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_byteslicer

Lvl 3 construct

H25
Construct.Cannot be Blinded, Charmed, Frightened, Petrified, or Poisoned.
Camouflaged.Indistinguishable from normal armor when motionless.
ACTIONS:
  • Slam (2x).1d8+4

Lvl 1 beast

28
ACTIONS:
  • Fist (2x).1d6+2 (or Rock, Range 6)

Lvl 1/2 large beast

19
ACTIONS:
  • Beak.1d8+2

An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

Haha, Missed Me!Whenever an attack misses you, deal 1 psychic damage in return.
ACTIONS: Choose one.
  • Cleave.2d8+6
  • Shoot.1d8+3

Given weapons and armor enchanted by the Forge of Spells, these are not your average Bugbear.

Lvl 10 large aberration

M695
Deep Sea.Can breathe air and water. Immune to poison.
ACTIONS: Choose one.
  • Pincer (2×).2d10+5 On hit: Grappled (escape DC 14)
  • Tentacles.(up to 2 Grappled creatures) DC 14 STR save or Dazed (1 turn) and disadvantage on next attempt to break grapple.

Lvl 6

65
ACTIONS:
  • Slam.(2x) 2d8+2
  • Shapeshift.Change shape into any Medium or Small humanoid. Equipment is not transformed.
  • True Form.Transform back into its true form. Creatures within 6 spaces make a DC 13 WIL save or are Frightened for 3 rounds.
Made of Flame.Immune to Fire damage. Takes double Ice damage.
ACTIONS:
  • Flame Touch.1d8
Made of Flame.Immune to Fire damage. Takes double Ice damage.
Burning Aura.Any creature not Made of Flame that starts its turn within 1 space takes 1d4 damage.
ACTIONS:
  • Slam (2x).2d8
  • Inferno.(Reach: 2). DC 12 DEX save, 6d8 damage, half on save.

Lvl 15 huge giant

H120
Forged in Fire.Immune to fire damage.
ACTIONS: Choose one.
  • Fire Sword.4d12+12
  • Boulder Throw.2d12+12 (Reach 10) DC 17 DEX save or Dazed

Fire giants stand over 18ft tall and weigh in excess of 7000 lbs. Heavily armored with a fire enchanted great sword, they'll never run from a fight.

Made of Flame.Immune to Fire damage. Takes double Ice damage.
Shifty.Move for free after being hit with an attack.
ACTIONS:
  • Fire Bolt.1d8 (Range 6)
Made of Flame.Immune to Fire damage. Takes double Ice damage.
Burning Aura.Any creature not Made of Flame that starts its turn within 1 space takes 1d4 damage.
ACTIONS:
  • Bite.2d8+4

Lvl 4 small

6040
Magical Fire.Sheds a bright light (Reach 3). Advantage on saving throws against any spell. Cannot be Blinded, Charmed, Dazed, Frightened, Poisoned, Slowed, or Taunted.
Explosive Death.Explode into a fireball on death, dealing 2d6 damage (Reach 2).
ACTIONS:
  • Fire Blast (2x).1d8+5

Lvl 1

Undead
20
Unliving, Undying.The first time this dies, reset to 1 HP instead (excluding minions).
ACTIONS:
  • Sickening Claw.1d4+8 On damage: Dazed.

source: Nimble GM Guide

Lvl 1/3 small beast

14
Blindsight.Does not require sight to see. Can see through invisibility. (Reach 6)
ACTIONS:
  • Bite.1d6 On hit: Poisoned for 1 round.

Lvl 1/4 small beast

11
Rodent.Can see in the dark (Reach 12). Advantage on attacks when any ally is adjacent to target.
ACTIONS:
  • Bite.1d6-1

Lvl 5 aberration

2252
Goopy Ground.The area around the Mouther is Difficult Terrain (Reach 2)
Gibbering Madness.Any creature that can hear the Mouther (Reach 4) at the start of their turn makes a DC 12 WIL save. On failure, roll 1d4. 3: use all movement in a random direction. 4: make a melee attack against a random creature if possible.
ACTIONS: Choose one.
  • Bite.2d8+8 On crit: Prone
  • Spit (2 uses).DC 13 DEX save or Blinded for 1 round. (Range 2; 3×3 area)

Lvl 4 aberration

M40
Climber.Can climb without a movement penalty
Stone Camouflage.Advantage on Stealth checks in rock terrain
ACTIONS:
  • Tentacles.2d10 on hit: make Beak attack
  • Beak.1d10

Lvl 1

H15
Pack Tactics.Advantage on attacks if an ally is within 1 space of the creature
ACTIONS:
  • Slash.2d8+2 (or Shoot, Range 8)
Level 4 Solo Large Bugbear
M125
STR+
Grappler.King Grol can move without penalty while grappling a medium or smaller creature.
ACTIONS: After each hero's turn, choose one.
  • Grab.Move 8. 1d12. On hit: grappled.
  • Smash.3d12
  • Get in Here!Summon a Goblin (d6) minion

BLOODIED: When King Grol is reduced to 62, he is enraged and gains advantage on all attacks.

LAST STAND: King Grol is dying! 30 more damage and he dies. Until then, he can summon a Goblin (d6) minion after every turn.

Lvl 5 large

6058
Water Bound.Invisible when submerged in water. Dies if it leaves the water.
ACTIONS: Choose one.
  • Slam (2x).1d6+8
  • Whelm.2d6+4 On hit: grappled.

On grapple, attempts to drown creature.

Made of Flame.Immune to Fire damage. Takes double Ice damage.
Burning Aura.Any creature not Made of Flame that starts its turn within 1 space takes 1d4 damage.
ACTIONS:
  • Bite.2d8+4
  • Fire Breath.(Reach: Cone 3). DC 11 DEX save, 4d8 damage, half on save.

Lvl 4 large

Oozes
52
Digestive Touch.Contact with an ooze inflicts the Digested condition: they deal an additional {X} damage for each time the target has been Digested this encounter.
Goopy.When crit or dealt any slashing damage: summon {X} ooze minions (size: d6); their attacks inflict Digested.
ACTIONS:
  • Acidic Touch (2x).1d6+{3}

Lvl 3 orc

Orcs
M1036
Battlelust.Heroes have disadvantage on Initiative against a band composed mostly of Orcs.
Tough as Nails. Medium armor, except against magic damage
Enrage.When crit: deal 5 damage to an adjacent enemy.
Mounted.When Crit: knocked off mount. Orc & Worg distribute remaining HP evenly. DC 12 WIL save or Worg flees.
ACTIONS:
  • Battleaxe.1d10+4

Ride a Worg, an Axe Beak, a Giant Spider, or a Wyvren! (Adjust move/fly speed as appropriate)

Made of Flame.Immune to Fire damage. Takes double Ice damage.
Burning Aura.Any creature not Made of Flame that starts its turn within 1 space takes 1d4 damage.
ACTIONS:
  • Talons.4d8+6
  • Inferno.(Reach: 2). DC 13 DEX save, 8d8 damage, half on save.

Lvl 1/3

Undead
10
Unliving, Undying.The first time this dies, reset to 1 HP instead (excluding minions).
ACTIONS:
  • Grave Arrow.1d4+3 (Range 8)

Lvl 1/2 tiny

Stirges
600
Evasive Flier.Attacks against stirges are made with disadvantage.
Latched On.You move where your target moves until either dies. Your attacks can’t miss or be Defended/Interposed against. Attacks that miss you damage your target instead.
ACTIONS: Choose one.
  • Latch On.1d4+2 On hit: Latched On.
Level 5 Solo Drow Wizard
150
DEX+ INT++
Web Walker.The Black Spider ignores movement restrictions caused by webbing.
ACTIONS: After each hero's turn, choose one.
  • Web.Cover a Reach 3 circle on the floor in webbing, creating Difficult Terrain. Creatures within: DC 13 DEX save or Restrained until the end of their next turn.
  • Shadow Shroud.(1 use) Gain 20 Temp HP and advantage on Stealth checks until it is depleted.
  • Shadow Strike.Move 8 and 1d8+6 damage (Range 6) On crit: Dazed.
  • Spellweaver Staff (Forge Enhanced).3d8+10 damage. If target is Restrained, crit on 7 or 8.

BLOODIED: At 75 HP, immediately cast Web and spawn 1 Giant Spider/hero within the webbing.

LAST STAND: The Black Spider is dying! Out of desperation she crushes the Spellweaver Staff to transform into her Drider form with 40 HP. In this form, she gains heavy armor and can walk along walls and ceilings at normal speed. Her Spellweaver Staff attack becomes Venomous Bite, with the same description.

Lvl 1 fey

25
ACTIONS:
  • Bite.2d8+1