Finnyous

While in dim light, darkness, or murky water, attacks against the Cloaker have disadvantage.
Bright light suppresses this ability.
Every creature within 4 spaces of the waterfall makes a DC 13 STR save.
On a failure, they're pulled 3 spaces toward the waterfall.
- Bite and Smother.1d10+20.
After attaking a creature, the Manta may "latch on" to it's face
While attached
The Cloaker occupies the target’s space and moves with it. The target is Blinded. The Cloaker can attack only the attached target. Damage dealt to the Cloaker is divided evenly between the Cloaker and the attached target.
The target or an adjacent hero can spend an action and make a DC 13 STR save to tear the Cloaker free.
1d20+16 STR 1d20+10 DEX 1d20+16 CON 1d20+8 INT 1d20+10 WIS 1d20+16 CHA
Necrotic, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned and it's shape cannot be changed through any means.
Resistant to cold
The first time GIGA ROCK takes radiant damage on a creature's turn, he takes an additional 20 radiant damage, and 2 Butt Rock Groupies appears in an unoccupied space within 30 feet of him.
- •Necrotic Scream.
(CON 24) A 90' wide cone of necrosis shoots out of Kid Rocks mouth doing 1d20+20 necrotic damage.
A creature that fails the saving throw is deafened until the end of its next turn, while deafened this way it has disadvantage on attack rolls
- •Inward Singing.
Giga Rock starts inwards singing. Each creature within 60 feet must succeed on a DC 24 Strength saving throw or be pulled to within 15 feet in front of GIGA ROCK, take 1d10+10 necrotic damage, and GIGA ROCK regains 30HP. On a successful save, the creature isn't pulled and takes half damage.
Crowd Surf. After resolving this ability, every Butt Rock Groupie may immediately move up to its speed toward Giga Rock or the nearest enemy without provoking opportunity attacks.
- •Swipe.
(1d20+19) Giga Rock makes one Swipe attack against each creature of his choice within 60 feet. On a hit, the target takes 1d10+10 bludgeoning damage and Giga Rock chooses one:
Push the target up to 30 feet.
Knock the target prone.
Grapple the target.
- •Dethchord.
(CON 24) GIGA ROCK slams a devastating chord on his guitar. Each creature within line of sight takes 3d20+25 thunder damage, or half as much on a successful save.
On a failed save, until the end of its next turn, the creature's speed is halved, it can't take reactions, and it can either take an action or a bonus action on its turn, not both.
At 310, GIGA Rock summons forth the dead. Enough butt rock groupie minions appear so that there are 4 for every PC and they attack the party at the start of the round
GIGA Rock is dying. 200 more damage until he dies. Until then he transforms to phase 2

If an enemy starts their turn within 5 feet of other wisps the enemy must succeed on a WIL saving throw or be frightened until the start of their next turn. The DC for this saving throw equals 10 plus the number of Wisps within 5 feet of the enemy. On a successful save, the enemy is immune to the Terrifying trait of all shades for the next 24 hours.
- Shine.
1d8 melee per Wisp 2d8, 3d8, 4d8
Fly up to 8 spaces into the air. At the start of your next turn, unleash a wave of shadow (Reach 12 AoE 6x6) dealing 3d10+10 damage, then land in any empty space within Reach.
(Prone creature, Reach 2) Move 6 3d10+10, 1 Wound.
(Reach 2) Move 6, attack 2 creatures for 1d10+10 each, after every hit you may move 2.
Knockback. (Cone 3) 1d10+10 damage (min 6), knockback 3 and prone.
The dragon can move through occupied spaces.
At 100 HP The Nine Tails is bloodied, Shadow breath recharges.
At 70 HP The Nine Tails is dying. He creates an 8x8 aura of magical darkness around him at all times. Enemies in the area have disadvantage. After resolving one of its attacks, the Nine Tails may immediately move up to 3 spaces.
Cold, Lightning, Acid, Poison, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned and no speed restrictions of any kind and it's shape cannot be changed through any means.
- •Lightning Beam (eye).
(1d20+19) A 10' wide beam of lightning shoots out of Leviathan eye doing 1d20+20 lightning damage.
- •Tentacles (body).
(1d20+19) Leviathan makes 2 grapple attacks with it's tentacles doing 1d10+10 (acid) and the creature is restrained.
- •Fling (body).
(DEX 24) Leviathan Flings any creature(s) it chooses up to 60' doing 1d20+19 bludgeoning damage. (Success is half damage)
- •Swallow (head+body).
(DEX 24) Leviathan attempts to eats 1 creature doing 3d20+25 acid damage and storing it into it's mouth. Upon success the creature takes half damage and isn't swallowed.
If it is grappled already, it get's no save. The creature takes 1d20+19 acid every turn while inside the Leviathan. You escape if you do 50 damage in one turn to the inside of it.
- •Slam (body or tail).
(DEX 24) Leviathan slams it's body into enemies in a 35' cone eliminating that much land and doing 3d20+25 Bludgoning damage and knocking them prone) (half on save and not prone)
- •Tidal Wave (1 use) .
(STR 24) Leviathan creates massive tidal wave 250'x250' doing 3d20+25 damage and knocking enemies back 30' and knocking them prone. No movement on save.
- •Kraken Minion (special if a creature grabs onto the leviathan while it submerges).
1d20+15 3 Kraken tentacles swipe at a target doing 1d20 damage each. The tentacles have 20hp.
When 2 of the body parts hit 0 hp the Leviathan uses frost wave.
DC 20 WIL save 2d20 cold damage that can't be negated in any way.
On a 20+ they suffer their choice of the following conditions during their next turn: 1 turn being Frozen Stun, 1 point of Exhaustion, or go down to 0 hp. 10-19: they must choose 2. <10: Suffer all 3.
The Leviathan is dying, once 3 body parts are down to 0 HP the whole body is exposed and it can pick 2 attacks per turn and regains 1 use of Tidal Wave. Any damage done to it goes to the remaining body part.
Upon hitting 0 HP it uses Slam one final time and rams into the ice, knocking itself unconscious.
(3d8+3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two talons, and it has the Restrained condition until the grapple ends.
Charisma Saving Throw: DC 15, a creature the dream eater is grappling, or a creature within 5 feet of it that has the Incapacitated condition (Incapacitated creatures fail automatically) and the creature’s Charisma score decreases by 1d6. A creature reduced to 0 Charisma by this effect doesn’t recover lost Charisma when it finishes a Long Rest, and it has the Incapacitated condition until its mind is restored with a Greater Restoration, Heal, or Wish spell. Success: Half damage only.
The dream eater’s wings shine with dazzling rainbow colors until the start of its next turn, emitting Bright Light in a 30- foot Emanation originating from the dream eater. Wisdom Saving Throw: DC 15, each creature in the dream eater’s Bright Light. Failure: Until the start of the dream eater’s next turn, the target has the Incapacitated condition, and its Speed is 0.
- •Chaos Claw.4d8+12.
Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Dazed
- •Cloudkill.2d8+9.
You create a 2 square radius Sphere of yellow-green fog centered on a point within range. STR save 12 or take damage, half on success. The fog lasts for the duration or until strong wind disperses it, ending the spell. Its area is Heavily Obscured.
Any creature looking at the Gauth eye at the start of their turn must make a DC 13 INT Save or they are dazed until the start of their next turn.
If they don't look into it's eye, their attacks are made at disadvantage.
- • Enervation Ray.
2d8+4 Necrotic
- •Fire Ray .
4d8+4 Fire
- •Devour Magic Ray.
The targeted creature must succeed on a DC 13 DEX saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn.
Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
- •Frost Ray.
The targeted creature must succeed on a DC 13 STR saving throw or be frozen for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- •Push/Pull Ray.
The targeted creature must succeed on a DC 13 STR saving throw or be pushed or pulled up to 15 feet directly away from the gauth and be knocked prone.
- •Blind Ray.
The targeted creature must succeed on a DC 13 WIL saving throw or have the blind condition.
At 80HP gain Illusory Shift. Reaction, when attacked (1 use): Swap places with a creature within 6 Squares and they take the damage from the attack.
Gauth is dying! 60 More damage or he dies. Until then he Gains a new ray he can use once a round. Disintegration Ray. Dex saving throw 13 or 8d8+4 Force damage half on save.