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System Reference Document 5.2.1
MOD SAVE MOD SAVE MOD SAVE
Str 14 +2 +2 Dex 3 −4 −4 Con 20 +5 +5
Int 1 −5 −5 WIS 6 −2 −2 Cha 1 −5 −5
Immunities Acid; Blinded, Charmed, Deafened, 
Exhaustion, Frightened, Prone
Senses Blindsight 60 ft.; Passive Perception 8
Languages None
CR 2 (XP 450; PB +2)
Traits
Ooze Cube. The cube fills its entire space and is trans-
parent. Other creatures can enter that space, but a 
creature that does so is subjected to the cube’s Engulf 
and has Disadvantage on the saving throw. 
 Creatures inside the cube have Total Cover, and the 
cube can hold one Large creature or up to four Medium 
or Small creatures inside itself at a time. 
 As an action, a creature within 5 feet of the cube can 
pull a creature or an object out of the cube by suc-
ceeding on a DC 12 Strength (Athletics) check, and the 
puller takes 10 (3d6) Acid damage.
Transparent. Even when the cube is in plain sight, a 
creature must succeed on a DC 15 Wisdom (Percep-
tion) check to notice the cube if the creature hasn’t wit-
nessed the cube move or otherwise act.
Actions
Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 
(3d6 + 2) Acid damage.
Engulf. The cube moves up to its Speed without 
provoking Opportunity Attacks. The cube can move 
through the spaces of Large or smaller creatures if it has 
room inside itself to contain them (see the Ooze Cube 
trait). Dexterity Saving Throw: DC 12, each creature 
whose space the cube enters for the first time during 
this move. Failure: 10 (3d6) Acid damage, and the target 
is engulfed. An engulfed target is suffocating, can’t cast 
spells with a Verbal component, has the Restrained 
condition, and takes 10 (3d6) Acid damage at the start 
of each of the cube’s turns. When the cube moves, 
the engulfed target moves with it. An engulfed target 
can try to escape by taking an action to make a DC 
12 Strength (Athletics) check. On a successful check, 
the target escapes and enters the nearest unoccupied 
space. Success: Half damage, and the target moves to 
an unoccupied space within 5 feet of the cube. If there 
is no unoccupied space, the target fails the save instead.
Ghast
Ghast
Medium Undead, Chaotic Evil
AC 13  Initiative +3 (13)
HP 36 (8d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 17 +3 +3 Con 10 +0 +0
Int 11 +0 +0 WIS 10 +0 +2 Cha 8 −1 −1
Resistances Necrotic
Immunities Poison; Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common
CR 2 (XP 450; PB +2)
Traits
Stench. Constitution Saving Throw: DC 10, any creature 
that starts its turn in a 5-foot Emanation originating from 
the ghast. Failure: The target has the Poisoned condi-
tion until the start of its next turn. Success: The target is 
immune to this ghast’s Stench for 24 hours.
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) 
Piercing damage plus 9 (2d8) Necrotic damage.
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 
+ 3) Slashing damage. If the target is a non-Undead 
creature, it is subjected to the following effect. Consti-
tution Saving Throw: DC 10. Failure: The target has the 
Paralyzed condition until the end of its next turn.
Ghost
Ghost
Medium Undead, Neutral
AC 11  Initiative +1 (11)
HP 45 (10d8)
Speed 5 ft., Fly 40 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 7 −2 −2 Dex 13 +1 +1 Con 10 +0 +0
Int 10 +0 +0 WIS 12 +1 +1 Cha 17 +3 +3
Resistances Acid, Bludgeoning, Cold, Fire, Lightning, 
Piercing, Slashing, Thunder
Immunities Necrotic, Poison; Charmed, Exhaustion, 
Frightened, Grappled, Paralyzed, Petrified, Poisoned, 
Prone, Restrained
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Traits
Ethereal Sight. The ghost can see 60 feet into the Ethe-
real Plane when it is on the Material Plane.
Incorporeal Movement. The ghost can move through 
other creatures and objects as if they were Difficult 
Terrain. It takes 5 (1d10) Force damage if it ends its turn 
inside an object.