Karp
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.
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
- Bone Whip (x2).
(Range 2) 2d6+6. The target can't make Opportunity Attacks until the start of the kuo-toa's next turn.
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
- •Pincer Staff.
(Range 2) 2d6+2. DC 12 DEX save or become Restrained.
- •Slime Glob.
(Range 12) 3d4+2.
- •Shield of the Faithful.
Give Medium Armor to an ally.
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
Whenever a melee attack misses the kuo-toa, DC 11 STR save or the attacker's weapon sticks to the kuo-toa's shield. Not letting it go gives Grappled.
- •Spear.1d8+1.
- •Net Throw.
(Range 3) DC 10 DEX save or become Restrained.
- •Spectral Jaws (x2).1d8+1
- •Blessing of Sekolah.
Heals an ally for 2d4 and they gain advantage on their next save.
- •Clutches of Sekolah.
(Concentration) DC 12 WIL save or become Incapacitated.
The sahuagin has Advantage on attack rolls against a creature that is Bloodied.
Sharks are friendly to the sahuagin and obey their every command.
When the sahuagin takes Piercing or Slashing damage, enemies within 1 space of it must make a DC 14 STR save or gain 1 Wound.
- Trident (x3).1d8+4

The mimic attacks first and uses both Sword and Lash on its first turn. Enemies roll initiative with disadvantage.
- •Sword.3d10+8
- •Lash.
Unleash tentacles to all enemies within 3 spaces around the mimic. DC 14 save or become Grappled.
- •Feast.
Pull all Grappled creatures towards you then deal 4d12+10, ending the condition.

When damaged, the mushroom powder she has on her pockets are scattered.
Enemies within 2 spaces make a STR save (DC 10). On a failure, they must spend their next action vomiting, and they cannot take reactions this round.
- •Punch.
1d4.
- •Summon Minion.
Summon cockroach golem minions (1d4); they act only when commanded. Micheline cannot summon minions if there are still minions left standing.
- •Defend your Queen!
Command one of your cockroach golem minions to move up to 3 spaces and attack once each (2d4+8).
At 30 HP, Micheline's Helmet enchants itself, and she now has Medium Armor.
Micheline's Helmet is almost loose! 10 more damage and its off! Until then, her golem minions deal 2d8+8.