | 14 (+2)  | 12 (+1)  | 15 (+2)  |

**Saving Throws** Dex +3, Con +6, Wis +4, Cha +5

**Skills** Arcana +5, Deception +8, Perception +4

**Senses** darkvision 60 ft., passive Perception 14

**Languages** Common, Giant

**Challenge** 7 (2,900 XP)

***Innate Spellcasting***. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material Components

At will: *darkness*, *invisibility*

1/day each: *charm person*, *cone of cold*, *gaseous form*, *sleep*

***Magic Weapons***. The oni's weapon attacks are magical.

***Regeneration***. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

###### Actions

***Multiattack***. The oni makes two attacks, either with its claws or its glaive.

***Claw (Oni Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage.

***Glaive***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form.

***Change Shape***. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

---

## Orc

*Medium humanoid (orc), chaotic evil*

**Armor Class** 13 (hide armor)

**Hit Points** 15 (2d8+6)

**Speed** 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 16 (+3)  | 12 (+1)  | 16 (+3)  | 7 (-2)   | 11 (+0)  | 10 (+0)  |

**Skills** Intimidation +2

**Senses** darkvision 60 ft., passive Perception 10

**Languages** Common, Orc

**Challenge** 1/2 (100 XP)

***Aggressive***. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

###### Actions

***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12+3) slashing damage.

***Javelin***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6+3) piercing damage.

---

## Otyugh

*Large aberration, neutral*

**Armor Class** 14 (natural armor)

**Hit Points** 114 (12d10+48)

**Speed** 30 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 16 (+3)  | 11 (+0)  | 19 (+4)  | 6 (-2)   | 13 (+1)  | 6 (-2)   |

**Saving Throws** Con +7

**Senses** darkvision 120 ft., passive Perception 11

**Languages** Otyugh

**Challenge** 5 (1,800 XP)

***Limited Telepathy***. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

###### Actions

***Multiattack***. The otyugh makes three attacks: one with its bite and two with its tentacles.

***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

***Tentacle***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

***Tentacle Slam***. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

---

### Owl

*Tiny beast, unaligned*

**Armor Class** 11

**Hit Points** 1 (1d4-1)

**Speed** 5 ft., fly 60 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 3 (-4)   | 13 (+1)  | 8 (-1)   | 2 (-4)   | 12 (+1)  | 7 (-2)   |

**Skills** Perception +3, Stealth +3

**Senses** darkvision 120 ft., passive Perception 13

**Languages** -

**Challenge** 0 (10 XP)

***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

###### Actions

***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.

---

## Owlbear

*Large monstrosity, unaligned*

**Armor Class** 13 (natural armor)

**Hit Points** 59 (7d10+21)

**Speed** 40 ft.

| STR      | DEX      | CON      | INT      | WIS      | CHA      |
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
| 20 (+5)  | 12 (+1)  | 17 (+3)  | 3 (-4)   | 12 (+1)  | 7 (-2)   |

**Skills** Perception +3

**Senses** darkvision 60 ft., passive Perception 13

**Languages** -

**Challenge** 3 (700 XP)

***Keen Sight and Smell***. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

###### Actions

***Multiattack***. The owlbear makes two attacks: one with its beak and one with its claws.

***Beak***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10+5) piercing damage.

***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage.
