Karp
Whenever it receives any kind of healing, the Mass gains Medium Armor and Pseudopod's damage becomes 2d6+2.
- •Pseudopod.
(2x) 1d6+2. On Hit: Grappled (DC 10).
- •Restoration.
If the Grappled creature is holding a healing potion, it absorbs the potion, gaining the benefits of its Affinity for Healing.
- •Subsume.
The mass absorbs one creature it is grappling, DC 10 STR save and take 4d4 damage, half on save.
At 25 HP, the Mass of Flesh summons Flesh Minions (1/hero, size: 1d4). After each hero’s turn, either the Mass of Flesh or all of the Flesh Minions act.
The Mass is getting smaller! 10 more damage and it dies. Until then, attacks against it have disadvantage.
If the daeodon takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.
- •Bite & Slam.(2x) 1d8+7.
On Crit: Prone.
- •Fierce Call (1 use).
DC 13 WIL save, or creatures within 12 spaces are Frightened and must spend 1 Action moving as far away as possible.

Using either Energy Beam or Rain of Missiles exposes its core. Attacks against the core are made with advantage and ignore armor.
- •Ground Pound.
2d8+10 to all enemies within 2 spaces.
- •Energy Beam (1 use).
4d8+8 in a 6 space long, 2 space wide line.
- •Rain of Missiles (1 use).
(Range 3) (4x) 2d6+4 spread out between the nearest enemies.
The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
- Sting.(2×) 1d8+1.
On CRIT: Poisoned.
The swarm can occupy another creature’s space and vice versa. A creature that starts its turn in the swarm’s space takes 1d8 cold damage.
- Impale.2d6+9.
Half when Bloodied.
+2 speed if moving toward enemies.
- Gore.2d8+5.
If moving at least 4 spaces straight, +2d8 and become Prone.
Advantage on attacks when an ally is adjacent to the target.
- Gouge.2d6+2.
On Hit: Poisoned.
The quasit can shape-shift to resemble a bat (Fly 8), a centipede (Climb 8), or a toad (Swim 8), or it returns to its true form.
- •Rend.1d4+3.
On hit: Poisoned for 1 round.
- •Scare.
(Range 4) DC 10 WIL Save or become Frightened.
- •Invisibility (Concentration).
Turns invisible until it attacks or uses Scare.

Does not die at 0 HP. Only fire, radiant, or a crit while at 0 HP can kill it.
- •Claws.
(Reach 2) 1d6+4.
- •Bite.
2d6+4.
Whenever Magista is crit, she vomits Gunk on a 1×1 area in front of her. The area is considered Difficult Terrain, and creatures in the area are Poisoned and take 2d6+6 damage. Magista is immune to the effects of her Gunk pools.
- •Claw.
Move 6, 2d6+6 damage (Range 2). OR
- •Flail Clasp.
2d4+10 (Range 4), on damage: Grappled. THEN
- •Flail Slam.
The Grappled creature gets slammed at another enemy within 4 spaces. Both must make a DC 14 DEX save or take 2d10+6 damage and become Prone, only taking half damage on save.
At 100 HP, Cyclone. On her next turn, Magista spins, dealing 3d10 damage to enemies within 2 spaces for 1 round, and can move 2 spaces while spinning. This ends early if she uses another action or is forcibly Hampered.
Magista is dying! 60 more HP and she's dead. Her Gunk now covers a 2×2 area and deals 2d10+8 damage instead.
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
- •Scepter (x2).
(Range 12) 3d8+3.
- •Shield of the Faithful.
Give Medium Armor to an ally.
- •Waves of Destruction (1 use).
Enemies within 6 spaces makes a DC 14 STR save or take 5d6 damage and become Prone, half damage on save.
