Hill Giant

hill giant entering village

Huge giant, chaotic evil

Armor Class 13 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)

Saving Throws
Skills Perception +2
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 12
Languages Giant
Challenge 5 (1800 XP)

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.




Hippogriff

Hippogriff line art

Large monstrosity, unaligned

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)

Saving Throws
Skills Perception +5
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 15
Languages --
Challenge 1 (200 XP)

Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.




Hobgoblin

5e compatible shield

Medium humanoid (goblinoid), lawful evil

Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

Saving Throws 
Skills 
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 44928 (100 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.




Homunculus

5e compatible shield

Tiny construct, neutral

Armor Class 13 (natural armor)
Hit Points 5 (2d4)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

Saving Throws 
Skills 
Damage Resistances 
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 0 (10 XP)

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.




Hunter Shark

blacktip shark

Large beast, unaligned

Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

Saving Throws
Skills Perception +2
Damage Resistances
Damage Immunities
Condition Immunities
Senses blindsight 30 ft., passive Perception 12
Languages --
Challenge 2 (450 XP)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.




Hyena

spotted hyena approaching

Medium beast, unaligned

Armor Class 11
Hit Points 5 (1d8 + 1)
Speed 50 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

Saving Throws
Skills Perception +3
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 13
Languages --
Challenge 0 (10 XP)

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.




Hydra

5e compatible shield

Huge monstrosity, unaligned

Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)

Saving Throws 
Skills Perception +6
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses darkvision 60 ft., passive Perception 16
Languages --
Challenge 8 (3900 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.




Invisible Stalker

5e compatible shield

Medium elemental, neutral

Armor Class 14
Hit Points 104 (16d8 + 32)
Speed 50 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)

Saving Throws 
Skills Perception +8, Stealth +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 18
Languages Auran, understands Common but doesn't speak it
Challenge 6 (2300 XP)

Invisibility. The stalker is invisible.

Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Actions

Multiattack. The stalker makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.




Killer Whale

orca jumping in water

Huge beast, unaligned

Armor Class 12 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 3 (-4) 12 (+1) 7 (-2)

Saving Throws
Skills Perception +3
Damage Resistances
Damage Immunities
Condition Immunities
Senses blindsight 120 ft., passive Perception 13
Languages --
Challenge 3 (700 XP)

Echolocation. The whale can’t use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 30 minutes.

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.




Jackal

silver backed jackal

Small beast, unaligned

Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

Saving Throws
Skills Perception +3
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 13
Languages --
Challenge 0 (10 XP)

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.