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Orc Eye of Gruumush Medium humanoid (orc), Chaotic Evil 2 450 xp

  • Armor class 16 (Ring mail, shield)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Intimidation +3, Religion +1.

Senses: darkvision 60 ft., passive Perception 11

Languages: Common, Orc

Challenge: 2 (450 xp)

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

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).

Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at-will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command
2nd level (2 slots): augury, spiritual weapon (spear)

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.

Orc Medium humanoid (orc), chaotic evil 1/2 100 xp

  • Armor class 13 (hide armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

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

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.

Hit:6 (1d6 + 3) piercing damage.

Stirge Tiny beast, unaligned 1/8 25 xp

  • Armor class 14 (natural armor)
  • Hit points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
  • STR 4 (-3)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 6 (-2)

Senses: darkvision 60 ft., passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

Actions

Blood Drain. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Great Ulfe (Ogre) Large giant, chaotic evil 2 450 xp

  • Armor class 11 (hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-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:1 (2d12 + 4) slashing 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.

Troglodyte Medium humanoid (troglodyte), chaotic evil 1/4 50 xp

  • Armor class 11 (natural armor)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Stealth +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Troglodyte

Challenge: 1/4 (50 xp)

Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.

Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature s immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,,

Actions

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

Giant Lizard Large beast, unaligned 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Gray ooze Medium ooze, unaligned 1/2 100 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 10 ft., climb 10 ft.
  • STR 12 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 2 (-4)

Skills: Stealth +2

Damage Resistances: acid, cold, fire

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance.While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.,,

Actions

Pseudopod. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Roper Large monstrosity, neutral evil 5 1 xp

  • Armor class 20 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 10 ft., climb 10 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 16 (+3)
  • CHA 6 (-2)

Skills: Perception +6, Stealth +5

Senses: darkvision 60 ft., passive Perception 16

Languages:

Challenge: 5 (1 xp)

False Appearance.While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20, 10 hit points, immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) piercing damage.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature.
Hit:The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

Reel.The roper pulls each creature grappled by it up to 25 feet straight toward it.

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

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120,passive 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 minute,the 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 .

Wight Medium undead, neutral evil 3 700 xp

  • Armor class 14 (studded leather)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 15 (+2)

Skills: Perception +3, Stealth +4

Damage Resistances: necrotic, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., PP 13

Languages: the languages it knew in life

Challenge: 3 (700 xp)

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,

Actions

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Ghost Medium undead, any alignment 4 1,100 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 0 ft., fly 40 ft.
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 17 (+3)

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60 ft., passive Perception 11

Languages: any languages it knew in life

Challenge: 4 (1,100 xp)

Ethereal Sight. The ghost can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn in side an object.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 17 (4d6 + 3) necrotic damage.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost, the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened . It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect li ke the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Skeleton Medium undead, lawful evil 1/4 50 xp

  • Armor class 13 (armor scraps)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 9

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

Challenge: 1/4 (50 xp)

Damage Vulnerabilities: bludgeoning
,

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.

Rug of Smothering Large construct, unaligned 2 450 xp

  • Armor class 12
  • Hit points 33 (6d10)
  • Speed 10 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 6

Languages:

Challenge: 2 (450 xp)

Antimagic Susceptibility.The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Damage Transfer.While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

False Appearance.While the rug remains motionless, it is indistinguishable from a normal rug.

Actions

Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature.
Hit:The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

Succubus Medium fiend (shapecahanger), neutral evil 4 1,100 xp

  • Armor class 15 (natural)
  • Hit points 66 (12d8+12)
  • Speed 30 ft., fly 60 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 20 (+5)

Skills: Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Damage Resistances: cold, fire, lightning, poison, bludgeoning, piercing and slashing from nonmagical weapons

Senses: darkvision 60 ft., PP 15

Languages: Abyssal, Common, Infernal, telepathy 60 ft.

Challenge: 4 (1,100 xp)

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.,

Actions

Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw,
ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

Dire Wolf Beast, Unaligned 1 200 xp

  • Armor class 14 (Natural Armor)
  • Hit points 37 (5d10+10)
  • Speed 50 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.,

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Orog Medium Humanoid (Orc), Chaotic Evil 2 450 xp

  • Armor class 18 (Plate)
  • Hit points 42 (5d8+20)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Intimidation +5, Survival +2

Senses: darkvision 60 ft., 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.

Giant Subterranean Lizard Huge Beast, Unaligned 4 1,100 xp

  • Armor class 14 (Natural armor)
  • Hit points 66 (7d12+21)
  • Speed 30 ft., swim 50 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Stealth +3

Languages:

Challenge: 4 (1,100 xp)

,

Actions

Multiattack. The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard cant bite another target.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC l 5 Strength saving throw or be knocked prone.

Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. Hit: 16 (2d10 + 5) piercing damage, the target is swallowed, and the grapp le ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizards turns. The lizard can have only one target swallowed at a time.

If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Brown Bear Large beast, Unaligned 1 200 xp

  • Armor class 11 (Natural armor)
  • Hit points 34 (4d10+12)
  • Speed 40 ft., climb 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

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

Actions

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

Bite: Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Grick Medium monstosity, Neutral 2 450 xp

  • Armor class 14 (Natural armor)
  • Hit points 27 (6d8)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical attacks

Senses: darkvision 60 ft., passive Perception 12

Languages:

Challenge: 2 (450 xp)

Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.,

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Kaarghaz (Troglodyte Chief) Medium Humanoid, Chaotic Evil 2 450 xp

  • Armor class 13 (Natural armor)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 15 (+2)

Skills: Stealth +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Troglodyte, Draconic

Challenge: 2 (450 xp)

Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.

Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. Kaarghaz is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He knows the following sorcerer spells:

Cantrips (at-will): fire bolt, mage hand, poison spray, prestidigitation, ray of frost

1st level (6 slots): burning hands, shield, sleep

2nd level (3 slots): invisibility, scorching ray,

Actions

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Animated Table Large construct, unaligned 2 450 xp

  • Armor class 15 (Natural armor)
  • Hit points 39 (6d10+6)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 6

Languages:

Challenge: 2 (450 xp)

Antimagic Susceptibility. The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the table remains motionless, it is indistinguishable from a normal table.

Charge. If the table moves at least 20 feet straight towards a target than hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.,

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) bludgeoning damage.

Ghared (Duergar Spy) Medium Humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 15 (Studded leather)
  • Hit points 33 ((6d8+6))
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 13 (+1)

Damage Resistances: poison

Damage Immunities: Deception+5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +7

Senses: darkvision 120 ft., passive Perception 14

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Duergar Resilience. The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sneak Attack. Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the roll.

Sunlight Sensitivity. While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,

Actions

Multiattack. The spy makes two shortsword attacks.

Enlarge (Recharges after a Short or Long Rest): For 1 minute, the 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.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) piercing damage, or 10 (2d6+3) piercing damage while enlarged.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target.
Hit: 6 (1d6+3) piercing damage.

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.

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

  • Armor class 16 (scale mail, shield)
  • Hit points 45 (7d8+14)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120,passive 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.

Spellcasting. Snurrevin is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spell prepared:

Cantrips (at-will): fire bolt, mage hand, minor illusion, shocking grasp

1st level (4 slots): color spray, shield, silent image

2nd level (2 slots): hold person, shatter,,

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute,the 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 .

Nimira (Duregar Leader) medium humanoid (dwarf), lawful eveil 3 700 xp

  • Armor class 17 (splint armor)
  • Hit points 52 (8d8+16)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120, passive perception 10

Languages: Dwarfish, undercommon

Challenge: 3 (700 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.

Multiattack. Nimira makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6+2) slashing damage, or 16 (4d6+2) slashing damage when enlarged.,,

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute the 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.

Rat Tiny beast, Unaligned 0 10 xp

  • Armor class 10
  • Hit points 1 (1d4-1))
  • Speed 20 ft.
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 0 (10 xp)

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.

Ogre Skeleton Large undead, chaotic evil 2 450 xp

  • Armor class 11 (hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Damage Immunities: Poison

Condition Immunities: Exhausted, poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages:

Challenge: 2 (450 xp)

Vulnerability to bludgeoning damage.,

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.

Nightscale (Young Black Dragon) Large dragon, Chaotic Evil 7 2,900 xp

  • Armor class 18 (Natural armor)
  • Hit points 127 (15d10+45)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Dex +5, Con +6, Wis +3, Cha +5

Skills: Perception +6, Stealth +5

Damage Immunities: Acid

Senses: Blindsight 30 Ft., Darkvision 120 Ft.

Languages: Common, Draconic

Challenge: 7 (2,900 xp)

+3 Proficiency bonus

Amphibious: The dragon can breathe air and water.,

Actions

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

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Acid Breath (Recharge 5-6): The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.