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Black Earth Guard

Black Earth Guard Medium humanoid (human), neutral evil 2 450 xp

  • Armor class 18 (plate)
  • Hit points 40 (6d8+12)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX11 (0)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA9 (-1)

Skills: Intimidation +1, Perception +2

Senses: passive Perception 12

Languages: Common

Challenge:2 (450 xp)

Actions

Multiattack. The guard makes two melee attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Reactions

Unyielding. When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Black Earth Guard

Black Earth Guard Medium humanoid (human), neutral evil 2 450 xp

  • Armor class 18 (plate)
  • Hit points 27 (6d8+12)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX11 (0)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA9 (-1)

Skills: Intimidation +1, Perception +2

Senses: passive Perception 12

Languages: Common

Challenge:2 (450 xp)

Actions

Multiattack. The guard makes two melee attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Reactions

Unyielding. When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Qarbo

Qarbo Medium humanoid (human), neutral evil 3 700 xp

  • Armor class 17 (splint)
  • Hit points 55 (7d8+14)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT12 (+1)
  • WIS10 (0)
  • CHA16 (+3)

Skills: Intimidation +5, Religion +3, Persuasion +5

Senses: passive Perception 10

Languages: Common, Terran

Challenge:3 (700 xp)

Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): acid splash, blade ward, light, mending, mold earth
1st level (4 slots): earth tremor, expeditious retreat, shield
2nd level (3 slots): shatter, spider climb
3rd level (2 slots): slow

Actions

Multiattack. The priest makes two melee attacks.
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Reactions

Unyielding. When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 12 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 23 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 17 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 18 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 23 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 23 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 14 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 21 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 25 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 22 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 28 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 19 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 24 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Sacred Stone Monk

Sacred Stone Monk Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14
  • Hit points 24 (4d8+4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: Acrobatics +4, Athletics +3, Perception +4

Senses: tremorsense 10 ft., passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

Hellenrae

Hellenrae Medium humanoid (human), lawful evil 5 1,800 xp

  • Armor class 16
  • Hit points 82 (12d8+24)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS15 (+2)
  • CHA13 (+1)

Skills: Acrobatics +7, Athletics +4, Insight +5, Perception +5

Damage Immunities: poison

Condition Immunities: blinded, poisoned

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 15

Languages: Common, Terran

Challenge:5 (1,800 xp)

Evasion. If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Stunning Strike (Recharge 5-6). When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae's next turn.
Unarmored Defense. While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
Unarmored Movement. While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed).

Actions

Multiattack. Hellenrae makes three melee attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.

Reactions

Parry and Counter. Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.

Duergar

Duergar medium humanoid (dwarf), lawful eveil 1 200 xp

  • Armor class 16 (scale mail shield)
  • Hit points 23 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances: poison

Senses: darkvision 120passive perception 10

Languages: Dwarfish undercommon

Challenge:1 (200 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minutethe duergar magically increases in size along with anything it is wearing or carrying. While enlarged the duergar is Large doubles its damage dice on Strength-based weapon attacks (included in the attacks) and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit reach 5 ft. one
target. Hit: 6 (1d8 + 2) piercing damage or 11 (2d8 + 2)
piercing damage while enlarged.
javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target. Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks casts a spell or uses its Enlarge or until its concentration is broken up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Duergar

Duergar medium humanoid (dwarf), lawful eveil 1 200 xp

  • Armor class 16 (scale mail shield)
  • Hit points 18 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances: poison

Senses: darkvision 120passive perception 10

Languages: Dwarfish undercommon

Challenge:1 (200 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minutethe duergar magically increases in size along with anything it is wearing or carrying. While enlarged the duergar is Large doubles its damage dice on Strength-based weapon attacks (included in the attacks) and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit reach 5 ft. one
target. Hit: 6 (1d8 + 2) piercing damage or 11 (2d8 + 2)
piercing damage while enlarged.
javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target. Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks casts a spell or uses its Enlarge or until its concentration is broken up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Duergar

Duergar medium humanoid (dwarf), lawful eveil 1 200 xp

  • Armor class 16 (scale mail shield)
  • Hit points 27 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances: poison

Senses: darkvision 120passive perception 10

Languages: Dwarfish undercommon

Challenge:1 (200 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minutethe duergar magically increases in size along with anything it is wearing or carrying. While enlarged the duergar is Large doubles its damage dice on Strength-based weapon attacks (included in the attacks) and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit reach 5 ft. one
target. Hit: 6 (1d8 + 2) piercing damage or 11 (2d8 + 2)
piercing damage while enlarged.
javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target. Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks casts a spell or uses its Enlarge or until its concentration is broken up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Duergar

Duergar medium humanoid (dwarf), lawful eveil 1 200 xp

  • Armor class 16 (scale mail shield)
  • Hit points 21 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances: poison

Senses: darkvision 120passive perception 10

Languages: Dwarfish undercommon

Challenge:1 (200 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minutethe duergar magically increases in size along with anything it is wearing or carrying. While enlarged the duergar is Large doubles its damage dice on Strength-based weapon attacks (included in the attacks) and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit reach 5 ft. one
target. Hit: 6 (1d8 + 2) piercing damage or 11 (2d8 + 2)
piercing damage while enlarged.
javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target. Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks casts a spell or uses its Enlarge or until its concentration is broken up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Duergar

Duergar medium humanoid (dwarf), lawful eveil 1 200 xp

  • Armor class 16 (scale mail shield)
  • Hit points 28 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances: poison

Senses: darkvision 120passive perception 10

Languages: Dwarfish undercommon

Challenge:1 (200 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minutethe duergar magically increases in size along with anything it is wearing or carrying. While enlarged the duergar is Large doubles its damage dice on Strength-based weapon attacks (included in the attacks) and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit reach 5 ft. one
target. Hit: 6 (1d8 + 2) piercing damage or 11 (2d8 + 2)
piercing damage while enlarged.
javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target. Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks casts a spell or uses its Enlarge or until its concentration is broken up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Duergar

Duergar medium humanoid (dwarf), lawful eveil 1 200 xp

  • Armor class 16 (scale mail shield)
  • Hit points 33 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances: poison

Senses: darkvision 120passive perception 10

Languages: Dwarfish undercommon

Challenge:1 (200 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minutethe duergar magically increases in size along with anything it is wearing or carrying. While enlarged the duergar is Large doubles its damage dice on Strength-based weapon attacks (included in the attacks) and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit reach 5 ft. one
target. Hit: 6 (1d8 + 2) piercing damage or 11 (2d8 + 2)
piercing damage while enlarged.
javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target. Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks casts a spell or uses its Enlarge or until its concentration is broken up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Gargoyle

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 33 (7d8+12)
  • Speed 30 ft. fly 60 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Damage Resistances: bludgeoning piercing and slashing from nonmagical weapons that aren't adamantine

Damage Immunities: poison

Condition Immunities: exhaustion petrified poisoned

Senses: darkvision 60 ft. passive Perception 10

Languages: Terran

Challenge:2 (450 xp)

False Appearance. While the gargoyle remains motionless it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) slashing damage.

Gargoyle

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 44 (7d8+12)
  • Speed 30 ft. fly 60 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Damage Resistances: bludgeoning piercing and slashing from nonmagical weapons that aren't adamantine

Damage Immunities: poison

Condition Immunities: exhaustion petrified poisoned

Senses: darkvision 60 ft. passive Perception 10

Languages: Terran

Challenge:2 (450 xp)

False Appearance. While the gargoyle remains motionless it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) slashing damage.

Gargoyle

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 43 (7d8+12)
  • Speed 30 ft. fly 60 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Damage Resistances: bludgeoning piercing and slashing from nonmagical weapons that aren't adamantine

Damage Immunities: poison

Condition Immunities: exhaustion petrified poisoned

Senses: darkvision 60 ft. passive Perception 10

Languages: Terran

Challenge:2 (450 xp)

False Appearance. While the gargoyle remains motionless it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) slashing damage.

Gargoyle

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (7d8+12)
  • Speed 30 ft. fly 60 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Damage Resistances: bludgeoning piercing and slashing from nonmagical weapons that aren't adamantine

Damage Immunities: poison

Condition Immunities: exhaustion petrified poisoned

Senses: darkvision 60 ft. passive Perception 10

Languages: Terran

Challenge:2 (450 xp)

False Appearance. While the gargoyle remains motionless it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:5 (1d6 + 2) slashing damage.

Orog

Orog Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 18 (plate)
  • Hit points 42 (5d8+20)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT12 (+1)
  • WIS11 (0)
  • CHA12 (+1)

Skills: Intimidation +5, Survival +2

Senses: darkvision 60ft., passive Perception 10

Languages: Common, Orc

Challenge:2 (450 xp)

Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The orog makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Ogre

Ogre Large giant, chaotic evil 2 450 xp

  • Armor class 11 (hide armor)
  • Hit points 63 (7d10+21)
  • Speed 40 ft.
  • STR19 (+4)
  • DEX8 (-1)
  • CON16 (+3)
  • INT5 (-3)
  • WIS7 (-2)
  • CHA7 (-2)

Senses: darkvision 60 ft. passive Perception 8

Languages: Common Giant

Challenge:2 (450 xp)

Actions

Greatclub. Melee Weapon Attack:+6 to hit reach 5 ft. one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack:+6 to hit reach 5 ft. or range 30/120 ft. one target.
Hit:11 (2d6 + 4) piercing damage.

Zombie

Zombie medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 21 (3d8+9)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Wis +0

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands all languages it spoke in life but can't speak

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Zombie

Zombie medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Wis +0

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands all languages it spoke in life but can't speak

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Zombie

Zombie medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 17 (3d8+9)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Wis +0

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands all languages it spoke in life but can't speak

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Zombie

Zombie medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 18 (3d8+9)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Wis +0

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands all languages it spoke in life but can't speak

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Zombie

Zombie medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 18 (3d8+9)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Wis +0

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands all languages it spoke in life but can't speak

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Zombie

Zombie medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 24 (3d8+9)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Wis +0

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands all languages it spoke in life but can't speak

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.