# data[].attributes.body
Armor Class 16 (natural armour)
Hit Points 133 (14d12 + 42)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
22 (+6) | 13 (+1) | 17 (+3) | 9 (-1) | 13 (+1) | 9 (-1)

Saving Throws Str +9, Con +6
Skills Perception +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages understands Aquan but can't speak it
Challenge 9 (4,900 XP)

Swiftness. Doesn't provide opportunity attacks when it moves out of an enemy's reach.
Hold Breath. The serpent can hold its breath for 1 hour.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the creature is restrained, and the snake can't constrict another target.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) slashing damage. If The Horned Serpent moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target deals an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

# data[].attributes.body
Armor Class 14 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 10 ft.

STR DEX CON INT WIS CHA
16 (+3) | 12 (+1) | 12 (+1) | 8 (-1) | 12 (+1) | 8 (-1)

Saving Throws Str +5 Con +5
Skills Athletics +5, Nature +3, Survival +3
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Primordial
Challenge 1 (200 XP)

False Vines When they are not moving, vinelings are indistinguishable from normal vines.

Entangle. Melee Attack - Grapple: The vineling attempts to wrap itself around the legs of one creature within 10 feet. The creature makes a strength saving throw to try and resist the vines (DC 14). On a successful save, the creature escapes the vines grasp. On a failed save, the vine wrap around both legs of the creature, and the creature falls prone, taking 1d6 bludgeoning damage, and is restrained until the vineling is killed, or the creature makes a successful strength saving throw (DC14). The saving throw can be repeated at the start of each of the creatures turns.

Disarm. Melee Attack - Grapple: If a creature makes a melee attack on a vineling and misses, the vineling can attempt to disarm the creature. To do so, the vineling makes an attack against the creature (10ft, +8 to hit, 1d8 bludgeoning damage). If the attack hits, the creature is disarmed and the weapon is thrown up to 10 feet in any direction. (If thrown upwards, the DM can decide if it hits any creatures, including the vineling, on the way down.) The creature can then make a DC 14 Strength saving throw to resist being grappled by the vineling. If the creature succeeds, it's arms are not restrained and it can move freely. If the creature fails the saving throw, the vineling wraps itself around creatures arms, dealing 1d8 bludgeoning damage, and restricts movement of the arms. This prevents the creature from attacking, and from casting any spells that require a somantic component.

# data[].attributes.body
Armor Class: 13 (natural armor)

Hit Points: 85 (10d10 + 30)

Speed: 35ft, 30ft swim

Str18 - Dex10 - Con16 - Wis10 - Int1 - Cha1

Damage Resistances: cold, fire

Condition Immunities: blinded, deafened, prone

Senses: blindsight 30 ft., passive perception 10

Languages: Deep Speech

Challenge: 3

False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant.

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC: 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

# data[].attributes.body
Armor Class: 14 (Natural Armor)

Hit Points: 27 (6d6)

Speed: 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)

Str10- Dex14 - Con12 - Wis10 - Int9 - Cha6

Saving Throws: ?

Skills: Perception +5

Damage Resistances: slashing, fire

Condition Immunities: blinded

Senses: blindsight 20 ft. (blind beyond this radius), tremorsense 60 ft., passive perception 13

Languages: understands Deep Speech and Terran but can't speak

Challenge: 6 (1,075 XP)

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

Rolling Charge. If the worm rolls at least 20 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra ? (2d6, 1d6 fire) bludgeoning damage. If the target is a creature, it must succeed on a DC16 Strength saving throw or be knocked prone.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: ? (1d6 + 3) bludgeoning damage plus ? (1d6) fire damage

# data[].attributes.body
Armor Class 15 (natural armor)
Hit Points 42 (7d8 + 7)
Speed 10ft, fly 35 ft., swim 20 ft.
STR DEX CON INT WIS CHA
15 (+1) | 12 (+2) | 13 (+2) | 14 (+1) | 11 (+1) | 13 (+0)

Saving Throws Dex +3, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +3 Nature +3
Damage Immunities cold, poison
Vulnerabilities fire
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic, Primordial
Challenge 5 (950 XP)

Amphibious. The dragon can breathe air and water.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) cold damage.

Entangle. Melee Attack - Grapple: The creature attempts to wrap itself around the legs of one humanoid within 10 feet. The humanoid makes a strength saving throw to try and resist the vines (DC 14). On a successful save, the humanoid escapes the vines grasp. On a failed save, the vines wrap around both legs of the humanoid, and the humanoid falls prone, taking 1d6 bludgeoning damage, and is restrained until the creature is killed, or the humanoid makes a successful strength saving throw (DC14). The saving throw can be repeated at the start of each of the humanoids turns.

# data[].attributes.body
Armor Class 18 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
22 (+6) | 14 (+2) | 18 (+4) | 16 (+3) | 14 (+2) | 15 (+2)

Saving Throws Dex +6, Con +8, Wis +6, Cha +6
Skills History +7, Intimidation +6, Perception +6, Stealth +6
Damage Immunities cold
Senses blindsight 30 ft., darkvision 120 ft., passive perception 16
Languages Common, Draconic
Challenge 10 (5,900 XP)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage plus 7 (2d6) cold damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.

Cold Breath (Recharge 5-6). The dragon exhales a gust of frigid wind in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 49 (14d6) cold damage on a failed save, or half as much damage on a successful one.