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.
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.
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
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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.
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).
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 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.
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 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.
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 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.
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 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.
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 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.
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 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.
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 .
False Appearance. While the gargoyle remains motionless it is indistinguishable from an inanimate statue.
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.
False Appearance. While the gargoyle remains motionless it is indistinguishable from an inanimate statue.
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.
False Appearance. While the gargoyle remains motionless it is indistinguishable from an inanimate statue.
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.
False Appearance. While the gargoyle remains motionless it is indistinguishable from an inanimate statue.
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.
Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.
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.
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.
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.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
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.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
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.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
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.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
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.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
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.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.