Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Ankylosaurus Zombie

Ankylosaurus Zombie Huge undead, unaligned 3 700 xp

  • Armor class 14 (Natural)
  • Hit points 68 (8d12 + 16)
  • Speed 20 ft.
  • STR 19 (+4)
  • DEX 9 (-1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 3 (-4)

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 8

Languages: --

Challenge: 3 (700 xp)

Thick armor plating covers the body of the plant-eating dinosaur ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike.

Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage.

Actions

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

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.

Ankylosaurus

Ankylosaurus Huge beast, unaligned 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 68 (8d12 + 16)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: Passive Perception 11

Languages: --

Challenge: 3 (700 xp)

Thick armor plating covers the body of the plant-eating dinosaur ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike.

Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage.

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Assassin

Assassin Medium humanoid, any 8 3 xp

  • Armor class 15 (Studded Leather)
  • Hit points 78 (12d8 + 24)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: DEX +6, INT +4

Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9

Damage Resistances: Poison

Senses: Passive Perception 13

Languages: Thieves' cant plus two any languages

Challenge: 8 (3 xp)

Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Banshee

Banshee Medium undead, chaotic evil 4 1 xp

  • Armor class 12
  • Hit points 58 (13d8)
  • Speed 40ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 17 (+3)

Save Throws: WIS +2, CHA +5

Damage Resistances: Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Cold, Necrotic, Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Elvish

Challenge: 4 (1 xp)

Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that arent undead or constructs. She knows the general direction theyre in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a targets saving throw is successful or the effect ends for it, the target is immune to the banshees Horrifying Visage for the next 24 hours.

Wail (1/Day). The banshee releases a mournful wail, provided that she isnt in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Basilisk

Basilisk Medium monstrosity, unaligned 3 700 xp

  • Armor class 15 (Natural Armor)
  • Hit points 52 (8d8 + 16)
  • Speed 20 ft.
  • STR 16 (+3)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., Passive Perception 9

Languages: --

Challenge: 3 (700 xp)

A basilisk is a multilegged, reptilian horror whose deadly gaze transforms victims into porous stone. With its strong jaws, the creature consumes this stone, which returns to organic form in its gullet.

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.

If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

Champion

Champion Medium humanoid, any 9 5 xp

  • Armor class 18 (Plate)
  • Hit points 143 (22d8 + 44)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: STR +9, CON +6

Skills: Athletics +9, Intimidation +5, Perception +6

Senses: Passive Perception 16

Languages: any one language (usually Common)

Challenge: 9 (5 xp)

Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.

Indomitable (2/Day). The champion rerolls a failed saving throw.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.

Actions

Multiattack. The champion makes three attacks with its greatsword or its shortbow.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.

Deathlock Wight

Deathlock Wight Medium undead, neutral evil 3 700 xp

  • Armor class 12 (15 With Mage Armor)
  • Hit points 37 (5d8 + 15)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: WIS +4

Skills: Arcana +3, Perception +4

Damage Resistances: Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 14

Languages: the languages it knew in life.

Challenge: 3 (700 xp)

Innate Spellcasting. The wights innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:

At will: detect magic, disguise self, mage armor

1/day each: fear, hold person, misty step

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 attacks twice with Grave Bolt.

Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 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 wights 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.

Deathlock

Deathlock Medium undead, neutral evil 4 1 xp

  • Armor class 12 (15 With Mage Armor)
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 16 (+3)

Save Throws: INT +4, CHA +5

Skills: Arcana +4, History +4

Damage Resistances: Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 11

Languages: the languages it knew in life

Challenge: 4 (1 xp)

The forging of a pact between a warlock and a patron is no minor occasion at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.

An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlocks patron.

Innate Spellcasting. The deathlocks innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: detect magic, disguise self, mage armor

Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, mage hand

1st3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb

Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.

Actions

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

Displacer Beast

Displacer Beast Large monstrosity, lawful evil 3 700 xp

  • Armor class 13 (Natural Armor)
  • Hit points 85 (10d10 + 30)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Passive Perception 11

Languages: --

Challenge: 3 (700 xp)

This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur. However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beasts eyes glow with an awful malevolence that persists even in death.

Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions

Multiattack. The displacer beast makes two attacks with its tentacles.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.

Ghast

Ghast Medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Resistances: Necrotic

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common

Challenge: 2 (450 xp)

With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.

Ghoul

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.

Giant Frog

Giant Frog Medium beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2, Stealth +3

Senses: Darkvision 30 ft., Passive Perception 12

Languages: --

Challenge: 1/4 (50 xp)

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Snapping Turtle

Giant Snapping Turtle Large beast, unaligned 3 700 xp

  • Armor class 17 (Natural Armor, 12 While Prone)
  • Hit points 75 (10d10 + 20)
  • Speed 30 ft., swim 40 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: Darkvision 60 ft., Passive Perception 11

Languages: --

Challenge: 3 (700 xp)

Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack smaller creatures that approach them. One snap of a giant turtles jaws can cut a human in half, and these creatures arent fussy about what they eat.

Amphibious. The turtle can breathe air and water.

Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Girallon Zombie

Girallon Zombie Large undead, chaotic evil 3 700 xp

  • Armor class 11 (Natural Armor)
  • Hit points 59 (7d10 + 21)
  • Speed 30 ft., climb 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 7 (-2)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 8

Languages: --

Challenge: 3 (700 xp)

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

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

Multiattack. The zombie makes five attacks: one with its bite and four with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Girallon

Girallon Large monstrosity, unaligned 4 1 xp

  • Armor class 13
  • Hit points 59 (7d10+21)
  • Speed 40 ft., climb 40 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 13

Languages: --

Challenge: 4 (1 xp)

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

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

Actions

Multiattack. The girallon makes five attacks: one with its bite and four with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Gladiator

Gladiator Medium humanoid, any 5 1 xp

  • Armor class 16 (Studded Leather, Shield)
  • Hit points 112 (15d8 + 45)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: STR +7, DEX +5, CON +6

Skills: Athletics +10, Intimidation +5

Senses: Passive Perception 11

Languages: Any one language (usually Common)

Challenge: 5 (1 xp)

Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

Brave. The gladiator has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack. The gladiator makes three melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions
Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

Gnoll Flesh Gnawer

Gnoll Flesh Gnawer Medium humanoid, chaotic evil 1 200 xp

  • Armor class 14 (Studded Leather)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 8 (-1)

Save Throws: DEX +4

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Gnoll

Challenge: 1 (200 xp)

If any group of gnolls could be said to be more feral than the others, that distinction would go to the flesh gnawers. These gnolls eschew the use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of dashing across the field, slashing and snarling as they run down stragglers and finish off wounded foes.

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The gnoll makes three attacks: one with its bite and two with its shortsword.

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

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

Sudden Rush. Until the end of the turn, the gnolls speed increases by 60 feet and it doesnt provoke opportunity attacks.

Gnoll Hunter

Gnoll Hunter Medium humanoid, chaotic evil 1/2 100 xp

  • Armor class 13 (Leather Armor)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +4

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Gnoll

Challenge: 1/2 (100 xp)

Hunters are the stealthiest gnolls in a war band, and they put their talents to use on the battlefield in a number of ways. In the vanguard of a war band, hunters creep around, picking off isolated opposition while clearing the way for the rest of the force to run roughshod over the enemys territory.

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.

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

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the targets speed is reduced by 10 feet until the end of its next turn.

Gnoll Pack Lord

Gnoll Pack Lord Medium humanoid, chaotic evil 2 450 xp

  • Armor class 15 (Chain Shirt)
  • Hit points 49 (9d8 + 9)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Gnoll

Challenge: 2 (450 xp)

The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll packs spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable.

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.

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

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

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

Incite Rampage (Recharge 56). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.

Gnoll

Gnoll Medium humanoid, chaotic evil 1/2 100 xp

  • Armor class 15 (Hide Armor, Shield)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Gnoll

Challenge: 1/2 (100 xp)

Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

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

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Goblin Boss

Goblin Boss Small humanoid, neutral evil 1 200 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 21 (6d6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large sometimes overwhelming numbers. They crave power and regularly abuse whatever authority they obtain.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

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

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.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Goblin

Goblin Small humanoid, neutral evil 1/4 50 xp

  • Armor class 15 (Leather Armor, Shield)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

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

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

Kamadan

Kamadan Large monstrosity, unaligned 4 1 xp

  • Armor class 13
  • Hit points 67 (9d10 + 18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4, Stealth +7

Senses: Passive Perception 14

Languages: --

Challenge: 4 (1 xp)

A kamadan (pronounced KAM-ah-dan) is a feline predator that resembles a leopard with six snakes sprouting from its shoulders. Although it bears a passing resemblance to a displacer beast, the two creatures are unrelated (though some sages claim otherwise).

Kamadans typically hunt alone or in mated pairs. They can exhale clouds of sleep gas, which they typically do before entering melee combat. If a kamadan has both conscious and unconscious enemies within striking range, it tries to kill the conscious enemies first before finishing off any sleeping foes.

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

Pounce. If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks one with its bite and one with its snakes against it as a bonus action.

Actions

Multiattack. The kamadan makes two attacks: one with its bite or claw and one with its snakes.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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

Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Sleep Breath (Recharges after a Short or Long Rest). The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.

Minotaur Skeleton

Minotaur Skeleton Large undead, lawful evil 2 450 xp

  • Armor class 12 (Natural Armor)
  • Hit points 67 (9d10 + 18)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • 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 Abyssal but can't speak it

Challenge: 2 (450 xp)

Damage Vulnerabilities Bludgeoning

Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

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

Minotaur

Minotaur Large monstrosity, chaotic evil 3 700 xp

  • Armor class 14 (Natural Armor)
  • Hit points 76 (9d10 + 27)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 16 (+3)
  • CHA 9 (-1)

Skills: Perception +7

Senses: Darkvision 60 ft., Passive Perception 17

Languages: Abyssal

Challenge: 3 (700 xp)

Their fur stained with the blood of fallen foes, minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

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

Ogre Howdah

Ogre Howdah Large giant, chaotic evil 2 450 xp

  • Armor class 13 (Breastplate)
  • 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)

Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.

Actions

Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Ogre Zombie

Ogre Zombie Large undead, neutral evil 2 450 xp

  • Armor class 8
  • Hit points 85 (9d10 + 36)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 6 (-2)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: WIS +0

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Understands Common and Giant but can't speak them

Challenge: 2 (450 xp)

From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.

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

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

Shadow

Shadow Medium undead, chaotic evil 1/2 100 xp

  • Armor class 12
  • Hit points 16 (3d8 + 3)
  • Speed 40 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Stealth +4

Damage Resistances: Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Necrotic, Poison

Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Languages: --

Challenge: 1/2 (100 xp)

Damage Vulnerabilities Radiant

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

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Skeleton

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)

Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.

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.

Stegosaurus

Stegosaurus Huge beast, unaligned 4 1 xp

  • Armor class 13 (Natural Armor)
  • Hit points 76 (8d12 + 24)
  • Speed 40 ft.
  • STR 20 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 5 (-3)

Senses: Passive Perception 10

Languages: --

Challenge: 4 (1 xp)

This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.

Ankylosaurus Zombie

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.

Swashbuckler

Swashbuckler Medium humanoid, any non-lawful alignment 3 700 xp

  • Armor class 17 (Leather Armor)
  • Hit points 66 (12d8 + 12)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Acrobatics +8, Athletics +5, Persuasion +6

Senses: Passive Perception 10

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Swashbucklers are charming neer-do-wells who live by their own codes of honor. They crave notoreity, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.

Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Topi

Topi Small undead, chaotic evil 1/2 100 xp

  • Armor class 13 (Natural Armor)
  • Hit points 13 (3d6 + 3)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Resistances: Bludgeoning

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: understands the languages it knew in life but cant speak

Challenge: 1/2 (100 xp)

Turn Resistance. The topi has advantage on saving throws against any effect that turns undead.

Undead Fortitude. If damage reduces the topi 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 topi drops to 1 hit point instead.

Actions

Venomous Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) slashing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the end of the targets next turn.

Triceratops

Triceratops Huge beast, unaligned 5 1 xp

  • Armor class 13 (Natural Armor)
  • Hit points 95 (10d12 + 30)
  • Speed 50 ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 5 (-3)

Senses: Passive Perception 10

Languages: --

Challenge: 5 (1 xp)

One of the most aggressive of the herbivorous dinosaurs, a triceratops possesses great horns and formidable speed, which it uses to gore and trample would-be predators to death.

One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death.

Actions

Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Tyrannosaurus Zombie

Tyrannosaurus Zombie Huge undead, unaligned 8 3 xp

  • Armor class 11 (Natural Armor)
  • Hit points 136 (13d12 + 52)
  • Speed 40 ft.
  • STR 25 (+7)
  • DEX 6 (-2)
  • CON 19 (+4)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 6

Languages: --

Challenge: 8 (3 xp)

Multiattack. The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It cant make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie cant bite another target or disgorge zombies.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Actions

Disgorge Zombie. As a bonus action, the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, 1d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count.

Undead Fortitude. If damage reduces the tyrannosaurus 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.

Zombie

Zombie Medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 22 (3d8 + 9)
  • Speed 20 ft.
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: WIS +0

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Understands the languages of its creator but can't speak

Challenge: 1/4 (50 xp)

Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.

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.