Tiny beast, unaligned
Armor Class: 13 Hit Points: 2 (1d4) Speed: 30 ft., swim 30 ft.
Str Dex Con Int Wis Cha
2 (4) 16 (+3) 11 (+0) 1 (5) 10 (+0) 3 (4)
Senses: blindsight 10 ft., passive Perception 10 Languages: —
Challenge: 1/8 (25 XP)
Actions
Bite Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
Pony
Medium beast, unaligned
Armor Class: 10 Hit Points: 11 (2d8 + 2) Speed: 40 ft.
Str Dex Con Int Wis Cha
15 (+2) 10 (+0) 13 (+1) 2 (4) 11 (+0) 7 (2)
Senses: passive Perception 10 Languages: —
Challenge: 1/8 (25 XP)
Actions
Hooves Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) bludgeoning damage.
Priest
Medium humanoid (any race), any alignment
Armor Class: 13 (chain shirt) Hit Points: 27 (5d8 + 5) Speed: 25 ft.
Str Dex Con Int Wis Cha
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Skills: Medicine +7, Persuasion +3, Religion +4 Senses: passive Perception 13
Languages: any two languages Challenge: 2 (450 XP)
Traits
Divine Eminence: As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5thlevel spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace Melee Weapon Attack:
+2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.
Pseudodragon
Tiny dragon, neutral good
Armor Class: 13 (natural armor) Hit Points: 7 (2d4 + 2)
Speed: 15 ft., fly 60 ft.
Str Dex Con Int Wis Cha
6 (2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Skills: Perception +3, Stealth +4
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages: understands Common and Draconic but doesn’t speak Challenge: 1/4 (50 XP)
Traits
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy. The pseudodragon can communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Actions
Bite Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Sting Melee Weapon Attack:
+4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.
Pteranodon
Medium beast, unaligned
Armor Class: 13 (natural armor) Hit Points: 13 (3d8)
Speed: 10 ft., fly 60 ft.
Str Dex Con Int Wis Cha
12 (+1) 15 (+2) 10 (+0) 2 (4) 9 (1) 5 (3)
Skills: Perception +1
Senses: passive Perception 11 Languages: —
Challenge: 1/4 (50 XP)
Traits
Flyby: The pteranodon doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Actions
Bite Melee Weapon Attack:
+3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) piercing damage.
Quasit
Tiny fiend (demon, shapechanger), chaotic evil
Armor Class: 13 Hit Points: 7 (3d4)
Speed: 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in centipede form; 40 ft., swim 40 ft. in toad form)
Str Dex Con Int Wis Cha
5 (3) 17 (+3) 10 (+0) 7 (2) 10 (+0) 10 (+0)
Skills: Stealth +5
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 10 Languages: Abyssal, Common
Challenge: 1 (200 XP)
Traits
Shapechanger: The quasit can use its action to polymorph into the beast form of a bat, centipede, or toad, or into its demon form. Its statistics are the same in each form, although its attack is different in some of them. Any equipment it carries is not transformed. If slain, the quasit reverts to its demon form.
Magic Resistance: The quasit has advantage on saving throws against spells and other magical effects.
Actions
Claws (Bite in Beast Form) Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
Scare (1/Day): One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect early on a success.
Invisibility: The quasit turns invisible until it attacks or uses Scare, or until its concentration ends. Anything the invisible quasit is carrying or wearing is invisible as long as it remains in contact with the quasit.
Quipper
Tiny beast, unaligned
Armor Class: 13 Hit Points: 1 (1d4 − 1) Speed: 0 ft., swim 40 ft.
Str Dex Con Int Wis Cha
2 (4) 16 (+3) 9 (1) 1 (5) 7 (2) 2 (4)
Senses: darkvision 60 ft., passive Perception 8 Languages: —
Challenge: 0 (10 XP)
Traits
Blood Frenzy: The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Water Breathing: The quipper can breathe only underwater.
Actions
Bite Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Rat
Tiny beast, unaligned
Armor Class: 10 Hit Points: 1 (1d4 − 1) Speed: 20 ft.
Str Dex Con Int Wis Cha
2 (4) 11 (+0) 9 (1) 2 (4) 10 (+0) 4 (3)
Senses: darkvision 30 ft., passive Perception 10 Languages: —
Challenge: 0 (10 XP)
Traits
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite Melee Weapon Attack:
+0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Rat, Giant
Small beast, unaligned
Armor Class: 12 Hit Points: 7 (2d6) Speed: 30 ft.
Str Dex Con Int Wis Cha
7 (2) 15 (+2) 11 (+0) 2 (4) 10 (+0) 4 (3)
Senses: darkvision 60 ft., passive Perception 10 Languages: —
Challenge: 1/8 (25 XP)
Traits
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics:. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.