With the last of the enemies finished the group can collectively take a breath.

You acquire: 3 Bone, 2 Hide, 1 Beast Hair, 1 Crab, 1 Clay, 1 Fiend Blood (which fills up one of your large mason jars).


Spoiler: Bestiary Info
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Stomping Foot
Tiny Undead
Condition Immunities: charmed, exhaustion, poisoned
Senses: blindsight 30 ft. (blind beyond this radius)
Turn Immunity: The foot is immune to effects that turn undead.

Crawling Claw
Tiny Undead
Speed 20 ft., climb 20 ft.
Damage Immunities: poison
Languages: understands Common but can't speak

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice).

Bat
Tiny Beast
Speed 5 ft., fly 30 ft.
Senses blindsight 60 ft.

Echolocation: The bat can't use its blindsight while deafened.

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

Baboon
Small Beast
Armor Class 12
Hit Points 3
Speed 30 ft., climb 30 ft.

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

Badger
Tiny Beast
Speed 20 ft., burrow 5 ft.
Senses darkvision 30 ft.

Keen Smell: The badger has advantage on Wisdom (Perception) checks that rely on smell.

Crab
Tiny Beast
Armor Class 11
Hit Points 2
Speed 20 ft., swim 20 ft.
Skills: Stealth +2
Senses blindsight 30 ft.

Larva
Medium Fiend
Armor Class 9
Hit Points 9
Speed 20 ft.

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

A person transformed into a fiend by the exhaustion of remaining too long in the plane of Hades.