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System Reference Document 5.2.1
Bonus Actions
Ignited Illumination. The magmin sets itself ablaze 
or extinguishes its flames. While ablaze, the magmin 
sheds Bright Light in a 10-foot radius and Dim Light for 
an additional 10 feet.
Manticore
Manticore
Large Monstrosity, Lawful Evil
AC 14  Initiative +3 (13)
HP 68 (8d10 + 24)
Speed 30 ft., Fly 50 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 Dex 16 +3 +3 Con 17 +3 +3
Int 7 −2 −2 WIS 12 +1 +1 Cha 8 −1 −1
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common
CR 3 (XP 700; PB +2)
Actions
Multiattack. The manticore makes three attacks, using 
Rend or Tail Spike in any combination.
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) 
Slashing damage.
Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. 
Hit: 7 (1d8 + 3) Piercing damage.
Marilith
Marilith
Large Fiend (Demon), Chaotic Evil
AC 16  Initiative +10 (20)
HP 220 (21d10 + 105)
Speed 40 ft., Climb 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +9 Dex 20 +5 +5 Con 20 +5 +10
Int 18 +4 +4 WIS 16 +3 +8 Cha 20 +5 +10
Skills Perception +8
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Truesight 120 ft.; Passive Perception 18
Languages Abyssal; telepathy 120 ft.
CR 16 (XP 15,000; PB +5)
Traits
Demonic Restoration. If the marilith dies outside the 
Abyss, its body dissolves into ichor, and it gains a new 
body instantly, reviving with all its Hit Points some-
where in the Abyss.
Magic Resistance. The marilith has Advantage on sav-
ing throws against spells and other magical effects.
Reactive. The marilith can take one Reaction on every 
turn of combat.
Actions
Multiattack. The marilith makes six Pact Blade attacks 
and uses Constrict.
Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 
10 (1d10 + 5) Slashing damage plus 7 (2d6) Ne-
crotic damage.
Constrict. Strength Saving Throw: DC 17 , one Medium 
or smaller creature the marilith can see within 5 feet. 
Failure: 15 (2d10 + 4) Bludgeoning damage. The target 
has the Grappled condition (escape DC 14), and it has 
the Restrained condition until the grapple ends.
Bonus Actions
Teleport (Recharge 5–6). The marilith teleports up to 
120 feet to an unoccupied space it can see.
Reactions
Parry. Trigger: The marilith is hit by a melee attack roll 
while holding a weapon. Response: The marilith adds 5 
to its AC against that attack, possibly causing it to miss.
Medusa
Medusa
Medium Monstrosity, Lawful Evil
AC 15  Initiative +6 (16)
HP 127 (17d8 + 51)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +0 Dex 17 +3 +3 Con 16 +3 +3
Int 12 +1 +1 WIS 13 +1 +4 Cha 15 +2 +2
Skills Deception +5, Perception +4, Stealth +6
Senses Darkvision 150 ft.; Passive Perception 14
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The medusa makes two Claw attacks 
and one Snake Hair attack, or it makes three Poison 
Ray attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 
+ 3) Slashing damage.
Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 
5 (1d4 + 3) Piercing damage plus 14 (4d6) Poi-
son damage.
Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit: 
11 (2d8 + 2) Poison damage.