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Acolyte

Acolyte Medium humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

Spellcasting
The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (3 slots): bless, cure wounds, sanctuary, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage., +4 to hit with
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary,,

Actions

Club
Melee Weapon Attack: +2 to hit reach 5 ft. one target.
Hit: 2 (1d4) bludgeoning damage.

Animated Armor

Animated Armor Medium Construct, unaligned 1 200 xp

  • Armor class 18 (natural)
  • Hit points 33 (6d8+6)
  • Speed 25 ft
  • STR 14 (+2)
  • DEX 11 (0)
  • 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 60ft. (blind beyond this radius), PP 6

Languages:

Challenge: 1 (200 xp)

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

False Appearance
While the armor remains motionless it is indistinguishable from a normal suit of armor., one target. Hit: 5 (1d6 + 2) bludgeoning damage., the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack.
The armor makes two melee attacks.

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

Arabelle

Arabelle Medium human, lawful neutral 0 10 xp

  • Armor class 10
  • Hit points 2 (1d4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

,

Actions

Visanti Curses
see pg 28 of Curse of Strahd

Evil Eye (1/short rest)
One target in LoS within 10ft and cast one of the following spells (save DC 14): Animal Friendship, Charm Person or Hold Person. If target passes initial save, Madam Eva is blinded until end of next turn. Once target passes test, immune to any Visanti Evil Eye power for 24hr

Arcanaloth (Nefron)

Arcanaloth (Nefron) medium fiend (yuoloth), neutral evil 12 8,400 xp

  • Armor class 17 (nat armour)
  • Hit points 104 (16d8 + 32)
  • Speed 30ft, fly 30ft
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 20 (+5)
  • WIS 16 (+3)
  • CHA 17 (+3)

Save Throws: Dex +5, Int +9, Wis +7, Cha +7

Skills: Arcana +13, Deception +9, Insight +9, Perception +7

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

Damage Immunities: acid, poison

Condition Immunities: charmed, poisoned

Senses: truesight 120ft, passive Perception 17

Languages: all, telepathy 120ft

Challenge: 12 (8,400 xp)

Innate Spellcasting
Charisma (Spell DC 15), at will:

alter self, darkness, heat metal, invisibility (self), magic missile

Magic Resistance
Advantage on saves against spell or magical effects,

Actions

Magic Weapons

Claws
melee, +7 to hit, reach 5ft Hit: 8 (2d4 +3) slashing damage. Target must make a DC 14 Con Save , taking 10 (3d6) poison damage on fail, half on success

Teleport
teleport up to 60ft to unoccupied space it can see

Spell Casting
16th level, Intelligence (Save DC 17, +9 to hit)

Cantrip: fire bolt, mage hand, minor illusion, prestidigitation

1st Level (4 slots): detect magic, identify, shield, Tenser's floating disc

2nd Level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion

3rd Level (3 slots): counterspell, fear, fireball

4th Level (3 slots): banishment, dimension door

5th Level (2 slots): contact other plane, hold monster

6th Level (1 slot): chain lightning

7th Level (1 slot): finger of death

8th Level (1 slot): mind blank

Archmage

Archmage medium humanoid, any 12 8,400 xp

  • Armor class 12 (15 with mage armour)
  • Hit points 99 (18d8+18)
  • Speed 30ft
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 20 (+5)
  • WIS 15 (+2)
  • CHA 16 (+3)

Save Throws: Int +9, Wis +6

Skills: Arcana +13, History +13

Damage Resistances: damage from spells, (bludgeoning, piercing or slashing from nonmagical weapons with stoneskin)

Senses: passive Perception 12

Languages: any six languages

Challenge: 12 (8,400 xp)

Magic Resistance
Advantage for saves against spells and other magical effects,

Actions

Dagger
Melee, +6 to hit, reach 5ft or range 30/60ft Hit: 4 (1d4+2) piercing damage

Spell Casting
18th level, Intelligence (DC 17, +9 spell attack).
Can cast Disguise Self and Invisibility at will

Cantrip: fire bolt, light, mage hand, prestidigitation, shocking grasp

1st Level (4 slots): Detect magic, identify, mage armour, magic missile

2nd Level (3 slots): detect thoughts, mirror image, misty step

3rd Level (3 slots): counterspell, fly, lightning bolt

4th Level (3 slots): banishment, fire shield, stoneskin

5th Level (3 slots): cone of cold, scrying, wall of force

6th Level (1 slot): globe of invulnerability

7th Level (1 slot): teleport

8th Level (1 slot): mind blank

9th Level (1 slot): time stop

Assassin

Assassin Medium humanoid (any race), any non-good alignment 8 3,900 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 +7, Int +5

Skills: Acrobatics +7, Deception +4, Perception +4, Stealth +11

Damage Resistances: poison

Senses: passive Perception 14

Languages: Thieves' cant plus any two languages

Challenge: 8 (3,900 xp)

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.
,

Actions

Multiattack.
The assassin makes two shortsword attacks.

Shortsword.
Melee Weapon Attack: +7 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: +7 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.

Legendary Actions


Sneak Attack (1/Turn).
The assassin deals an extra 13 (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.

Baba Lysaga

Baba Lysaga medium human/shapechanger, chaotic evil 11 7,200 xp

  • Armor class 15 (nat armour)
  • Hit points 120 (16d8 + 48)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 13 (+1)

Save Throws: Wis +7

Skills: Arcana +13, Religion +13

Senses: passive Perception 13

Languages: Abyssal, Common, Draconic, Dwarvish, Giant

Challenge: 11 (7,200 xp)

Shapechanger:
Can use action to polymorph into a swarm of flies or back

Blessing of Mother Night
Shielded against divination magic, as though by non-detection spell.,

Actions

Multi Attack
3 attacks with Quarterstaff

Quarterstaff
melee, +8 to hit, reach 5ft, Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if wielded with two hands

Summon Swarms of Insects (Recharges after rest)
Summon 1d4 Swarms of Insects with 60ft feet.

Legendary Actions

Spell Casting
16th level, Intelligence (DC17, +9 to hit)

Cantrip: Acid Splash, fire bolt, light, mage hand, prestidigitation

1st Level (4 slots): detect magic, magic missile, sleep, witch bolt

2nd Level (3 slots): crown of madness, enlarge/reduce, misty step

3rd Level (3 slots): dispel magic, fireball, lightning bolt

4th Level (3 slots): blight, Evard's black tentacles, polymorph

5th Level (2 slots): cloudkill, geas, scrying

6th Level (1 slots): programmed illusion, true seeing

7th Level (1 slots): finger of death, mirage arcane

8th Level (1 slot): power word stun,

Baba Lysaga's Creeping Hut

Baba Lysaga's Creeping Hut Gargantuan construct, unaligned 11 7,200 xp

  • Armor class 16 (nat armour)
  • Hit points 263 (17d20 + 85)
  • Speed 30ft
  • STR 26 (+8)
  • DEX 7 (-2)
  • CON 20 (+5)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 3 (-4)

Save Throws: Con +9, Wis +0, Cha +0

Damage Immunities: Posion, psychic

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

Senses: blindsight 120ft (blind beyond this), passive Perception 6

Languages:

Challenge: 11 (7,200 xp)

Anti-magic susceptibility
If core gem is within antimagic field, incapacitated. If targeted with dispel magic, Hut must pass Con save against caster's spell save DC or fall unconscious for 1 minute.

Seige Monster
Double damage against objects or structures.,

Actions

Multi attack
3 attacks with roots. Can replace 1 with rock attack

Root
melee, +12 to hit, reach 60ft, Hit: 30 (4d10 + 8) bludgeoning damage

Rock
ranged, +12 to hit, range 120ft Hit: 21 (3d8 + 8) bludgeoning damage

Legendary Actions


If opponent is inside 15ft square hut, can see glow of gem beneath floorboards in middle. Can break boards with DC 14 Strength check or by dealing 10 damage to them. There are now teeth in the cavity - must make a DC 20 Dex save to grab gem. Failure means no gem and 10 (3d6) piercing damage.

Removing gem incapacitated the house.

Baba's Distended Human Corpse

Baba's Distended Human Corpse Medium human, neutral evil 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 20 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Condition Immunities: charmed, frightened

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

Full of Snakes
When reduced to 0 HP, a swarm of poisonous snakes is disgorged.

Actions

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

Bandit Captain

Bandit Captain medium humanoid, non-lawful 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8+20)
  • Speed 30ft
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4

Senses: passive Perception 10

Languages: any two languages

Challenge: 2 (450 xp)

,

Actions

Multi-attack.
The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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

Dagger.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft or range 20/60 ft, one target.
Hit: 5 (1d4 + 3) piercing damage.

Legendary Actions


Parry.
The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Bandit

Bandit Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

,

Actions

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

Light Crossbow.
Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft. one target.
Hit: 5 (1d8 + 1) piercing damage.

Banshee

Banshee medium undead, chaotic evil 4 1,100 xp

  • Armor class 12
  • Hit points 58 (13d8)
  • Speed 0ft, fly 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 +4

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

Damage Immunities: cold, necrotic, poison

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

Senses: darkvision 60ft, passive Perception 10

Languages: Common, Elvish

Challenge: 4 (1,100 xp)

Detect Life
Can magically sense the presence of living beings up to 5 miles away. Knows the general direction, but not exact locations.

Incoporeal Movement
Can move through other creatures and objects, but if ends turn in something, takes 5 (1d10) force damage,

Actions

Corrupting Touch
melee spell attack: +4 to hit, reach 5ft
Hit: 12 (3d6 +2) necrotic damage

Horrifying Visage,
Each non-undead creature within 60ft must pass DC13 Wisdom save or be frightened for 1 minute. Can repeat saving throw at the end of each of its turns (with disadvantage if banshee is within LoS). After passing the saving throw or effect ends, target is immune to Horrifying Visage for the next 24 hours.

Wail (1/day)
If banshee is not in sunlight. Does not effect constructs or undead. All other creatures within 30ft and can hear her must make a DC 13 Con save. On failure, they drop to 0 HP, on a success, they take 10 (3d6) psychic damage.

Barovian Commoner

Barovian Commoner Medium humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

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Actions

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

Barovian Scout

Barovian Scout Medium humanoid (any race), any alignment 1/2 100 xp

  • Armor class 13 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: any one language (usually Common

Challenge: 1/2 (100 xp)

Keen Hearing and Sight.
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,

Actions

Multiattack.
The scout makes two melee attacks or two ranged attacks.

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

Crossbow.
Ranged Weapon Attack: +4 to hit, ranged 80/320 ft. one target.
Hit: 6 (1d8 + 2) piercing damage.

Barovian Witch

Barovian Witch medium human, chaotic evil 1/2 100 xp

  • Armor class 10
  • Hit points 16 (3d8 + 3)
  • Speed 30ft
  • STR 7 (-2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Arcana +4, Perception +2

Senses: darkvision 60ft, passive Perception 12

Languages: Common

Challenge: 1/2 (100 xp)

,

Actions

Claws (Requires Alter Self)
melee, +3 hit, reach 5ft,
Hit: 4 (1d6 + 1) slashing damage - magical

Dagger
melee or ranged, +2 to hit, reach 5ft or range 20/60ft
Hit: 2 (1d4) piercing damage

Legendary Actions

Spellcasting
3rd level spell caster, Intelligence (DC 12, +4 to hit)

Cantrips: mage hand, prestidigitation, ray of frost

1st Level (4 slots): ray of sickness, sleep, Tasha's hideous laughter

2nd Level (2 slots): alter self, invisibility

Bat

Bat tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 31 (1d4 -1)
  • Speed 5ft, fly 30ft
  • STR 2 (-4)
  • DEX 15 (+2)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Senses: blindsight 60ft, passive Perception 11

Languages:

Challenge: 0 (10 xp)

Echolocation
Can't use blindsight if deafened

Keen Hearing
Advantage on Perception checks relying on hearing.,

Actions

Bite
melee +0 to hit, reach 5ft
Hit: 1 piercing damage.

Berserker

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 2 (450 xp)

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

Actions

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

Beucephalus

Beucephalus large fiend, neutral evil 3 700 xp

  • Armor class 13 (nat armour)
  • Hit points 104
  • Speed 60ft, fly 90ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 15 (+2)

Damage Immunities: fire

Senses: passive Perception 11

Languages: understands Abyssal, Common, and Infernal but cannot speak

Challenge: 3 (700 xp)

Confer Fire Resistance.
Can grant Resistance to Fire Damage to anyone riding it

Illumination
Sheds bright light 10ft radius, and dim light a further 10ft,

Actions

Hooves
melee, +6 to hit, reach 5ft Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage

Ethereal Stride
Beucephalus and up to three willing creatures within 5ft of it magically enter the Ethereal Plane from the Material Plane and vice versa

Black Pudding

Black Pudding Large ooze, unaligned 4 1,100 xp

  • Armor class 7
  • Hit points 85 (10d10 + 30)
  • Speed 20ft, climb 20ft
  • STR 16 (+3)
  • DEX 5 (-3)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Immunities: acid, cold, lightning, slashing

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

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

Languages:

Challenge: 4 (1,100 xp)

Amorphous
Can move through 1 inch narrow space without squeezing

Corrosive Form
A creature that touches or melee hits the pudding while within 5ft takes 4 (1d8) acid damage. Any non-magical weapon that hits pudding corrodes, taking a permanent and cumulative -1 to damage rolls. at -5, the weapon is destroyed. Nonmagical ammunition is destroyed

Can eat through 2 inch thick nonmagical wood or metal in 1 round,

Actions

Psuedopod
melee, +5 to hit, reach 5ft
Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armour worn by target is partially dissolved, taking a permanent and cumulative -1 penalty. Armour is destroyed when reduced to 10 AC

Reaction - Split
When a medium or larger pudding is subjected to lightning or slashing damage, splits into two new puddings (if the original has at least 10HP). Each new pudding has health equal to half the original's, rounded down. New puddings are one size smaller than the original.

Legendary Actions

Spider Climb

Broom of Animated Attack

Broom of Animated Attack small construct, unaligned 1/4 50 xp

  • Armor class 15 (nat armour)
  • Hit points 17 (5d6)
  • Speed 0ft, 50ft hover
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 5 (-3)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralysed, petrified, poisoned, prone

Senses: blindsight 30ft (blind beyond this radius) passive Perception 7

Languages:

Challenge: 1/4 (50 xp)

Anti-magic Susceptibility
Incapacitated if within anti-magic field. If targeted with dispel magic, the broom must make a Con save vs spellcaster's DC or fall unconcious for 1 minute.

False appearance
While motionless, and isn't flying, indistinguishable from a normal broom.,

Actions

Multi Attack
Two melee attacks

Broomstick
melee +5 to hit, reach 5ft,
Hit: 5 (1d4 +3) bludgeoning damage.

Reaction - Animated Attack
If motionless and a creature takes hold of the broom, broom makes Dex check contested by creatures Strength. If broom wins, it flies from creature's grasp and makes a melee attack against it with advantage.

Cat

Cat tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 40ft, 30ft climb
  • STR 3 (-4)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4

Senses: passive Perception 13

Languages:

Challenge: 0 (10 xp)

Keen Smell
Advantage on Wisdom (Perception) checks relying on smell,

Actions

Claws
Melee, +0 to hit, reach 5ft
Hit: 1 slashing damage.

Clay Golem

Clay Golem large construct, unaligned 9 5,000 xp

  • Armor class 14 (nat armour)
  • Hit points 133 (14d10 + 56)
  • Speed 20ft
  • STR 20 (+5)
  • DEX 9 (-1)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 1 (-5)

Damage Immunities: acid, poison, psychic, bludgeoning, piercing, or slashing from non-magic or non-adamantine weapons

Condition Immunities: charmed, exhaustion, frightened, paralysed, petrified, poisoned

Senses: darkvision 60ft, passive Perception 9

Languages: Language of creator, but cannot speak

Challenge: 9 (5,000 xp)

Acid Absorption
Acid damage restores HP

Immutable Form
Immune to magic that changes its form

Magic Resistance
Advantage on saves from spells or magic effects,

Actions

Multi-Attack
Two Slam attacks

Magical Weapons

Slam
Melee, +8 to hit, reach 5ft
Hit: 16 (2d10 + 5) bludgeoning damage, target makes DC 15 Con Save or have max HP reduced by damage taken (0 max HP = death). Effect removed by Greater Restoration or similar

Haste (Recharge 5-6)
Until end of next turn, magically gains +2 AC, has advantage on Dex Saves, and can Slam as bonus action

Legendary Actions


Berserk
If starts turn with <= 60 HP, roll a d6. On a 6, goes berserk. Attacks nearest creature it can see. If no creature near enough to move and attack, attacks object. Continues berserk until destroyed or restored to full HP.

Commoner

Commoner Medium humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

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Actions

Club.
Melee Weapon Attack: +2 to hit reach 5 ft. one target.
Hit: 2 (1d4) bludgeoning damage.

Crawling Claw

Crawling Claw tiny undead, neutral evil 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 20ft, climb 20ft
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: blindsight 30ft (blind beyond this), pass Perception 10

Languages: understands Common, but cannot speak

Challenge: 0 (10 xp)

Turn Immunity
Immune to 'Turn Undead'.,

Actions

Claw
melee, +3 to hit, reach 5ft,
Hit: 3 (1d4 + 1) bludgeoning or slashing damage

Cult Fanatic

Cult Fanatic Medium humanoid (any race), any non-good alignment 2 450 xp

  • Armor class 13 (leather)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Persuasion +4, Religion +2

Senses: PP 10

Languages: any one language (usually Common)

Challenge: 2 (450 xp)

Dark Devotion.
The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting.
The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11 +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): command, inflict wounds, shield of faith

2nd level (3 slots): hold person, spiritual weapon, ,

Actions

Multiattack.
The fanatic makes two melee attacks.

Dagger.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. one creature.
Hit: 4 (1d4 + 2) piercing damage.

Cultist

Cultist Medium humanoid (any race), any non-good alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Dark Devotion.
The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft. one creature.
Hit: 4 (1d6 + 1) slashing damage.

Death Slaad

Death Slaad medium aberration (shapechanger), chaotic evil 10 5 xp

  • Armor class 18 (nat armour)
  • Hit points 170 (20d8 + 80)
  • Speed 30ft
  • STR 20 (+5)
  • DEX 15 (+2)
  • CON 19 (+4)
  • INT 15 (+2)
  • WIS 10 (0)
  • CHA 16 (+3)

Skills: Arcana +6, Perception +8

Damage Resistances: acid, cold, fire, lightning, thunder

Senses: blindsight 60ft, darkvision 60ft, passive Perception 18

Languages: Slaad, telepathy 60ft

Challenge: 10 (5 xp)

Magic Resistance
Advantage on Saves against spells and magical effects

Regeneration
Regains 10 HP at the start of its turn if it has at least 1 HP,

Actions

Multiattack
one bite and two with either claws or greatsword

Magic Weapons

Bite (Slaad form only)
melee, +9 to hit, reach 5ft
Hit: 9 (1d8 +5) piercing damage plus 7 (2d6) necrotic damage

Claws (Slaad form only)
melee, +9 to hit, reach 5ft
Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage

Greatsword
melee, +9 to hit, reach 5ft
Hit: 12 (2d6 +5) slashing damage plus 7 (2d6) necrotic damage

Legendary Actions


Shapechanger
Can ploymorph into a Small or Medium humanoid.

Innate Spellcasting
Charisma, DC 15, +7 to hit

At Will: detect magic, detect thoughts, invisibility (self), mage hand, major image.

2/day: fear, fireball, fly, tongues

1/day: cloudkill, plane shift

Dire Wolf

Dire Wolf Medium beast, unaligned 1 200 xp

  • Armor class 14 (Nat Armour)
  • Hit points 37 (2d8+2)
  • 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

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 attack rolls against a creature if at least one of the wolf's allies is within 5 feet 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.

Draft Horses

Draft Horses large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 19 (3d10 + 3)
  • Speed 40ft
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

,

Actions

Hooves
Melee +6 to hit, reach 5ft,
Hit: 9 (2d4 + 4) bludgeoning damage

Dretch

Dretch small fiend (demon), chaotic evil 1/4 50 xp

  • Armor class 11 (natural armour)
  • Hit points 18 (4d6 + 4)
  • Speed 20ft
  • STR 11 (0)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft, passive Perception 9

Languages: Abyssal, telepathy 60ft (only if creature understands Abyssal)

Challenge: 1/4 (50 xp)

,

Actions

Multi-Attack
Two attacks- one with claws, and one with bite

Bite
melee, +2 to hit, reach 5ft
Hit: 3 (1d6) piercing damage

Claws
melee, +2 to hit, reach 5ft
Hit: 5 (2d4) slashing damage

Fetid Cloud (1/Day)
10ft radius out from Dretch. Goes around corners and the area is lightly obscured. Lasts for 1 minute or until strong wind. Any creature starts its turn in the area, must succeed on a DC 11 Constitution save or be poisoned until the start of its next turn. While poisoned in this way, cannot take actions, bonus actions, or reactions.

Druid

Druid medium humanoid, any 2 450 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 27 (5d8+5)
  • Speed 30ft
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Nature +3, Perception +4

Senses: passive Perception 14

Languages: Common, Druidic, Sylvan

Challenge: 2 (450 xp)

,

Actions

Quarterstaff
melee +2 to hit (+4 with shillelagh), 5ft reach.
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or with two hands.

Spells:
4th level caster, Wisdom. Spell attacks +4, Save DC12

Cantrip: Druidcraft, produce flame, shillelagh

1st (4 slots): entangle, longstrider, speak with animals, thunderwave

2nd (3 slots): animal messenger, barkskin

Elk

Elk Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Charge.
If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn the target takes an extra 7 (2d6) damage. If the target is a creature it must succeed on a DC 13 Strength saving throw or be knocked prone.,

Actions

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

Hooves.
Melee Weapon Attack: +5 to hit, reach 5 ft. one prone creature.
Hit: 8 (2d4 + 3) bludgeoning damage.

Emil Toranescu

Emil Toranescu medium humanoid, chaotic evil 3 700 xp

  • Armor class 11/12 (12 in wolf or hybrid)
  • Hit points 72 (9d8+18)
  • Speed 30ft, 40ft in wolf
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +4, Stealth +3

Damage Immunities: bludgeoning, piercing and slashing from non-magical or non-silvered weapons

Senses: passive Perception 14

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

Challenge: 3 (700 xp)

Shapechanger
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true humanoid form. Stats are the same save for AC. Equipment isn't transformed. Reverts to true form when dies.

Keen Hearing and Smell
Has advantage on Wisdom (Perception) checks that rely on hearing or smell.,

Actions

Multiattack (human or hybrid form only)
Can make two attacks, one with bite and the other with claw or spear.

Bite (Wolf or Hybrid Form only)
melee attack: +4 to hit, reach 5ft,
Hit: 6 (1d8 + 2) piercing damage. If target is humanoid, must succeed on a DC12 Con save or be cursed with werewolf lycanthropy

Claws (Hybrid only)
Melee+4 to hit, reach 5ft,
Hit: 6 (2d4 + 2) Slashing damage

Spear (Humanoid only)
melee or ranged, +4 to hit, reach 5ft or range 20/60ft.
Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands in melee.

Exethanter, Diminished (Lich)

Exethanter, Diminished (Lich) medium undead, lawful evil 10 5,900 xp

  • Armor class 17 (nat armour)
  • Hit points 99
  • Speed 30ft
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 20 (+5)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Con +10, Int +12, Wis +9

Skills: Arcana +18, History +12, Insight +9, Perception +9

Damage Resistances: cold, lightning, necrotic

Damage Immunities: poison, bludgeoning, piercing or slashing from non-magical weapon

Condition Immunities: charmed, exhaustion, frightened, paralysed, poisoned

Senses: truesight 120ft, passive Perception 19

Languages: Common + up to five other languages

Challenge: 10 (5,900 xp)

Legendary Resistance (3/Day)
If fails a Save throw, can choose to succeed.

Rejuvenation
If has its phylactery, gains a new body in 1d10 days, regaining all HP and becoming active again. Appears within 5ft of its phylactery

Turn Resistance
Advantage against effects that Turn Undead,

Actions

Paralysing Touch
melee spell, +12 to hit, reach 5ft
Hit: 10 (3d6) cold damage, target must pass a DC 18 Con Save or be paralysed for 1 minute. May repeat the save at the end of each turn to end the effect

Spell Casting
18th Level, Intelligence (DC 20, +12 attack)

Cantrips: mage hand, prestidigitation, ray of frost

Legendary Actions

3 Legendary actions, at the end of another character's turn

Cantrip - can cast a Cantrip

Paralysing Touch (2 actions)

Frightening Gaze (2 actions)
one target within 10ft and LoS. Target must pass a DC 18 Wis Save or be frightened for 1 minute. Can repeat save at the end of each turn to end effect. Once passed, immune for 24 hours.

Disrupt Life (3 Actions)
All living creatures within 20ft make DC 18 Con Save, taking 21 (6d6) necrotic damage on fail, half as much on success.

Exethanter, Restored (Lich)

Exethanter, Restored (Lich) medium undead, lawful evil 12 33,000 xp

  • Armor class 17 (nat armour)
  • Hit points 135 (18d8 + 54)
  • Speed 30ft
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 20 (+5)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Con +10, Int +12, Wis +9

Skills: Arcana +18, History +12, Insight +9, Perception +9

Damage Resistances: cold, lightning, necrotic

Damage Immunities: poison, bludgeoning, piercing or slashing from non-magical weapon

Condition Immunities: charmed, exhaustion, frightened, paralysed, poisoned

Senses: truesight 120ft, passive Perception 19

Languages: Common + up to five other languages

Challenge: 12 (33,000 xp)

Legendary Resistance (3/Day)
If fails a Save throw, can choose to succeed.

Rejuvenation
If has its phylactery, gains a new body in 1d10 days, regaining all HP and becoming active again. Appears within 5ft of its phylactery

Turn Resistance
Advantage against effects that Turn Undead,

Actions

Paralysing Touch
melee spell, +12 to hit, reach 5ft Hit: 10 (3d6) cold damage, target must pass a DC 18 Con Save or be paralysed for 1 minute. May repeat the save at the end of each turn to end the effect

Spell Casting 18th Level, Int (DC 20, +12 attack)
Cantrips: mage hand, prestidigitation, ray of frost
1st (4 slots): detect magic, magic missile, shield, thunderwave
2nd (3 slots): detect thoughts, invisibility, Melf's Acid Arrow, mirror image
3rd (3 slots): animate dead, counterspell, dispel magic, fireball
4th (3 slots): blight, dimension door
5th (3 slots): cloudkill, scrying
6th (1 slot): disintergrate, globe of invulnerability
7th (1 slot): finger of death, plane shift
8th (1 slot): dominate monster, power word stun
9th (1 slot): power word kill

Legendary Actions

3 Legendary actions, end of another character's turn

Cantrip - can cast a Cantrip
Paralysing Touch (2 actions)
Frightening Gaze (2 actions)
one target within 10ft and LoS. Target must pass a DC 18 Wis Save or be frightened for 1 minute. Can repeat save at the end of each turn to end effect. Once passed, immune for 24 hours.
Disrupt Life (3 Actions)
All living creatures within 20ft make DC 18 Con Save, taking 21 (6d6) necrotic damage on fail, half as much on success.

Ezmerelda D'Avenir

Ezmerelda D'Avenir medium human, chaotic good 8 3,900 xp

  • Armor class 18 (+1 studded leather)
  • Hit points 82 (11d8 + 33)
  • Speed 30ft
  • STR 14 (+2)
  • DEX 19 (+4)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 11 (0)
  • CHA 17 (+3)

Save Throws: Wis +3

Skills: Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6

Senses: passive Perception 16

Languages: Common, Elvish

Challenge: 8 (3,900 xp)

Equipment
2x potion of greater healing (4d4 + 4). 6x Holy Water (20ft range, 2d6 radiant damage), 3x wooden stakes

Spellcasting
7th level, Intelligence, save DC14, +6 to hit

Cantrip: Fire bolt, light, mage hand, pretidigitation
1st Level (4 slots): protection from good and evil, magic missile, shield
2nd Level (3 slots): darkvision, knock, mirror image
3rd Level (3 slots): clairvoyance, lightning bolt, magic circle
4th Level (1 slot): greater invisibility,

Actions

Multi attack
3 attacks - 2 with +1 rapier, 1 with +1 handaxe or silver shortsword

+1 rapier
melee +8 to hit, reach 5ft Hit: 9 (1d8+5) piercing damage

+1 handax
melee or ranged, +6 to hit, reach 5ft or range 20/60 Hit: 7 (1d6 +3) slashing damage

Silvered Shortsword
melee, +7 to hit, reach 5ft Hit: 7 (1d6+4)

Legendary Actions

Curse (recharges after long rest)
One target within LoS within 30ft. Target must pass DC 14 Wis save or be cursed. The curse is vulnerability to one type of damage of Esmerelda's choice. Curse ends with greater restoration or remove curse. When curse ends, Esmerelda takes 3d6 psychic damage.

Evil Eye (recharge after short rest)
One target in LoS within 10ft, can cast one of the following spells on target (DC 14): animal friendship, charm person, or hold person. If target succeed's initial saving throw, Ezmerelda is blinded until start of her next turn. Once target resists, immune to Evil Eye of any Visanti for 24 hours.

Flameskull

Flameskull Tiny undead, neutral evil 4 1,100 xp

  • Armor class 13
  • Hit points 40 (9d4+18)
  • Speed 0ft, 40ft fly
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Arcana +5, Perception +2

Damage Resistances: lightning, necrotic, piercing

Damage Immunities: cold, fire, poison

Condition Immunities: charmed, frightened, paralyzed, poison

Senses: darkvision 60ft, passive Perception 12

Languages: Common

Challenge: 4 (1,100 xp)

Illumination
Sheds dim light in 15ft radius, or bright light for 15ft and dim for a further 15ft

Magic Resistance
Advantage on saving throws against spells or other magical effects

Rejuvenation
If destroyed, regains all HP in 1 hour unless holy water sprinkled on remains, or dispel magic or remove curse cast on them.,

Actions

Spellcasting:
5th level spellcaster, Intelligence. Spell save DC13, +5 spell attacks.

Cantrip: mage hand

1st level (3 slots): magic missile, shield

2nd level (2 slots): blur, flaming sphere

3rd level (1 slot): fireball

Multi-attack
Can use Fire Ray twice

Fire Ray
Range Spell Attack. +5 to hit, range 30ft,
Hit: 10 (3d6) fire damage.

Flesh Golem

Flesh Golem medium construct, neutral 5 1,800 xp

  • Armor class 9
  • Hit points 93 (11d8 + 44)
  • Speed 30ft
  • STR 19 (+4)
  • DEX 9 (-1)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Immunities: lightning, poison, bludgeoning, piercing or slashing damage from non-magical weapons that're not adamantine

Condition Immunities: charmed, exhaustion, frightened, paralysed, petrified, poisoned

Senses: darkvision 60ft, passive Perception 10

Languages: Common, but can't speak

Challenge: 5 (1,800 xp)

Aversion to Fire
If takes fire damage, disadvantage on attack rolls and ability checks until end of its turn

Immutable Form
immune to any spell or effect that would alter its form

Magic Resistance
advantage on saves from spells or magical effects,

Actions

Multiattack
two Slam attacks

Magical Weapons

Slam
melee, +7 to hit, reach 5ft
Hit: 13 (2d8 + 4) bludgeoning damage.

Legendary Actions

Berserk
If starts turn with <= 40 HP, roll a d6. On a 6, goes berserk. Attacks nearest creature it can see. If no creature near enough to move and attack, attacks object. Continues berserk until destroyed or restored to full HP.

If creator is within 60ft, can try to calm down - DC 15 Charisma (Persuasion) check. May yet go berserk again.

Lightning Absorption
Restore lightning damage to health.

Flying Halberd

Flying Halberd small construct, unaligned 1/4 50 xp

  • Armor class 15 (nat armour)
  • Hit points 17 (5d6)
  • Speed 0ft, fly 50ft
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 5 (-3)
  • CHA 1 (-5)

Save Throws: Dex +4

Damage Immunities: poison, psychic

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

Senses: blindsight 60ft (blind beyond radius), passive Perception 7

Languages:

Challenge: 1/4 (50 xp)

Anti-magic Susceptibility
Incapacitated if within anti-magic field. If targeted with dispel magic, the sword must make a Con save vs spellcaster's DC or fall unconcious for 1 minute.

False appearance
While motionless, and isn't flying, indistinguishable from a normal sword.,

Actions

Halberd
melee, +3 to hit, reach 5ft
Hit: 6 (1d10 + 1) slashing damage

Flying Sword

Flying Sword small construct, unaligned 1/4 50 xp

  • Armor class 17 (nat armour)
  • Hit points 17 (5d6)
  • Speed 0ft, fly 50ft
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 5 (-3)
  • CHA 1 (-5)

Save Throws: Dex +4

Damage Immunities: poison, psychic

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

Senses: blindsight 60ft (blind beyond radius), passive Perception 7

Languages:

Challenge: 1/4 (50 xp)

Anti-magic Susceptibility
Incapacitated if within anti-magic field. If targeted with dispel magic, the sword must make a Con save vs spellcaster's DC or fall unconcious for 1 minute.

False appearance
While motionless, and isn't flying, indistinguishable from a normal sword.,

Actions

Longsword
melee, +3 to hit, reach 5ft
Hit: 5 (1d8 + 1) slashing damage

Gargoyle

Gargoyle medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (nat armour)
  • Hit points 52 (7d8 + 21)
  • Speed 30ft, fy 60ft
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical or non-adamantine weapons

Damage Immunities: poison

Condition Immunities: exhaustion, petrified, poisoned

Senses: darkvision 60ft, pass Perception 10

Languages: Terran

Challenge: 2 (450 xp)

False Appearance
While motionless, indistinguishable from mundane statue,

Actions

Multi Attack
one bite and one claw

Bite
melee, +4 to hit, reach 5ft
Hit: 5 (1d6 + 2) piercing damage

Claw
melee, +4 to hit, reach 5ft
Hit: 5 (1d6 + 2) slashing damage

Ghast (Amber Temple variant)

Ghast (Amber Temple variant) medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8)
  • Speed 30ft
  • 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 60ft, passive Perception 10

Languages: Common

Challenge: 2 (450 xp)

Stench
Any creature that starts turn within 5ft must pass DC 10 Con Save or be poisoned until the start of their next turn. On success, immune for 24 hrs

Turning Defiance
The ghast and any ghouls within 30ft have advantage against effects that Turn Undead,

Actions

Bite
melee, +3 to hit, reach 5ft
Hit: 12 (2d8 +3) piercing damage

Claws
melee, +5 to hit, reach 5ft,
Hit: 10 (2d6 + 3) slashing, target must succeed DC 10 Con Save or be paralysed for 1 minute. Target can repeat save at the end of each turn their turns to end the effect

Legendary Actions

Spider Climb

Ghast

Ghast medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8)
  • Speed 30ft
  • 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 60ft, passive Perception 10

Languages: Common

Challenge: 2 (450 xp)

Stench
Any creature that starts turn within 5ft must pass DC 10 Con Save or be poisoned until the start of their next turn. On success, immune for 24 hrs

Turning Defiance
The ghast and any ghouls within 30ft have advantage against effects that Turn Undead,

Actions

Bite
melee, +3 to hit, reach 5ft
Hit: 12 (2d8 +3) piercing damage

Claws
melee, +5 to hit, reach 5ft,
Hit: 10 (2d6 + 3) slashing, target must succeed DC 10 Con Save or be paralysed for 1 minute. Target can repeat save at the end of each turn their turns to end the effect

Ghost

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.
Can move through other creatures and objects. Takes 5 (1d10) force damage if it ends its turn in side an object. 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,

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 60ft 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).
5ft range, Save DC 13 Charisma. See page 147 in Monster Manual

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)

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 Poisonous Snake

Giant Poisonous Snake medium beast, unaligned 1/4 50 xp

  • Armor class 14
  • Hit points 11 (2d8 + 2)
  • Speed 30ft, swim 30ft
  • STR 10 (0)
  • DEX 18 (+4)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Senses: blindsight 10ft, passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

,

Actions

Bite
melee, +6 to hit, reach 10ft
Hit: 6 (1d4 + 4) piercing damage, target must make a DC 11 Con Save or take 10 (3d6) poison damage on fail, half as much on success

Giant Spider

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1 (200 xp)

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

Web Sense.
While in contact with a web the spider knows the exact location of any other creature in contact with the same web.

Web Walker.
The spider ignores movement restrictions caused by webbing.,

Actions

Bite.
Melee Weapon Attack: +5 to hit reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage and the target must make a DC 11 Constitution saving throw taking 9 (2d8) poison damage on a failed save or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points the target is stable but poisoned for 1 hour even after regaining hit points and is paralyzed while poisoned in this way.

Web (Recharge 5-6).
Ranged Weapon Attack: +5 to hit, range 30/60 ft. one creature.
Hit: The target is restrained by webbing. As an action the restrained target can make a DC 12 Strength check bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5 vulnerability to fire damage immunity to bludgeoning, poison and psychic damage).

Giant Wolf Spider

Giant Wolf Spider medium beast, unaligned 1/4 50 xp

  • Armor class 13
  • Hit points 11 (2d8 + 2)
  • Speed 40ft, climb 40ft
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Skills: Perception +3, Stealth +7

Senses: blindsight 10ft, darkvision 60ft, passive Perception 13

Languages:

Challenge: 1/4 (50 xp)

Spider Climb

Web Sense
While in contact with a web, knows the exact location of any other creature in contact with the same web

Web Walker
Ignores movement restrictions for webbing,

Actions

Bite
melee, +3 to hit, reach 5ft
Hit: 4 (1d6 +1) piercing damage. Target must make a DC 11 Con Save taking 7 (2d6) poison damage on fail, half as much on success. If the target is reduced to 0 HP by poison damage, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralysed while poisoned this way.

Gladiator

Gladiator medium humanoid, any 5 1 xp

  • Armor class 16 (studded leather, shield)
  • Hit points 112 (15d8 + 45)
  • Speed 30ft
  • 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: Common

Challenge: 5 (1 xp)

Brave
Advantage on saves vs frightened

Brute
one extra die of damage in melee (included),

Actions

Multiattack
3 melee or 2 ranged attacks

Spear
Melee or ranged, +7 to hit, reach 5ft or range 20/60ft.
Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 +4) piercing damage if two handed in melee

Shield Bash
melee, +7 to hit, reach 5ft.
Hit: 9 (2d4+4) bludgeoning damage. If target is medium or smaller, must pas a DC 15 Strength test or be knocked prone.

Reaction - Parry
+3 AC against one melee attack that would hit Gladiator. Must see attacker and be wielding a melee weapon.

Goat

Goat medium beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 40ft
  • STR 12 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: passive Perception 10

Languages:

Challenge: 0 (10 xp)

Charge
Move at least 20ft straight towards target and hits with Ram, target takes an extra 2 (1d4) bludgeoning damage, then makes DC 10 Str Save or fall prone

Sure-Footed
Advantage on Str and Dex Saves that would knock prone,

Actions

Ram
melee, +3 to hit, reach 5ft
Hit: 3 (1d4 +1) bludgeoning damage.

Gray ooze

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.

,

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.

Legendary Actions


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

Green Hag

Green Hag medium fey, neutral evil 3 700 xp

  • Armor class 17 (natural armour)
  • Hit points 82 (11d8 + 33)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 14 (+2)

Skills: Arcana +3, Deception +4, Perception +4, Stealth +3

Senses: darkvision 60ft, passive Perception 14

Languages: Common, Draconic, Sylvan

Challenge: 3 (700 xp)

Amphibious
Can breathe air and water

Innate Spellcasting
Charisma, save DC 12,

At will: dancing lights, minor illusion, vicious mockery

Mimicry
Can mimic animal sounds and voices, DC 14 Wisdom (Insight) check to determine fake,

Actions

Claws
Melee, +6 to hit, reach 5ft.
Hit: 13 (2d8 + 4) slashing damage

Illusory Appearance
Makes self look like another creature or rough size and shape. Inspecting the illusion takes DC 20 intelligence check to discern that there is a magical disguise.

Invisible Passage
Can go invisible until attacks or concentration breaks. Cannot be tracked by anything other than magic.

Legendary Actions


Hag Coven (CR increased to 5 (1,800))
Requires all 3 Hags, and to be within 30ft of each other. Share spell slots

1st Level (4 slots): identify, ray of sickness

2nd Level (3 slots): hold person, locate object

3rd Level (3 slot): bestow curse, counterspell, lightning bolt

4th Level (3 slots): phantasmal killer, polymorph

5th Level (2 slots): contact another plane, scrying

6th Level (1 slot): eyebite

Grick

Grick medium monstrosity, neutral 2 450 xp

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

Damage Resistances: bludgeoning, piercing, or slashing from non-magical weapons

Senses: darkvision 60ft, passive Perception 12

Languages:

Challenge: 2 (450 xp)

Stone Camouflage
Advantage on Dexterity (Stealth) to hide in rocky terrain,

Actions

Multi-Attack
One attack with tentacles - if that hits, one beak attack on that target

Tentacles
melee, +4 to hit, reach 5ft
Hit: 9 (2d6 +2) slashing damage

Beak
melee, +4 to hit, reach 5ft
Hit: 5 (1d6 + 2) piercing damage

Guard

Guard Medium humanoid (any race), any alingment 1/8 25 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 11 (2d8 + 2)
  • Speed 30ft
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2

Senses: PP 12

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

,,

Actions

Spear.
Melee or Ranged Weapon Attack: +3 to hit, reach 5ft or range 20/60ft, one target.
Hit: 4 (1d6 + 1) piercing damage.

Guardian Portrait

Guardian Portrait medium construct, unaligned 1 200 xp

  • Armor class 5 (nat armour)
  • Hit points 22 (5d8)
  • Speed 0ft
  • STR 1 (-5)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 10 (0)

Damage Immunities: poison

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

Senses: darkvision 60ft, passive Perception 10

Languages: Common, plus two other languages

Challenge: 1 (200 xp)

Anti-magic Susceptibility
Incapacitated if within anti-magic field. If targeted with dispel magic, the broom must make a Con save vs spellcaster's DC or fall unconcious for 1 minute.

False Appearance
While the figure in the portrait remains motionless, it is indistinguishable from a normal painting.,

Actions

Innate Spell Casting
Intelligence, Save DC 12

3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis

Hell Hound

Hell Hound medium fiend, lawful evil 3 700 xp

  • Armor class 15 (nat armour)
  • Hit points 45 (7d8 + 14)
  • Speed 50ft
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Immunities: fire

Senses: darkvision 60ft, passive Perception 15

Languages: understands Infernal but can't speak

Challenge: 3 (700 xp)

Keen Hearing and Smell
Advantage on Wisdom (Perception) that rely on sight or hearing

Pack Tactics
If an ally is within 5ft of a target, gain Advantage on attacks against that target,

Actions

Bite
melee, +5 to hit, reach 5ft
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage

Fire Breathe (recharge 5-6)
15ft cone, all creatures within must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a fail, or half as much on a success

Imp

Imp tiny fiend (devil, shapechanger), lawful evil 1 200 xp

  • Armor class 13
  • Hit points 10 (3d4 + 3)
  • Speed 20ft, fly 40ft
  • STR 6 (-2)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5

Damage Resistances: cold, bludgeoning, piercing and slashing from nonmagical weapons that are not silvered

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120ft, passive Perception 11

Languages: Infernal, Common

Challenge: 1 (200 xp)

Devil's Sight
Magical darkness doesn't impede darkvision

Magic Resistance
Advantage on saves against spells or other magical effects,

Actions

Sting (Bite in Beast Form)
melee, +5 to hit, reach 5ft
Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 11 Constitution Save, taking 10 (3d6) poison damage on a failed save, or half as much on a success

Invisibility
Turns invisibility until concentration ends or attacks.

Shapechanger
Can polymorph into a rat (20ft speed), a raven (20ft, fly 60ft), or a spider (20ft, climb 20ft), or back to its true form.

Invisible Stalker

Invisible Stalker medium elemental, neutral 6 2,300 xp

  • Armor class 14
  • Hit points 104 (16d8 + 32)
  • Speed 50ft, hover 50ft
  • STR 16 (+3)
  • DEX 19 (+4)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Perception +8, Stealth +10

Damage Resistances: bludgeoning, piercing or slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60ft, passive Perception 18

Languages: Auran, understands Common but doesn't speak it

Challenge: 6 (2,300 xp)

Invisible

Faultless Tracker
Stalker always knows direction and distance to quarry, and location of its summoner,

Actions

Multi Attack
2 slam attacks

Slam
Melee, +6 to hit, reach 5ft,
Hit: 10 (2d6 + 3) bludgeoning damage

Ireena Kolyana

Ireena Kolyana Medium humanoid (any race), any alignment 1/8 25 xp

  • Armor class 15 (breastplate)
  • Hit points 14 (2d8 +6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Persuasion +5

Senses: passive Perception 12

Languages: Common, Visanti

Challenge: 1/8 (25 xp)

,,

Actions

Rapier
Melee Weapon Attack: +3 to hit, reach 5 ft. one target.
Hit: 5 (1d8 + 1) piercing damage.

Reactions
Parry
The noble adds 2 to its AC against one melee attack that would hit it. To do so the noble must see the attacker and be wielding a melee weapon.

Iron Golem

Iron Golem large construct, unaligned 16 15,000 xp

  • Armor class 20 (nat armour)
  • Hit points 210 (2d10 + 100)
  • Speed 30ft
  • STR 24 (+7)
  • DEX 9 (-1)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 1 (-5)

Damage Immunities: fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical or non-adamantine weapons

Condition Immunities: charmed, exhaustion, frightened, paralysed, petrified, poisoned

Senses: darkvision 120ft, passive Perception 10

Languages: understands the languages of its creator but cannot speak

Challenge: 16 (15,000 xp)

Fire Absorption
Whenever takes fire damage, takes no damage and regains HP equal to the damage taken.

Immutable Form
immune to any spell or effect that would alter its form.

Magic Resistance
Has advantage on saving throws against spells and other magical effects,

Actions

Multi-Attack
Makes 2 melee attacks

Magic Weapons

Slam
Melee, +13 to hit, reach 5ft,
Hit: 20 (3d8 + 7) bludgeoning damage

Sword
Melee, +13 to hit, reach 10ft
Hit: 23 (3d10 +7) slashing damage

Poison Breath (Recharge 6)
The golem exhales a poisonous gas in a 15ft cone. Each creature in that area must make a DC 19 Con save, taking 45 (10d8) poison damage on a failed save, and half as much on a successful one.

Izek Strazni

Izek Strazni medium human, neutral evil 5 1,800 xp

  • Armor class 14 (studded leather armour)
  • Hit points 112 (15d8 + 45)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 9 (-1)
  • CHA 15 (+2)

Skills: Intimidation +8, Perception +2

Senses: passive Perception 12

Languages: Common

Challenge: 5 (1,800 xp)

Brute
melee attacks do one extra die of damage (included),

Actions

Multi Attack
2 melee attacks

Battleaxe
Melee, +7 to hit, reach 5ft
Hit: 13 (2d8+4) slashing damage, or 15 (2d10 +4) with two hands

Hurl Flame
Range, +5 to hit, range 60ft
Hit: 10 (3d6) fire damage. If target is a flammable object that isn't worn or carried, it catches fire.

Kasimir Velikov

Kasimir Velikov Medium humanoid (elf), neutral 6 2,300 xp

  • Armor class 12 (15 with Mage Armor)
  • Hit points 40 (9d8)
  • Speed 30
  • STR 9 (-1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 13 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6,, History +6

Senses: darkvision 60ft, passive Perception 11

Languages: any four languages

Challenge: 6 (2,300 xp)

Fey Ancestry
Advantage on saves vs charm, can't be magically put to sleep

Ring of Warmth
Resistance to Cold, and immunity to extreme cold weather down to -50oF

Actions

Dagger
Melee or Ranged Weapon Attack: +5 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 4 (1d4 + 2) piercing damage.



Spell book additionally includes:

Cantrip: Ray of Frost
1st Level: Comprehend Languages, Identify, Protection from Good and Evil
2nd Level: Arcane Lock, Hold Person, Locate Object
3rd Level: Nondetection
4th Level: Polymorph
5th Level: Wall of Stone

Legendary Actions

Spellcasting.
9th-level Intelligence (DC 14, +6 to hit).

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): misty step, suggestion

3rd level (3 slots): counterspell, fireball, fly

4th level (3 slots): greater invisibility, ice storm

5th level (1 slot): cone of cold

Kiril Stoyanovich

Kiril Stoyanovich medium humanoid, chaotic evil 3 700 xp

  • Armor class 11/12 (12 in wolf or hybrid)
  • Hit points 90
  • Speed 30ft, 40ft in wolf
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +4, Stealth +3

Damage Immunities: bludgeoning, piercing and slashing from non-magical or non-silvered weapons

Senses: passive Perception 14

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

Challenge: 3 (700 xp)

Shapechanger
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true humanoid form. Stats are the same save for AC. Equipment isn't transformed. Reverts to true form when dies.

Keen Hearing and Smell
Has advantage on Wisdom (Perception) checks that rely on hearing or smell.,

Actions

Multiattack (human or hybrid form only)
Can make two attacks, one with bite and the other with claw or spear.

Bite (Wolf or Hybrid Form only)
melee attack: +4 to hit, reach 5ft,
Hit: 6 (1d8 + 2) piercing damage. If target is humanoid, must succeed on a DC12 Con save or be cursed with werewolf lycanthropy

Claws (Hybrid only)
melee +4 to hit, reach 5ft,
Hit: 6 (2d4 + 2) Slashing damage

Spear (Humanoid only)
melee or ranged, +4 to hit, reach 5ft or range 20/60ft.
Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands in melee.

Lady Fiona Wachter

Lady Fiona Wachter Medium human, lawful evil 2 450 xp

  • Armor class 10
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Senses: passive Perception 13

Languages: any two languages

Challenge: 2 (450 xp)

Divine Eminence
As a bonus action the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher the extra damage increases by 1d6 for each level above 1st., +5 to hit with spell attacks).
The priest has the following cleric spells prepared:

Cantrips (at will): light,, mending, thaumaturgy

1st level (4 slots): command, purify food and drink, sancturary

2nd level (3 slots): augury, gentle repose, hold person

3rd level (2 slots): animate dead, create food and water

Actions

Mace
Melee Weapon Attack: +2 to hit, reach 5 ft. one target.
Hit: 3 (1d6) bludgeoning damage.

Legendary Actions

Spellcasting.
5th-level spellcaster. Wisdom (spell save DC 13, +5 to hit with spell attacks).
The priest has the following cleric spells prepared:

Cantrips (at will): light, mending, thaumaturgy

1st level (4 slots): command, purify food and drink, sancturary

2nd level (3 slots): augury, gentle repose, hold person

3rd level (2 slots): animate dead, create food and water

Mad Mage of Mount Baratok

Mad Mage of Mount Baratok medium humanoid, any 12 8,400 xp

  • Armor class 12 (15 with mage armour)
  • Hit points 99 (18d8+18)
  • Speed 30ft
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 20 (+5)
  • WIS 15 (+2)
  • CHA 16 (+3)

Save Throws: Int +9, Wis +6

Skills: Arcana +13, History +13

Damage Resistances: damage from spells, (bludgeoning, piercing or slashing from nonmagical weapons with stoneskin)

Senses: passive Perception 12

Languages: any six languages

Challenge: 12 (8,400 xp)

Dagger
Melee, +6 to hit, reach 5ft or range 30/60ft
Hit: 4 (1d4+2) piercing damage


Magic Resistance
Advantage for saves against spells and other magical effects,

Actions

Spell Casting
18th level, Intelligence (DC 17, +9 spell attack).
Can cast Disguise Self and Invisibility at will

Cantrip: fire bolt, light, mage hand, prestidigitation, shocking grasp

1st Level (4 slots): Detect magic, mage armour*, magic missile, sheild

2nd Level (3 slots): mirror image, misty step, web

3rd Level (3 slots): counterspell, fly, lightning bolt

4th Level (3 slots): Mordenkainen's faithful hound, polymorph, stoneskin*

5th Level (3 slots): Bigby's hand, cone of cold, scrying

6th Level (1 slot): true seeing

7th Level (1 slot): Mordenkainen's Magnificant Mansion*

8th Level (1 slot): mind blank*

9th Level (1 slot): time stop

*Already cast on self. Mind blank has 3d6 hours remaining

Madam Eva

Madam Eva medium humanoid, chaotic neutral 10 5,900 xp

  • Armor class 10
  • Hit points 88 (16d8 +16)
  • Speed 20
  • STR 8 (-1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 17 (+3)
  • WIS 20 (+5)
  • CHA 18 (+4)

Save Throws: Con +5

Skills: Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7

Senses: passive Perception 19

Languages: Abyssal, Common, Elvish, Infernal

Challenge: 10 (5,900 xp)

Dagger
Melee, +4 to hit, reach 5ft
Hit: 2(1d4) piercing damage

Curse
Target one creature within LoS within 30ft. target must pass DC 17 Wisdom save or be cursed. Cursed target is blinded and deafened. Can be ended with Greater Restoration or Remove Curse. When curse ends, Madam Eva takes 5d6 psychic damage,

Actions

Evil Eye (1/short rest)
One target in LoS within 10ft and cast one of the following spells (save DC 17): Animal Friendship, Charm Person or Hold Person. If target passes initial save, Madam Eva is blinded until end of next turn. Once target passes test, immune to any Visanti Evil Eye power for 24hr

Spell Casting
16th lvl caster, Wisdom (save DC 17, +9 to hit)

Cantrips: light, mending, sacred flame, thaumaturgy

1st Level (4 slots): bane, command, detect evil and good, protection from evil and good

2nd Level (3 slots): lesser restoration, protection from poison, spiritual weapon

3rd Level (3 slots): create food and water, speak with dead, spirit guardian

4th Level (3 slots): divination, freedom of movement, guardian of faith

5th Level (2 slots): greater restoration, raise dead

6th Level (1 slots): find the path, harm, true seeing

7th Level (1 slots): fire storm, regenerate

8th Level (1 slots): earthquake

Mage

Mage Medium humanoid (any race), any alignment 6 2,300 xp

  • Armor class 12 (15 with Mage Armor)
  • Hit points 40 (9d8)
  • Speed 30
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6,, History +6

Senses: passive Perception 11

Languages: any four languages

Challenge: 6 (2,300 xp)

,fly

4th level (3 slots): greater invisibility, ice storm

5th level (1 slot): cone of cold

Actions

Dagger.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft. one target.
Hit: 4 (1d4 + 2) piercing damage.

Legendary Actions

Spellcasting.
9th-level Intelligence (DC 14, +6 to hit).

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): misty step, suggestion

3rd level (3 slots): counterspell, fireball, fly

4th level (3 slots): greater invisibility, ice storm

5th level (1 slot): cone of cold

Mastiff

Mastiff medium beast, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 5 (1d8 + 1)
  • Speed 40ft
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages:

Challenge: 1/4 (50 xp)

Keen Hearing and Smell
Advantage on Wisdom (Perception) checks based on hearing or smell,

Actions

Bite
melee, +3 to hit, reach 5ft
Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, they must succeed on a DC 11 Strength save or be knocked prone.

Milivoj

Milivoj Medium human, Neutral 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

,

Actions

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

Mimic

Mimic medium monstrosity (shapechanger), neutral 2 450 xp

  • Armor class 12 (nat armour)
  • Hit points 58 (9d8 + 18)
  • Speed 15ft
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 5 (-3)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Stealth +5

Damage Immunities: acid

Condition Immunities: prone

Senses: darkvision 60ft, passive Perception 11

Languages:

Challenge: 2 (450 xp)

Adhesive (Object Form only)
adheres to anything that touches it - a Huge or smaller creature is also grappled by it (escape DC 13). Ability checks to escape grapple are at disadvantage

False Appearance (Object Form only)
When motionless, indistinguishable from normal, object

Grappler
Advantage on attack rolls against grappling,

Actions

Psuedopod
melee, +5 to hit, reach 5ft
Hit: 7 (1d8 + 3) bludgeoning damage. If in object form, target subjected to Adhesive trait

Bite
melee, +5 to hit, reach 5ft
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage

Shapechanger
Can polymorph into an object or back into true amorphous form

Mongrelfolk

Mongrelfolk medium humanoid, any 1/4 50 xp

  • Armor class 11 (nat armour)
  • Hit points 26 (4d8 + 8)
  • Speed 20ft
  • STR 12 (+1)
  • DEX 9 (-1)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Deception +2, Perception +2, Stealth +3

Senses: passive Perception 12

Languages: Common

Challenge: 1/4 (50 xp)

Mimicry
can mimic any sound or voice its heard. Can tell sounds are imitations DC12 Wisdom (Insight) check,

Actions

Multi Attack
1 bite and 1 claw or dagger

Bite
melee, +3 to hit, reach 5ft
Hit: 3(1d4+1) piercing damage

Claw
melee +3 to hit, reach 5ft
Hit: 3 (1d4+1) piercing damage

Dagger
melee, +3 to hit, reach 5ft or range 20/60ft
Hit: 3 (1d4+1) piercing damage

Legendary Actions

Extraordinary Feature (d20)

1-3: Amphibious - can breathe water and air

4-9: Darkvision - 60ft darkvision

10: Flight - 40ft fly speed

11-15: Keen hearing and smell: Advantage on Perception checks

16-17: Spider climb

18-19: Standing leap: long jump 20ft, high jump 10ft

20: Two-headed: Advantage against blinded, charmed, deafened, frightened, stunned or knocked unconscious

Mule

Mule medium beast, unaligned 1/8 25 xp

  • Armor class 10
  • Hit points 11 (2d8 + 2)
  • Speed 40ft
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: passive Perception 10

Languages:

Challenge: 1/8 (25 xp)

Beast of Burden
Counts as large for the purposes of determining carry weight

Sure-Footed
Advantage on Str and Dex Saves made against effects that would knock it prone,

Actions

Hooves
melee, +2 to hit, reach 5ft
Hit: 4 (1d4 + 2) bludgeoning damage

Needle Blight

Needle Blight medium plant, neutral evil 1/4 50 xp

  • Armor class 12 (natural armour)
  • Hit points 11 (2d8+2)
  • Speed 30ft
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Condition Immunities: blinded, deafened

Senses: blindsight 60ft (blind outside this), passive perception 9

Languages: understands Common but can't speak

Challenge: 1/4 (50 xp)

,

Actions

Claws
melee, +3 to hit, 5ft reach,
Hit: 6 (2d4 + 1) piercing damage

Needles
Ranged, +3 to hit, range 30/60
Hit: 8 (2d6 + 1) piercing damage

Night Hag

Night Hag medium fiend, neutral evil 5 1,800 xp

  • Armor class 17 (natural armour)
  • Hit points 112 (15d8 + 45)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +7, Insight +6, Perception +6, Stealth +6

Damage Resistances: cold, fire, bludgeoning, piercing and slashing from nonmagical or nonsilvered weapons

Condition Immunities: charmed

Senses: darkvision 120ft, passive Perception 16

Languages: Abyssal, Common, Infernal, Primordial

Challenge: 5 (1,800 xp)

Magic Resistance
Advantage against spells and spell effects


Innate Spell-casting
Charisma, spell save DC 13, +5 to hit spell attacks

At will: detect magic, magic missile

2/day: plane shift (self only), ray of enfeeblement, sleep,

Actions

Claws (Hag Form only)
Melee, +6 to hit, reach 5ft.
Hit: 13 (2d8 + 4) slashing damage

Change Shape:
Make self look like a medium or small humanoid

Etherealness:
Can go Ethereal if has their Heartstone

Night Haunting:
Touch sleeping target not protected by Protection from Good and Evil or a Magic Circle. Suffer dreadful visions, reduce max HP by 1d10, no benefit from rest. If max HP goes to 0, target dies, and if evil soul goes into soul bag. Hit point reduction can be undone with Greater Restoration.

Legendary Actions

Hag Coven (CR increased to 7 (2,900)
Requires all 3 Hags, and to be within 30ft of each other. Share spell slots

1st Level (4 slots): identify, ray of sickness

2nd Level (3 slots): hold person, locate object

3rd Level (3 slot): bestow curse, counterspell, lightning bolt

4th Level (3 slots): phantasmal killer, polymorph

5th Level (2 slots): contact another plane, scrying

6th Level (1 slot): eyebite

Noble

Noble Medium humanoid (any race), any alignment 1/8 25 xp

  • Armor class 15 (breastplate)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Persuasion +5

Senses: passive Perception 10

Languages: any two languages

Challenge: 1/8 (25 xp)

, the noble must see the attacker and be wielding a melee weapon.

Actions

Rapier.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.

Reactions

Parry.
The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Nothic

Nothic medium aberration, neutral evil 2 450 xp

  • Armor class 15 (nat armour)
  • Hit points 45 (6d8 + 18)
  • Speed 30ft
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Arcana +3, Insight +4, Perception +2. Stealth +5

Senses: truesight 120ft, passive Perception 12

Languages: Undercommon

Challenge: 2 (450 xp)

Keen Sight
Advantage on Wisdom (Perception) relying on sight,

Actions

Multi-Attack
two claw attacks

Claw
melee, +4 to hit, reach 5ft
Hit: 6 (1d6 +3) slashing damage

Rotting Gaze
One target within 30ft and LoS must succeed a DC 12 Con Save or take 10 (3d6) necrotic damage

Weird Insight
One creature within 30ft and LoS must succeed a contested Nothic Wisdom (Insight) vs target's Charisma (Deception), or the Nothic magically learns one fact or secret about the target. Target auto-wins if immune to be charmed.

Parriwimple/ Panpol Cantemir

Parriwimple/ Panpol Cantemir medium humanoid, neutral 5 1,800 xp

  • Armor class 14 (studded leather)
  • Hit points 112 (15d8 + 45)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: Str +7, Dex +5, Con +6

Skills: Athletics +10, Intimidation +5

Senses: passive Perception 11

Languages: Common

Challenge: 5 (1,800 xp)

Brave
Advantage on saves vs frightened

Brute
one extra die of damage in melee (included),

Actions

Multiattack
3 melee or 2 ranged attacks

Spear
Melee or ranged, +7 to hit, reach 5ft or range 20/60ft.
Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 +4) piercing damage if two handed in melee

Reaction:

Parry
+3 AC against one melee attack that would hit Gladiator. Must see attacker and be wielding a melee weapon.

Phantom Warrior (Beacon Turrets)

Phantom Warrior (Beacon Turrets) medium undead, any 3 700 xp

  • Armor class 16
  • Hit points 45 (6d8 + 18)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 15 (+2)

Skills: Perception +2, Stealth +4

Damage Resistances: bludgeoning, piercing or slashing from nonmagical weapons

Damage Immunities: cold, necrotic, poison

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

Senses: darkvision 60ft, passive Perception 12

Languages: any languages known in life

Challenge: 3 (700 xp)

Ethereal Sight
Can see 60ft into the Ethereal plane.

Incoporeal Movement:
Can move through other creatures and objects as if difficult terrain. Takes 5 (1d10) force damage if ends turn inside object.,

Actions

Multi Attack
2 attacks with spectral longsword or spectral longbow

Spectral Longsword
melee, +5 to hit, reach 5ft Hit: 7 (1d8 +3) force damage

Etherealness
Enters or exits Ethereal plan. Can be seen, but can't be affected by or affected by things on Material plane.

Spectral Longbow
range, +2 to hit, range 150/600
Hit: 4 (1d8) force damage

Phantom Warrior

Phantom Warrior medium undead, any 3 700 xp

  • Armor class 16
  • Hit points 45 (6d8 + 18)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 15 (+2)

Skills: Perception +2, Stealth +4

Damage Resistances: bludgeoning, piercing or slashing from nonmagical weapons

Damage Immunities: cold, necrotic, poison

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

Senses: darkvision 60ft, passive Perception 12

Languages: any languages known in life

Challenge: 3 (700 xp)

Ethereal Sight
Can see 60ft into the Ethereal plane.

Incoporeal Movement:
Can move through other creatures and objects as if difficult terrain. Takes 5 (1d10) force damage if ends turn inside object.,

Actions

Multi Attack
2 attacks with spectral longsword

Spectral Longsword
melee, +5 to hit, reach 5ft
Hit: 7 (1d8 +3) force damage

Etherealness
Enters or exits Ethereal plan. Can be seen, but can't be affected by or affected by things on Material plane.

Pidlwick II

Pidlwick II small construct, neutral evil 1/4 50 xp

  • Armor class 14 (nat armour)
  • Hit points 10 (3d6)
  • Speed 30ft
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 10 (0)

Skills: Performance +2

Damage Immunities: Poison

Condition Immunities: paralyzed, petrified, poisoned

Senses: passive Perception 11

Languages: understands Common, but cannot speak

Challenge: 1/4 (50 xp)

Ambusher
During first round of combat, has advantage on attack rolls against any creature that hasn't had a turn yet,

Actions

Club
melee +2 to hit, reach 5ft
Hit: 2 (1d4) bludgeoning damage

Dart
range +4 to hit, range 20/60ft
Hit: 4 (1d4 + 2) piercing damage

Poltergeist

Poltergeist Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

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

Damage Immunities: necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 10

Languages: can't speak

Challenge: 1 (200 xp)

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

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

Invisibility. The poltergeist is invisible,

Actions

Forceful Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft. one creature.
Hit: 10 (3d6) force damage.

Telekinetic Thrust.
The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller and an object can weigh up to 150 pounds. Poltergeist makes Cha check vs target's Str check. If the poltergeist wins, hurl target up to 30 ft in any direction including upward. If the target then comes into contact with a hard surface or heavy object the target takes 1d6 damage per 10 ft moved.

If target is object, hurled up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.

Priest

Priest Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 13 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Senses: passive Perception 13

Languages: any two languages

Challenge: 2 (450 xp)

Divine Eminence
As a bonus action the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher the extra damage increases by 1d6 for each level above 1st.,,

Actions

Mace.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.

Legendary Actions

Spellcasting.
The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): cure wounds, guiding bolt, sanctuary

2nd level (3 slots): lesser restoration, spiritual weapon

3rd level (2 slots): dispel magic, spirit guardians

Quasit

Quasit tiny fied (demon, shapechanger), chaotic evil 1 200 xp

  • Armor class 13
  • Hit points 7 (3d4)
  • Speed 40ft
  • STR 5 (-3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Stealth +5

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, or slashing from non-magical weapons

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120ft, passive Perception 10

Languages: Abyssal, Common

Challenge: 1 (200 xp)

Magic Resistance
Advantage against saves from spells and magical effects,

Actions

Claws (Bite in beast form)
melee, +4 to hit, reach 5ft
Hit: 5 (1d4 +3) piercing damage and target makes a DC 10 Con Save or take 5 (2d4) poison damage and become poisoned for 1 minute. Can repeat save at the end of each of their turns to end effect

Scare (1/day)
One creature within 20ft makes DC 10 Wis Save or be frightened for 1 minute. Target can retake save at the end of each turn (disadvantage if Quasit within LoS) to end effect

Invisibility
Turns invisible until attacks or uses Scare, or until concentration ends.

Legendary Actions

Shapechanger
Can polymorph into a bat (10ft, fly 40ft), a centipede (40ft, climb 40ft), or a toad (40ft, swim 40ft). Equipment carried or worn is not transformed. Reverts to true form when dies.

Rahadin

Rahadin medium elf, lawful evil 10 5,900 xp

  • Armor class 18 (studded leather)
  • Hit points 135 (18d8 +54)
  • Speed 35ft
  • STR 14 (+2)
  • DEX 22 (+6)
  • CON 17 (+3)
  • INT 15 (+2)
  • WIS 16 (+3)
  • CHA 18 (+4)

Save Throws: Con +7, Wis +7

Skills: Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14

Senses: darkvision 60ft, passive Perception 21

Languages: Common, Elvish

Challenge: 10 (5,900 xp)

Fey Ancestry
Advantage against save throws against being charmed, can't be magically put to sleep.

Innate Spellcasting -Intelligence.

3/day: misty step, phantom steed

1/day: magic weapon, nondetection

Mark of the Wild
Can hide even if only lightly obscured in nature.,

Actions

Multi Attack
3 attacks with scimitar or 2 times with poisoned darts

Scimitar
melee +10 to hit, reach 5ft,
Hit: 9 (1d6 + 6) slashing damage

Poisoned Dart
melee +10 to hit, range 20/60,
Hit: 8 (1d4 + 6) piercing damage plus 5 (2d4) poison damage.

Legendary Actions

Deathly Choir
Any creature within 10ft of Rahadin that isn't protected by mind blank can hear the screams of the thousands that Rahadin has killed. As bonus action, Rahadin can make anyone who can hear the screams to make a DC 16 Wisdom save - 16 (3d10) psychic damage on failure, or half on success.

Raven

Raven tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 10ft, fly 50ft
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: -

Challenge: 0 (10 xp)

Mimicry.
The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are
imitations with a successful DC 10 Wisdom (Insight) check.,

Actions

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

Red Dragon Wyrmling

Red Dragon Wyrmling medium dragon, chaotic evil 4 1,100 xp

  • Armor class 17 (nat armour)
  • Hit points 75 (10d8 + 30)
  • Speed 30ft, climb 30ft, fly 30ft
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Dex +2, Con +5, Wis +2, Cha +4

Skills: Perception +2, Stealth +4

Damage Immunities: Fire

Senses: blindsight 10ft, darkvision 60ft, passive Perception 14

Languages: Draconic

Challenge: 4 (1,100 xp)

,

Actions

Bite
melee +6 to hit, reach 5ft
Hit: 9 (1d10 +4) piercing damage plus 3 (1d6) fire damage

Fire Breath (Recharge 5-6)
15ft cone. DC13 Dex save - failure is 24 (7d6) fire damage, half on success

Revenant, Order of the Silver Dragon

Revenant, Order of the Silver Dragon Medium undead, neutral 5 1,800 xp

  • Armor class 13 (leather armor)
  • Hit points 136 (16d8 + 64)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 18 (+4)

Save Throws: Str+7, Con+7, Wis+6, Cha+7

Damage Resistances: necrotic, psychic

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses: darkvision 60 ft. passive Perception 13

Languages: Common

Challenge: 5 (1,800 xp)

Regeneration.
The revenant regains 10 hit points at the start of its turn. If takes fire or radiant damage this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Turn Immunity.
The revenant is immune to effects that turn undead.,

Actions

Multiattack.
The revenant makes two longsword attacks.

Longsword.
melee, +7, reach 5ft
Hit: 15(2d10 +4) slashing damage, Strahd takes +14 (4d6) slashing damage

Legendary Actions


Vengeful Tracker.
The revenant knows the distance to and direction of any creature against which it seeks revenge even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies the revenant knows.

Rejuvenation.
When the revenant's body is destroyed its soul lingers. After 24 hours the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless a wish spell can be used to force the soul to go to the afterlife and not return.

Rictavio

Rictavio medium human, lawful good 5 1 xp

  • Armor class 12 (leather)
  • Hit points 77 (14d8 + 14)
  • Speed 30ft
  • STR 9 (-1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 16 (+3)
  • WIS 18 (+4)
  • CHA 16 (+3)

Save Throws: Con +4, Wis +7

Skills: Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4

Senses: passive Perception 17

Languages: Abyssal, Common, Elvish, Infernal

Challenge: 5 (1 xp)

Special Equipment
Hat of Disguise, Ring of Mind Shielding, Scroll of Raise Dead

Undead Slayer
When hits undead with weapon attack, + 10 (3d6) damage,

Actions

Multi Attack
2 sword-cane attacks

Sword Cane
melee, +4 to hit, reach 5ft
Hit: 4 (1d6 + 1) bludgeoning damage (wooden cane) or piercing damage (silvered sword)

Legendary Actions

Spell Casting
9th-level, Wisdom. Save DC15, +7 to hit

Cantrips: guidance, light, mending, thaumaturgy

1st Level (4 slots): cure wounds, detect evil and good, protection from evil and good, sancturary

2nd Level (3 slots): augury, lesser restoration, protection from poison

3rd Level (3 slots): magic circle, remove curse, speak with dead

4th Level (3 slots): death ward, freedom of movement

5th Level (1 slot): dispel evil and good.

Riding Horse

Riding Horse large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10 + 2)
  • Speed 60ft
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Senses: passive Perception 10

Languages: -

Challenge: 1/4 (50 xp)

,

Actions

Hooves
melee, +2 to hit, reach 5ft
Hit: 8 (2d4 + 3) bludgeoning damage

Roc

Roc gargantuan monstrosity, unaligned 11 7,200 xp

  • Armor class 15 (nat armour)
  • Hit points 248 (16d20 + 80)
  • Speed 20ft, fly 120ft
  • STR 28 (+9)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 9 (-1)

Save Throws: Dex +4, Con +9, Wis +4, Cha +3

Skills: Perception +4

Senses: passive Perception 14

Languages:

Challenge: 11 (7,200 xp)

Keen Sight
Advantage on Wisdom (Perception) checks that rely on sight,

Actions

Multi-attack
one with beak, one with talons

Beak
melee, +13 to hit, reach 10ft
Hit: 27 (4d8 + 9) piercing damage

Talons
melee, +13 to hit, reach 5ft
Hit: 23 (4d6 + 9) slashing damage and the target is grappled (escape DC 19). Until the grapple ends, target is restrained and the roc can't use its talons on another target.

Rose

Rose small undead, lawful good 3 700 xp

  • Armor class 11
  • Hit points 35 (10d6)
  • 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: Common

Challenge: 3 (700 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., 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 viae versa yet it can't affect or be affected by anything on the other plane.

Possession (Recharge 6).
5ft range, Save DC 13 Charisma. See page 147 in Monster Manual

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.

Possession (Recharge 6).
5ft range, Save DC 13 Charisma. See page 147 in Monster Manual

Rug of Smothering

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.

Saber-Toothed Tiger (Rictavio)

Saber-Toothed Tiger (Rictavio) Large beast, unaligned 2 450 xp

  • Armor class 17 (special half plate)
  • Hit points 84
  • Speed 40ft
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +6

Senses: passive Perception 13

Languages: -

Challenge: 2 (450 xp)

Keen Smell
Advantage on smell-based Perception tests

Pounce
If moves at least 20ft straight toward a target then hits it with a claw attack on the same turn, target must succeed on a DC 14 Strength save or be knocked prone. If target is prone, Tiger can make a Bite attack as a bonus action on target.,

Actions

Bite
melee, +6 to hit, reach 5ft
Hit: 10 (1d10 +5) piercing damage

Claw
melee, +6 to hit, reach 5ft
Hit: 12 (2d6 + 5) slashing damage.

Sangzor, the Giant Goat

Sangzor, the Giant Goat large beast, neutral evil 1 200 xp

  • Armor class 11 (nat arnour)
  • Hit points 33
  • Speed 40ft
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 6 (-2)

Damage Resistances: bludgeoning, piercing or slashing from nonmagical attacks

Senses: passive Perception

Languages:

Challenge: 1 (200 xp)

Charge
If moves at least 20ft straight towards target and hits with Ram, target takes an extra 5 (2d4) bludgeoning damage and must succeed a DC 13 Str save or be knocked prone

Sure-Footed
Advantage on Str and Dex saves against going prone,

Actions

Ram
melee, +5 to hit, reach 5ft
Hit: 8 (2d4 + 3) bludgeoning damage.

Scarecrow

Scarecrow medium construct, chaotic evil 1 200 xp

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

Damage Resistances: bludgeoning, piercing or slashing from non-magical weapons

Damage Immunities: Poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, unconcious

Senses: darkvision 60ft, passive Perception 10

Languages: understands language of creator, but cannot speak

Challenge: 1 (200 xp)

Damage Vulnerability: Fire

False Appearance.
While motionless, indistinguishable from mundane scarecrow.,

Actions

Multiattack
Two claw attacks

Claw
melee, +3 to hit, reach 5 ft
Hit: 6 (2d4+1) slashing damage, and if creature, must pass DC 11 Wisdom save or be frightened until end of scarecrow's next turn.

Terrifying Glare
Target one creature in LoS within 30ft. If target can see Scarecrow, must succeed a DC 11 Wisdom save or be magically frightened until end of Scarecrow's next turn. Frightened creature is also paralysed.

Scout

Scout Medium humanoid (any race), any alignment 1/2 100 xp

  • Armor class 13 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: any one language (usually Common

Challenge: 1/2 (100 xp)

Keen Hearing and Sight.
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,

Actions

Multiattack.
The scout makes two melee attacks or two ranged attacks.

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

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

Shadow Demon

Shadow Demon medium fiend (demon), chaotic evil 4 1,100 xp

  • Armor class 13
  • Hit points 66 (12d8 + 12)
  • Speed 30ft, fly 30ft
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Dex +5, Cha +4

Skills: Stealth +7

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

Damage Immunities: cold, lightning, poison

Condition Immunities: exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained

Senses: darkvision 120ft, passive Perception 11

Languages: Abyssal, telepathy 120ft

Challenge: 4 (1,100 xp)

Damage Vulnerabity: Radiant

Incorpreal Movement
Can move through other creatures and objects, but it ends its turn in something else, takes 5 (1d10) force damage,

Actions

Claw
melee, +5 to hit, reach 5ft
Hit: 10 (2d6 +3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 +3) psychic damage.

Legendary Actions


Light Sensitivity
While in bright light, the demon has disadvantage on attack and ability rolls, as well as Wisdom (Perception) checks that rely on sight.

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

Shadow

Shadow medium undead, chaotic evil 1/2 100 xp

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

Skills: Stealth +4 (+6 in dim light or darkness)

Damage Resistances: acid, cold, fire, lightning, thunder, blugeoning, piercing or slashing from nonmagical weapons

Damage Immunities: Necrotic, poison

Condition Immunities: exhaustion, frightened, grappled, paralysed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft, passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Damage Vulnerabiliy: Radiant

Amorphous:
Can move through space as narrow as 1 inch without squeezing

Shadow Stealth
With in dim light or darkness, can take Hide as a bonus action

Sunlight Weakness
While in Sunlight, disadvantage on attack rolls, ability checks and saving throws.,

Actions

Strength Drain
melee, +4 to hit, 5ft reach,
Hit: 9 (2d6 +2) necrotic damage, and the target's Strength is reduced by 1d4. If reduced to 0 Strength, target dies - Otherwise, the reduction lasts until short or long rest.

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

Shambling Mound

Shambling Mound Large plant, unaligned 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 136 (16d10+48)
  • Speed 20 ft., swim 20 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Damage Resistances: cold, fire

Damage Immunities: lightning

Condition Immunities: blinded, deafened, exhaustion

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages:

Challenge: 5 (1,800 xp)

Lightning Absorption.
Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack.
Two slam attacks. If both attacks hit a Medium or smaller target, they are grappled (escape DC 14) and the shambling mound uses its Engulf on it.

Slam.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.

Engulf.
The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained and unable to breathe and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Shield Guardian

Shield Guardian Large construct, unaligned 7 2,900 xp

  • Armor class 17 (nat armour)
  • Hit points 142 (15d10 + 60)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, frightened, paralysed, poisoned

Senses: blindsight 10ft, darkvision 60ft, passive Perception 10

Languages: understands commands in any language, but can't speak

Challenge: 7 (2,900 xp)

Bound
Magically bound to amulet. Bearer of the amulet can telepathically call the Shield Guardian to it, the Guardian knows the distance and direction of the amulet. If Guardian is within 60ft of Bearer, half of any damage the Bearer receives is magically transferred to the Shield Guardian

Regeneration
Regains 10 HP at the start of its turn, so long as have at least 1 HP,

Actions

Multi-Attack
Two Fist attacks

Fist
melee, +7 to hit, reach 5ft
Hit: 11 (2d6 + 4) bludgeoning damage

REACTION:

When an opponent makes an attack against the amulet bearer, the bearer has +2 AC if within 5ft of the Shield Guardian

Legendary Actions


Spell Storing
Spell caster who bears the amulet can store a spell up to 4th Level. To do so, cast spell on the Shield Guardian (no effect, but stored).

The spell can be cast from Guardian when instructed to do so or when a predetermined situation arises.

When spell is cast, or new spell is stored, the previous is lost.