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Derro [Buppido] Small Humanoid (derro), chaotic evil 1/4 50 xp

  • Armor class 13 (leather armor)
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT11 (0)
  • WIS5 (-3)
  • CHA9 (-1)

Skills: Stealth +4

Senses: darkvision 120 ft. passive Perception 7

Languages: Dwarfish, Undercommon

Challenge: 1/4 (50 xp)

The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take a delight in tormenting others--even their own kind.

Ferro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils.

Insanity. The ferro has advantage on saving throws against being charmed or frightened.

Magic Resistance. The terror has advantage on saving throws against spells and other magical effects.

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

Actions

Hooked Shortspeak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 1 (1d4-1) piercing damage. if the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit (1d8+2) piercing damage.

Quaggoth [Derendil] Medium humanoid (quaggoth), chaotic neutral 2 450 xp

  • Armor class 13 (natural)
  • Hit points 45 (6d8+18)
  • Speed 30ft., climb 30ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills: Athletics +5

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120,passive perception 10

Languages: Undercommon

Challenge:2 (450 xp)

Wounded Fury. While it has 10 hit points or fewer, the
quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. The quaggoth makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.

Dwarf [Eldeth Feldrun] medium humanoid (dwarf), lawful good 1 200 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances: poison

Senses: darkvision 120,passive perception 10

Languages: Dwarfish, undercommon

Challenge:1 (200 xp)

Actions



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.

Deep Gnome [Jimjar] Small humanoid (gnome), neutral good 1/2 100 xp

  • Armor class 15 (chain shirt)
  • Hit points 16 (3d6+6)
  • Speed 20 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT12 (+1)
  • WIS10 (0)
  • CHA9 (-1)

Skills: Investigation +3, Perception +2, Stealth +4

Senses: darkvision 120 ft., passive Perception 12

Languages: Gnomish, Terran, Undercommon

Challenge: 1/2 (100 xp)

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

Gnome Cunning. The gnome has advantage on Intelligence,
Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self,,

Actions

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

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120ft ., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

  • Armor class 13 (hide armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT7 (-2)
  • WIS11 (0)
  • CHA10 (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.

Drow [Sarit Kzekarit] Medium humanoid (elf), neutral evil 1 50 xp

  • Armor class 15 (chain shirt)
  • Hit points 13 (1d10+3)
  • Speed 30 ft.
  • STR8 (-1)
  • DEX17 (+3)
  • CON15 (+2)
  • INT8 (-1)
  • WIS15 (+2)
  • CHA9 (-1)

Skills: Perception +4, Stealth +6

Senses: darkvision 120,passive perception 14

Languages: Elvish, Undercommon

Challenge:1 (50 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drew's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights 1/day each: darkness,faerie fire
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.,

Actions

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit: 7 (1 d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitutio.n saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Kuo-Toa [Shuushar the Awakened] Medium humanoid (kuo-toa), neutral evil 1/4 50 xp

  • Armor class 13 (natural armor, shield)
  • Hit points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
  • STR13 (+1)
  • DEX10 (0)
  • CON11 (0)
  • INT11 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills: Perception +4

Senses: darkvision 120ft., passive Perception 14

Languages: Undercommon

Challenge: 1/4 (50 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

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

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Spear. Melee or Ranged Weapon Attack: +3 t0 hit, reach 5 ft. or range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Net. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

Myconid Sprout [Stool] Smallplant(Myconid), lawful neutral 0 10 xp

  • Armor class 10
  • Hit points 7 (2d6)
  • Speed 10 ft.
  • STR8 (-1)
  • DEX10 (0)
  • CON10 (0)
  • INT8 (-1)
  • WIS11 (0)
  • CHA5 (-3)

Senses: darkvision 120ft., passive Perception 10

Languages:-

Challenge:0 (10 xp)

Rapport Spores (3/Day).A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Actions

Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage.

Deep Gnome [Topsy, Turvy] Small humanoid (gnome), neutral good 1/2 100 xp

  • Armor class 15 (chain shirt)
  • Hit points 16 (3d6+6)
  • Speed 20 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT12 (+1)
  • WIS10 (0)
  • CHA9 (-1)

Skills: Investigation +3, Perception +2, Stealth +4

Senses: darkvision 120 ft., passive Perception 12

Languages: Gnomish, Terran, Undercommon

Challenge: 1/2 (100 xp)

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

Gnome Cunning. The gnome has advantage on Intelligence,
Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self,,

Actions

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

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120ft ., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wererat [Topsy, Turvy] Medium humanoid (shape changer), lawful evil 2 450 xp

  • Armor class 12
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON12 (+1)
  • INT11 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills: Perception +2, Stealth +4

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses: darkvision 60 ft. (rat form only), passive perception 12

Languages: Common (can't speak in rat form)

Challenge:2 (450 xp)

Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, or back into its
true form, which is humanoid. Its statistics, other than its
size, 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.

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

Actions

Multiattack (Humanoid or Hybrid Form Only). The were rat
makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing
damage. If the target is a humanoid, it must succeed on a
DC 11 Constitution saving throw or be cursed with were rat
lycanthropy.

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

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.