Medium Humanoid (any race), any alignment
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 14 (+2) | 14 (+2) | 10 (+0) | 10 (+0) |
Action Surge (1/Day). The eldritch squire can take one additional action on its turn.
Heavily Armoured. The eldritch squire has disadvantage on Dexterity (Stealth) checks that rely on sound.
Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Green Flame Blade (Cantrip, Evocation, [S, M]). The caster makes one melee weapon attack. On a hit, the target suffers the attack’s normal effects, takes an additional 9 (2d8) fire damage, and the caster can cause green flames to leap from the target to a creature within 5 feet. The second creature takes 6 (1d8 + 2) fire damage.
Ray of Frost (Cantrip, Evocation, [V, S]). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d8) cold damage and the target’s speed is reduced by 10 feet until the start of the caster’s next turn.
Earth Tremor (1st Level, Evocation, [V, S]). Each creature in a 10-foot cone must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be knocked prone. If the ground in the area is loose stone or dirt, it becomes difficult terrain.
War Magic. If the eldritch squire uses its action to cast a cantrip, it can make one weapon attack as a bonus action.
Absorb Elements (1st Level, Abjuration, [S]). When the caster takes acid, cold, fire, lightning, or thunder damage, it can gain resistance to the incoming damage type until the start of its next turn. The first time the caster hits with a melee attack on their next turn, the target takes an extra 3 (1d6) damage of the triggering damage type.
Medium humanoid, lawful evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) | 12 (+1) | 16 (+3) |
Coordinated Attacker. When the negotiator hits a creature with an attack and an ally that is not incapacitated is within 5 feet of the target, the attack deals an extra 10 (3d6) damage to the target (included in the attack).
Legendary Resistance (1/Day). If the negotiator fails a saving throw, it can choose to succeed instead.
Naturally Suggestive. The negotiator can ignore the material components of the suggestion spell and can concentrate on two instances of the spell at the same time, making concentration checks for each instance separately.
Multiattack. The negotiator makes two glaive attacks or two longbow attacks.
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Suggestion (2nd Level Spell, [V, M], Concentration, 3/Day). The negotiator chooses one creature it can see within 30 feet and magically suggests a reasonable-sounding course of activity that is not directly harmful to the target. The target must succeed on a DC 14 Wisdom saving throw or be magically compelled to perform the suggested action. A creature that is immune to being charmed is immune to this spell.
Martial Inspiration. When the hobgoblin sees a nonhostile creature within 30 feet of it fail an attack roll or saving throw, it can utter a special command or warning. The creature can add a d6 to its roll provided it can hear and understand the hobgoblin.
Each round, the negotiator can take one villain action at the end of another creature’s turn based on the round. After the final villain action has been used, the negotiator can take one villain action of its choice at the end of another creature’s turn, once per round.
Round 1: Advance. The negotiator chooses up to ten allied creatures that can hear it within 60 feet. Each target moves up to their speed.
Round 2: Guard. The negotiator chooses up to two allied creatures that can hear it within 60 feet. Each target has advantage on saving throws and attack rolls against them have disadvantage until the negotiator takes its next villain action or drops to 0 hit points.
Round 3: Execute. The negotiator chooses up to three allied creatures that can hear it within 60 feet. Each target makes an attack against a creature within its reach.
Medium elemental, neutral
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 14 (+2) | 12 (+1) | 12 (+1) | 10 (+0) |
Water-bound. The petty hydrocanth can only exist when in a body of water. If it begins its turn outside of a body of water, it takes 7 (2d6) necrotic damage.
Water Form. The petty hydrocanth is only visible from underwater, otherwise it’s invisible. It can mould its body to mimic simple shapes or objects and can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The petty hydrocanth makes two lash attacks.
Lash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Reverse Osmosis (Recharge 6). Each creature within 30 feet and in the same body of water as the petty hydrocanth must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failure, or half as much damage on a success. The petty hydrocanth heals for a number of hit points equal to half the damage dealt.
Huge beast (Naedocyte), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 14 (+2) | 4 (-3) | 10 (+0) | 8 (-1) |
Produce Roe. The Naedocyte breeder drops a Naedocyte roe in an unoccupied space on the ground within 5 feet of it. At the start of the Naedocyte breeder’s next turn, the roe hatches, releasing 5 Naedocyte hatchlings which join the fight.
Medium object (Naedocyte), unaligned
Large beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 14 (+2) | 2 (-4) | 12 (+1) | 2 (-4) |
Restraining Grappler. A creature which is grappled by the Mactera grabber is also restrained.
Grapple. The Mactera grabber chooses one creature which is no more than one size category larger than it and which is within 5 feet of it. The Mactera grabber makes a Strength (Athletics) check and the target creature must succeed either a Dexterity (Acrobatics) or Strength (Athletics) check (the target chooses the ability to use) with a DC equal to the Mactera grabber’s roll or be grappled by the Mactera grabber.
Large beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 14 (+2) | 4 (-3) | 10 (+0) | 6 (-2) |
Cavern Crawler. The Glyphid menace can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Sneaky. The Glyphid menace can take the Hide action as a bonus action.
Multiattack. The Glyphid menace makes four acid spit attacks.
Acid Spit. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 7 (2d6) acid damage.