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Sir Godfrey Gwilym Medium undead, lawful good 6 2,300 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: 6 (2,300 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

Spells:
16th level, uses Wisdom (Save DC 15)

1st Level (4 slots): Command, detect magic, divine favour, thunderous smite
2nd Level (3 slots): aid, branding smite, magic weapon
3rd Level (3 slots): binding smite, dispel magic, remove curse
4th Level (2 slots): aura of purity, staggering smite

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.

Skeleton medium undead, lawful evil 1/4 50 xp

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands languages it knew in life but cant speak

Challenge: 1/4 (50 xp)

Damage Vulnerabilities: bludgeoning

Actions

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

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

Smoky Dragonet (Smoke Mephit) small elemental, neutral evil 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d6 + 5)
  • Speed 30ft, fly 30ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Perception +2, Stealth +4

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 60ft, passive Perception 12

Languages: Auran, Ignan

Challenge: 1/4 (50 xp)

Death Burst
When dies, leaves behind 5ft cloud of smoke. Lasts 1 minute, or until dispersed by wind

Innate Spellcasting (1/Day)
Can cast Dancing Lights. Uses Charisma

Actions

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

Cinder Breath (Recharge 6)
15-foot cone of smoldering ash. Each creature in the area must pass a DC 10 Dex save or be blinded until the end of the dragonet's/mephit's next turn.

Snow Maiden 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: cold, necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 10

Languages: understands all languages it knew in life but 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.,

Actions

Life Drain.
Melee Spell Attack: +4 to hit reach 5 ft. one creature.
Hit: 10 (3d6) cold damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Specter 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: understands all languages it knew in life but 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.,

Actions

Life Drain.
Melee Spell Attack: +4 to hit reach 5 ft. one creature.
Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Spy Medium humanoid (any race), any alignment 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses: passive Perception 16

Languages: any two languages

Challenge: 1 (200 xp)

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

Actions

Multiattack.
The spy makes two melee attacks.

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

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

Legendary Actions


Sneak Attack (1/Turn)
The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Stone Golem Large construct, unaligned 10 5 xp

  • Armor class 17 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 1 (-5)

Damage Immunities: poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

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

Senses: darkvision 120 ft., passive Perception 10

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

Challenge: 10 (5 xp)

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

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

Actions

Multiattack.
The golem makes two slam attacks.

Magic Weapons.

Slam.
Melee Weapon Attack: +10 to hit, reach 5 ft. one target.
Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5-6).
The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save a target can't use reactions its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.

Strahd Zombie medium undead, unaligned 1 200 xp

  • Armor class 8
  • Hit points 30 (4d8 + 12)
  • Speed 20ft
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft, passive Perception 8

Languages: understands what it knew in life, but cannot speak

Challenge: 1 (200 xp)

Multiattack
3 attacks - 1 with bite and 2 with claws

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

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

Actions

Loathsome Limbs
Whenever takes at least 5 bludgeoning, piercing or slashing damage in one hit, roll d20

1-8 Leg severed
9-16 Arm severed (lose a Claw attack)
17-20 Decapitated (lose Bite attack)

If zombie reduced to 0 HP, all parts die. Parts act on zombie's initiative, and have AC 8

Severed Leg cannot attack and moves 5ft
Severed Arm makes claw attack with disadvantage, can move 5ft
Severed Head, is blind unless head can see body. Can make bite attack to foes in its space. 0ft move

Zombie half speed if lose leg, falls prone with no legs. If has arms, can crawl 10ft, 5ft with one arm.

Strahd's Animated Armour medium construct, lawful evil 6 2,300 xp

  • Armor class 21 (nat armour)
  • Hit points 112 (15d8 + 45)
  • Speed 30ft
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Save Throws: Perception +3

Damage Resistances: cold, fire

Damage Immunities: lightning, poison

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

Senses: blindsight 60ft (blind beyond this), passive Perception 13

Languages: understands Common, but can't speak

Challenge: 6 (2,300 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, indistinguishable from a normal suit of armour.

Actions

Multi Attack
makes two melee attacks or uses Shocking Bolt twice

Greatsword
melee, +6 to hit, reach 5ft
Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) lightning damage

Shocking Bolt
Ranged spell attack, +4 to hit (advantage against targets wearing metal armour) range 60ft
Hit: 10 (3d6) lightning damage.

Swarm of Bats medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0ft, fly 30ft
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 60ft., passive Perception 11

Languages: -

Challenge: 1/4 (50 xp)

Echolocation.
The swarm can't use its blindsight
while deafened.

Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites.
Melee Weapon Attack: +4 to hit, reach 0 ft, one creature in the swarm 's space.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Centipedes Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 10 ft, passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Swarm.
The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Bites.
Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space.
Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Legendary Actions


Targets reduced to 0 HP by Centipedes is stable but poisoned for 1 hour, and while poisoned is paralyzed.

Swarm of Flies Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (5d8)
  • Speed 5ft, 20ft fly
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 10 ft., passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Swarm.
The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Bites.
Melee Weapon Attack: +3 to hit, reach 0 ft. one target in the swarm's space.
Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Insects Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 10 ft., passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Swarm.
The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points., one target in the swarm's space. ,

Actions

Bites.
Melee Weapon Attack: +3 to hit, reach 0 ft. one target in the swarm's space.
Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Poisonous Snakes medium swarm of tiny beasts, unaligned 2 450 xp

  • Armor class 14
  • Hit points 36 (8d8)
  • Speed 30ft, swim 30ft
  • STR 8 (-1)
  • DEX 18 (+4)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3= (-4)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralysed, petrified, prone, restrained, stunned

Senses: blindsight 10ft, passive Perception 10

Languages:

Challenge: 2 (450 xp)

Swarm
The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites
melee, +6 to hit, reach 0ft
Hit: 7 (2d6) piercing damage [or 3 (1d6) piercing damage if swarm is <=18 HP], and target must make DC 10 Con Save - taking 14 (4d6) poison damage on a fail, or half as much on a success.

Swarm of Rats Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, piercing, slashing Condition Immunitiescharmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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

Swarm.
The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites.
Melee Weapon Attack: +2 to hit, reach 0 ft. one target in the swarm's space.
Hit: 7 (2d6) piercing damage or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Ravens medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 24 (5d8)
  • Speed 10ft, fly 50ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: passive Perception 15

Languages: -

Challenge: 1/4 (50 xp)

Swarm.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or
gain temporary hit points.

Actions

Beaks
Melee Weapon Attack: +4 to hit, reach 5 ft, one creature in the swarm 's space.
Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Spiders Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 10 ft. passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Swarm.
The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Bites.
Melee Weapon Attack: +3 to hit, reach 0 ft. one target in the swarm's space.
Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Legendary Actions


Spider Climb

Web Sense
While in contact with web, can detect any other creature on the web

Web Walker
Ignores movement restrictions caused by webbing.

The Abbot (Deva) medium celestial, lawful evil 10 5,900 xp

  • Armor class 17 (nat armour)
  • Hit points 136 (16d8 + 64)
  • Speed 30ft, 90ft fly
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 20 (+5)
  • CHA 20 (+5)

Save Throws: Wis +9, Cha +9

Skills: Insight +7, Perception +9

Damage Resistances: radiant, bludgeoning, piercing and slashing from nonmagical weapons

Condition Immunities: charmed, exhaustion, frightened

Senses: darkvision 120ft, passive Perception 19

Languages: all, telepathy 120ft

Challenge: 10 (5,900 xp)

Angelic Weapons
Weapon attacks are magical. +4d8 radiant damage

Magic Resistance
Advantage on saving throws against spells and magic

Actions

Multiattack
Two melee attacks

Mace
Melee +8 to hit, reach 5ft,
Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage

Healing Touch (3/day)
Touch another creature, target regains 20 (4d8 + 2) HP, and is freed from any curse, disease, poison, blindness or deafness.

Change Shape
Polymorph into a humanoid or beast of CR equal or less than 10, or back to true form.

AC, move, Str, Dex and special senses are replaced by new for. Gains special features of new for besides class features, legendary actions or lair actions.

Legendary Actions


Innate Spellcasting
Charisma, DC 17

At Will: detect good and evil

1/day each: commune, raise dead.

Thorn 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.,

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

Thug medium humanoid, any non-good 1/2 100 xp

  • Armor class 11 (leather)
  • Hit points 32 (5d8 + 10)
  • Speed 30ft
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: passive Perception 10

Languages: Common

Challenge: 1/2 (100 xp)

Pack Tactics
Advantage on attack rolls if ally is within 5ft of target and isn't incapacitated

Actions

Multi Attack
2 melee attacks

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

Heavy Crossbow
ranged, +2 to hit, range 100/400ft
Hit: 5 (1d10) piercing damage

Toad/Frog Tiny beast, unaligned 0 0 xp

  • Armor class 11
  • Hit points 1 (1d4 - 1)
  • Speed 20ft, swim 20ft
  • STR 1 (-5)
  • DEX 13 (+1)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Perception +1, Stealth +3

Senses: darkvision 30ft, passive Perception 11

Languages: -

Challenge: 0 (0 xp)

Amphibious
Can breathe air and water

Standing Leap
Long jump is 10ft, high jump is 5ft, with or without a running start

Actions

Tree Blight huge plant, neutral evil 7 2,900 xp

  • Armor class 15 (nat armour)
  • Hit points 149 (13d12 + 65)
  • Speed 30ft
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 3 (-4)

Condition Immunities: blinded, deafened

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

Languages: Common and Druidic, but can't speak

Challenge: 7 (2,900 xp)

False Appearance
If motionless, indistinguishable from a normal tree.

Siege Monster
double damage against objects and structures

Actions

Multi Attack
4 attacks, 2 with branches and 2 with grasping roots. If has a target grappled, can make a bite attack as bonus action

Bite
melee, +9 to hit, reach 5ft,
Hit: 19 (3d6 + 6) bludgeoning damage

Branch
melee, +9 to hit, reach 15ft,
Hit: 19 (3d6 + 6) bludgeoning damage

Grasping Roots
melee, +9 to hit, reach 15ft, one target not grappled by blight
Hit: the target is grappled (escape DC 15). Until the grapple ends, target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns.

The root has AC 15 and can be severed by deal 6 slashing damage or more to it at once. This doesn't hurt the blight but ends the grapple.

Twig Blight Small plat, neutral evil 1/8 25 xp

  • Armor class 13 (natural armour)
  • Hit points 4 (1d6+1)
  • Speed 20ft
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Condition Immunities: blinded, deafened

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

Languages: understands Common, but cannot speak

Challenge: 1/8 (25 xp)

Damage Vulernability: Fire

False Appearance
While remaining motionless, indistinguishable from a dead shrub.

Actions

Claws
melee, +3 to hit, reach 5ft, one target.
Hit: 3 (1d4 +1) piercing damage.

Vampire Spawn Medium undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

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

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

Regeneration.
Regains 10 hit points at the start of turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water this trait doesn't function at the start of the vampire's next turn.

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

Actions

Multiattack.
two attacks only one of which can be a bite attack.

Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft. one creature.
Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite.
Melee: +6 to hit, reach 5 ft. one creature that is willing or grappled by the vampire, incapacitated or restrained.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's max HP is reduced by an amount equal to the necrotic damage taken and the vampire regains HP equal to that amount. Lasts until a long rest. If max HP is 0 = death.

Legendary Actions

Vampire Weaknesses.
Forbiddance.
Can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water.
Takes 20 acid damage when it ends its turn in running water.

Stake to the Heart.
Destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity.
Takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.

Vasilka 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


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 The Abbot 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.

Veteran Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 17 (splint)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Athletics +5, Perception +2

Senses: passive Perception 12

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

,,

Actions

Multiattack.
The veteran makes two longsword attacks. If it has a shortsword drawn it can also make a shortsword attack.

Longsword.
Melee Weapon Attack: +5 to hit, reach 5 ft. one target.
Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands

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

Heavy Crossbow.
Ranged Weapon Attack: +3 to hit, range 100/400 ft. one target.
Hit: 5 (1d10) piercing damage.

Baronet Victor Vallakovich Medium humano, neutral evil 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)

Spellbook also includes:

Cantrip: Acid Splash, mending
1st Level: thunderwave
2nd Level: Darkvision,
3rd Level: Animate Dead, glyph of warding, remove curse
4th Level: Blight
5th Level: Cloudkill,,

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

Vine Blight medium plant, neutral evil 1/2 100 xp

  • Armor class 12 (natural armour)
  • Hit points 26 (4d8 + 8)
  • Speed 10ft
  • STR 15 (+2)
  • DEX 8 (-1)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +1

Condition Immunities: blinded, deafened

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

Languages: Common

Challenge: 1/2 (100 xp)

False Appearance
When motionless, indistinguishable from a tangle of vines

Actions

Constrict
melee, +4 to hit, reach 10ft, on target.
Hit: 9 (2d6 + 2) bludgeoning damage and a Large or smaller target is grappled (escape DC12). Until the grapple ends, target is restrained and the blight cannot constrict another target

Entangling Plants (Recharge 5-6):
Grasping roots and vines sprout for 15ft radius centring on the vine blight, withering in 1 minute. For duration, area is difficult terrain for nonplant creatures. Each creature of blight's choice must pass DC12 Strength save or be restrained. It takes an action to attempt to free oneself or another.

Visanti Spy Medium human, neutral 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses: passive Perception 16

Languages: any two languages

Challenge: 1 (200 xp)

Visanti Curses
see pg 28 of Curse of Strahd

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

Actions

Multiattack.
The spy makes two melee attacks.

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

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

Legendary Actions

Sneak Attack (1/Turn)
The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

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

Visanti Thug medium human, any non-good 1/2 100 xp

  • Armor class 11 (leather)
  • Hit points 32 (5d8 + 10)
  • Speed 30ft
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: passive Perception 10

Languages: Common

Challenge: 1/2 (100 xp)

Pack Tactics
Advantage on attack rolls if ally is within 5ft of target and isn't incapacitated

Actions

Multi Attack
2 melee attacks

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

Heavy Crossbow
ranged, +2 to hit, range 100/400ft
Hit: 5 (1d10) piercing damage

Legendary Actions

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

Visanti Curses
see pg 28 of Curse of Strahd

Vladimir Horngaard Medium undead, lawful evil 7 2,900 xp

  • Armor class 17 (half plate)
  • Hit points 192
  • 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, Draconic

Challenge: 7 (2,900 xp)

Regeneration.
The revenant regains 10 hit points at the start of its turn. If the revenant 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.

Vengeful Tracker.
Knows the distance to and direction of Strahd. If Strahd dies the revenant knows.,,

Actions

Multiattack.
2 melee attacks.

+2 Greatsword
melee, +9 to hit, reach 5ft
Hit: 20 (4d6 + 6) slashing damage. Against Strahd, there is a further +14 (4d6 slashing damage.

Vengeful Glare.
Targets Strahd if visible within 30ft. Target makes a DC 15 Wis Save. On failure, Strahd is paralyzed until the revenant deals damage to him or until the end of the revenant's next turn. When the paralysis ends the Strahd is frightened of the revenant for 1 min (can retry the saving throw at the end of each of its turn, with disadvantage if it can see the revenant)

Legendary Actions


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.

Vrock large fiend (demon), chaotic evil 6 2,300 xp

  • Armor class 15 (nat armour)
  • Hit points 104 (11d10 + 44)
  • Speed 40ft, fly 60ft
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 8 (-1)

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

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120ft, passive Perception 11

Languages: Abyssal, telepathy 120ft

Challenge: 6 (2,300 xp)

Magic Resistance
Advantage on saves against spells or magical effects

Actions

Multi-attack
one with beak, one with talons

Beak
melee, +6 to hit, reach 5ft
Hit: 10 (2d6 +3) piercing damage

Talons
melee, +6 to hit, reach 5ft,
Hit: 14 (2d10 +3) slashing damage

Spores (Recharge 6)
15ft radius cloud centered on vrock. Spreads around corners. Each creature within makes DC 14 Con Save or be poisoned. While poisoned this way, target takes 5 (1d10) poison damage at the start of each of their turns. Target can repeat save at the end of each turn. Holy water ends the poison's effect.

Stunning Screech (1/Day)
Each creature within 20ft that can hear must make a DC 14 Con Save or be stunned until the end of the vrock's next turn.

Warhorse Skeleton large beast, Lawful Evil 1/2 100 xp

  • Armor class 13 (barding scraps)
  • Hit points 22 (3d10+3)
  • Speed 60ft
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: darkvision 60', passive Perception 9

Languages: -

Challenge: 1/2 (100 xp)

Vulnerable: Bludgeoning

Trampling Charge.
If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.

Actions

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

Wereraven Med humanoid, lawful good 2 450 xp

  • Armor class 12
  • Hit points 31
  • Speed 30ft, 50ft fly
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Insight +4, Peception +6

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

Senses: passive Perception 16

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

Challenge: 2 (450 xp)

Shapechanger.
As an action, polymorph into a raven-humanoid hyrbid or into a raven, or back to its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Reverts to its human form if it dies.

Mimicry.
Can mimic simple sounds it has heard. Discern as false with DC10 Wis (Insight) check.

Actions

Multiattack (Human or Hybrid form Only)
Two attacks, one of which can be with the hand crossbow.

Beak (Raven or Hybrid from only)
Melee weapon attack: +4 to hit, reach 5ft, one target.
Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC Con save or be cursed with wereraven lycanthropy

Shortsword (Humanoid or Hybrid Form Only)
Melee weapon attack: +4 hit, reach 5ft,
Hit: 5 (1d6+2) piercing damage

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

Werewolf medium humanoid, chaotic evil 3 700 xp

  • Armor class 11/12 (12 in wolf or hybrid)
  • Hit points 58 (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
As an action, 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.

Wight Medium undead, neutral evil 3 700 xp

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

Skills: Perception +3, Stealth +4

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

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., PP 13

Languages: the languages it knew in life

Challenge: 3 (700 xp)

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

Actions

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

Life Drain.
Melee Weapon Attack: +4 to hit, reach 5 ft. one creature.
Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

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

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

Will-o'-Wisp Tiny undead, chaotic evil 2 450 xp

  • Armor class 19
  • Hit points 22 (9d4)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 28 (+9)
  • CON 10 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

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

Damage Immunities: lightning, poison

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

Senses: darkvision 120 ft., passive Perception 12

Languages: the languages it knew in life

Challenge: 2 (450 xp)

Ephemeral.
The will-o'-wisp can't wear or carry anything.

Incorporeal Movement.
The will-o'-wisp 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.


,

Actions

Consume Life.
As a bonus action the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

Variable Illumination.
The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (50 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: +4 to hit, reach 5 ft. one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Wraith medium undead, neutral evil 5 1,800 xp

  • Armor class 13
  • Hit points 67 (9d8 + 27)
  • Speed 0ft, hover 60ft
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from non-magical weapons that are not silvered

Damage Immunities: necrotic, poison

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

Senses: darkvision 60ft, passiver Perception 12

Languages: Language known in life

Challenge: 5 (1,800 xp)

Incorporeal Movement
Move through other creatures and objects as if difficult terrain. Takes 5 (1d10) force damage if ends turn inside object.

Sunlight Sensativity
While in Sunlight, disadvantage on attack rolls, and on Perception checks relying on sight.

Actions

Life Drain
melee, +6 to hit, reach 5ft
Hit: 21 (4d8 + 3) necrotic damage. Target must pass DC14 Con save or reduce Max HP by the amount of damage taken (reduced to 0 = death). Lasts until long rest

Create Specter
Target humanoid corpse within 10ft that has been dead for no longer than 1 minute. Raises a Specter in that or adjacent free space. Max 7 Specters under command at once.

Young Blue Dragon Large dragon, lawful evil 9 5,000 xp

  • Armor class 18 (nat armour)
  • Hit points 152 (16d10 +64)
  • Speed 40ft, burrow 20ft, fly 80ft
  • STR 21 (+5)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

Save Throws: Dex +4, Con +8, Wis +5, Cha +7

Skills: Perception +9, Stealth +4

Damage Immunities: lightning

Senses: blindsight 30ft, dakrvision 120ft, passive Perception 19

Languages: Common, Draconic

Challenge: 9 (5,000 xp)

Actions

Multi-attack
one with bite and two with claws

Bite
melee, +9 to hit, reach 10ft
Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage

Claw
melee, +9 to hit, reach 5ft
Hit: 12 (2d6 + 5) slashing damage

Lightning Breath (Recharge 5-6)
60ft line of lightning, 5ft wide. Each creature in AoE makes DC 16 Dex Save, taking 55 (10d10) lightning damage on fail, half as much on success.

Zombie medium undead, neutral evil 1/4 50 xp

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

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft, passive Perception 8

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

Challenge: 1/4 (50 xp)

Undead Fortitude.
If damage reduces zombie to 0 HP, make a Con save with DC 5+damage taken, unless the damage was radiant or a critical hit. On Success, go to 1 HP instead.

Actions

Slam
melee, +3 to hit, reach 5ft.
Hit: 4 (1d6 + 1) bludgeoning damage.

Donavich 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,,

Actions

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

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.

Patrina medium dusk elf, neutral evil 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

Patrina (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.

Mirror 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.

Mirror 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

Arrigal Medium human, neutral evil 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)

Visanti Curses
see pg 28 of Curse of Strahd

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.

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

Luvash medium human, Chaotic evil 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: Common, Elvish

Challenge: 2 (450 xp)

Visanti Curses
see pg 28 of Curse of Strahd

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.

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

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.

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 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.

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)

Actions

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

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)

Actions

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

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)

Actions

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

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)

Actions

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

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 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 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

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.

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.

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.

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.

Skeleton 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

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60ft, 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.

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

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.

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 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

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

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

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

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

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

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 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.

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 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).

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.

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.

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 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.

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.

Cyrus Belview 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

Keen hearing and smell:
Advantage on Perception checks

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


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

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

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

Twig Blight Small plat, neutral evil 1/8 25 xp

  • Armor class 13 (natural armour)
  • Hit points 4 (1d6+1)
  • Speed 20ft
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Condition Immunities: blinded, deafened

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

Languages: understands Common, but cannot speak

Challenge: 1/8 (25 xp)

Damage Vulernability: Fire

False Appearance
While remaining motionless, indistinguishable from a dead shrub.

Actions

Claws
melee, +3 to hit, reach 5ft, one target.
Hit: 3 (1d4 +1) piercing damage.

Twig Blight Small plat, neutral evil 1/8 25 xp

  • Armor class 13 (natural armour)
  • Hit points 4 (1d6+1)
  • Speed 20ft
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Condition Immunities: blinded, deafened

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

Languages: understands Common, but cannot speak

Challenge: 1/8 (25 xp)

Damage Vulernability: Fire

False Appearance
While remaining motionless, indistinguishable from a dead shrub.

Actions

Claws
melee, +3 to hit, reach 5ft, one target.
Hit: 3 (1d4 +1) piercing damage.

Nikolai Wachter Medium human, Neutral 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)


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.

Karl Wachter Medium human, Neutral 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)


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.

Baron Vargas Vallokovich Medium human, Neutral Evil 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)

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.

Burgomaster Dimitri Krezkov Medium human, Lawful Good 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)


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.

Anna Krezkov Medium human, Lawful Good 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)


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.

Sir Klutz (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.

Father Lucian Petrovich Medium human, Lawful Good 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

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.

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.

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

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

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 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.

Savid Medium dusk elf, Neutral 1/2 100 xp

  • Armor class 13 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • 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.

Fey Ancestry
Advantage against saves against being charmed, and cannot be magically put to sleep.

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.

Szoldar Szoldarovich Medium human, Neutral 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.

Yevgeni Krushkin Medium human, Neutral 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 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.

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.

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.

Skeleton medium undead, lawful evil 1/4 50 xp

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands languages it knew in life but cant speak

Challenge: 1/4 (50 xp)

Damage Vulnerabilities: bludgeoning

Actions

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

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

Skeleton medium undead, lawful evil 1/4 50 xp

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands languages it knew in life but cant speak

Challenge: 1/4 (50 xp)

Damage Vulnerabilities: bludgeoning

Actions

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

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

Specter 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: understands all languages it knew in life but 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.,

Actions

Life Drain.
Melee Spell Attack: +4 to hit reach 5 ft. one creature.
Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Specter 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: understands all languages it knew in life but 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.,

Actions

Life Drain.
Melee Spell Attack: +4 to hit reach 5 ft. one creature.
Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Ernst Larnak Medium humanoid (human), Lawful Evil 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses: passive Perception 16

Languages: any two languages

Challenge: 1 (200 xp)

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

Actions

Multiattack.
The spy makes two melee attacks.

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

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

Legendary Actions


Sneak Attack (1/Turn)
The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Strahd Zombie medium undead, unaligned 1 200 xp

  • Armor class 8
  • Hit points 30 (4d8 + 12)
  • Speed 20ft
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft, passive Perception 8

Languages: understands what it knew in life, but cannot speak

Challenge: 1 (200 xp)

Multiattack
3 attacks - 1 with bite and 2 with claws

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

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

Actions

Loathsome Limbs
Whenever takes at least 5 bludgeoning, piercing or slashing damage in one hit, roll d20

1-8 Leg severed
9-16 Arm severed (lose a Claw attack)
17-20 Decapitated (lose Bite attack)

If zombie reduced to 0 HP, all parts die. Parts act on zombie's initiative, and have AC 8

Severed Leg cannot attack and moves 5ft
Severed Arm makes claw attack with disadvantage, can move 5ft
Severed Head, is blind unless head can see body. Can make bite attack to foes in its space. 0ft move

Zombie half speed if lose leg, falls prone with no legs. If has arms, can crawl 10ft, 5ft with one arm.

Strahd Zombie medium undead, unaligned 1 200 xp

  • Armor class 8
  • Hit points 30 (4d8 + 12)
  • Speed 20ft
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft, passive Perception 8

Languages: understands what it knew in life, but cannot speak

Challenge: 1 (200 xp)

Multiattack
3 attacks - 1 with bite and 2 with claws

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

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

Actions

Loathsome Limbs
Whenever takes at least 5 bludgeoning, piercing or slashing damage in one hit, roll d20

1-8 Leg severed
9-16 Arm severed (lose a Claw attack)
17-20 Decapitated (lose Bite attack)

If zombie reduced to 0 HP, all parts die. Parts act on zombie's initiative, and have AC 8

Severed Leg cannot attack and moves 5ft
Severed Arm makes claw attack with disadvantage, can move 5ft
Severed Head, is blind unless head can see body. Can make bite attack to foes in its space. 0ft move

Zombie half speed if lose leg, falls prone with no legs. If has arms, can crawl 10ft, 5ft with one arm.

Swarm of Bats medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0ft, fly 30ft
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 60ft., passive Perception 11

Languages: -

Challenge: 1/4 (50 xp)

Echolocation.
The swarm can't use its blindsight
while deafened.

Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites.
Melee Weapon Attack: +4 to hit, reach 0 ft, one creature in the swarm 's space.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Bats medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0ft, fly 30ft
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 60ft., passive Perception 11

Languages: -

Challenge: 1/4 (50 xp)

Echolocation.
The swarm can't use its blindsight
while deafened.

Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites.
Melee Weapon Attack: +4 to hit, reach 0 ft, one creature in the swarm 's space.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Bats medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0ft, fly 30ft
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 60ft., passive Perception 11

Languages: -

Challenge: 1/4 (50 xp)

Echolocation.
The swarm can't use its blindsight
while deafened.

Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites.
Melee Weapon Attack: +4 to hit, reach 0 ft, one creature in the swarm 's space.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Rats Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, piercing, slashing Condition Immunitiescharmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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

Swarm.
The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites.
Melee Weapon Attack: +2 to hit, reach 0 ft. one target in the swarm's space.
Hit: 7 (2d6) piercing damage or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Rats Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, piercing, slashing Condition Immunitiescharmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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

Swarm.
The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites.
Melee Weapon Attack: +2 to hit, reach 0 ft. one target in the swarm's space.
Hit: 7 (2d6) piercing damage or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Rats Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, piercing, slashing Condition Immunitiescharmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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

Swarm.
The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites.
Melee Weapon Attack: +2 to hit, reach 0 ft. one target in the swarm's space.
Hit: 7 (2d6) piercing damage or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Ravens medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 24 (5d8)
  • Speed 10ft, fly 50ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: passive Perception 15

Languages: -

Challenge: 1/4 (50 xp)

Swarm.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or
gain temporary hit points.

Actions

Beaks
Melee Weapon Attack: +4 to hit, reach 5 ft, one creature in the swarm 's space.
Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Ravens medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 24 (5d8)
  • Speed 10ft, fly 50ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: passive Perception 15

Languages: -

Challenge: 1/4 (50 xp)

Swarm.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or
gain temporary hit points.

Actions

Beaks
Melee Weapon Attack: +4 to hit, reach 5 ft, one creature in the swarm 's space.
Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Doru Medium undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

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

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

Regeneration.
Regains 10 hit points at the start of turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water this trait doesn't function at the start of the vampire's next turn.

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

Actions

Multiattack.
two attacks only one of which can be a bite attack.

Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft. one creature.
Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite.
Melee: +6 to hit, reach 5 ft. one creature that is willing or grappled by the vampire, incapacitated or restrained.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's max HP is reduced by an amount equal to the necrotic damage taken and the vampire regains HP equal to that amount. Lasts until a long rest. If max HP is 0 = death.

Legendary Actions

Vampire Weaknesses.
Forbiddance.
Can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water.
Takes 20 acid damage when it ends its turn in running water.

Stake to the Heart.
Destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity.
Takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.

Vampire Spawn Medium undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

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

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

Regeneration.
Regains 10 hit points at the start of turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water this trait doesn't function at the start of the vampire's next turn.

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

Actions

Multiattack.
two attacks only one of which can be a bite attack.

Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft. one creature.
Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite.
Melee: +6 to hit, reach 5 ft. one creature that is willing or grappled by the vampire, incapacitated or restrained.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's max HP is reduced by an amount equal to the necrotic damage taken and the vampire regains HP equal to that amount. Lasts until a long rest. If max HP is 0 = death.

Legendary Actions

Vampire Weaknesses.
Forbiddance.
Can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water.
Takes 20 acid damage when it ends its turn in running water.

Stake to the Heart.
Destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity.
Takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.

Vampire Spawn Medium undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

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

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

Regeneration.
Regains 10 hit points at the start of turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water this trait doesn't function at the start of the vampire's next turn.

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

Actions

Multiattack.
two attacks only one of which can be a bite attack.

Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft. one creature.
Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite.
Melee: +6 to hit, reach 5 ft. one creature that is willing or grappled by the vampire, incapacitated or restrained.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's max HP is reduced by an amount equal to the necrotic damage taken and the vampire regains HP equal to that amount. Lasts until a long rest. If max HP is 0 = death.

Legendary Actions

Vampire Weaknesses.
Forbiddance.
Can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water.
Takes 20 acid damage when it ends its turn in running water.

Stake to the Heart.
Destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity.
Takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.

Vampire Spawn Medium undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

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

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

Regeneration.
Regains 10 hit points at the start of turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water this trait doesn't function at the start of the vampire's next turn.

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

Actions

Multiattack.
two attacks only one of which can be a bite attack.

Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft. one creature.
Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite.
Melee: +6 to hit, reach 5 ft. one creature that is willing or grappled by the vampire, incapacitated or restrained.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's max HP is reduced by an amount equal to the necrotic damage taken and the vampire regains HP equal to that amount. Lasts until a long rest. If max HP is 0 = death.

Legendary Actions

Vampire Weaknesses.
Forbiddance.
Can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water.
Takes 20 acid damage when it ends its turn in running water.

Stake to the Heart.
Destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity.
Takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.

Vampire Spawn Medium undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

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

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

Regeneration.
Regains 10 hit points at the start of turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water this trait doesn't function at the start of the vampire's next turn.

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

Actions

Multiattack.
two attacks only one of which can be a bite attack.

Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft. one creature.
Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite.
Melee: +6 to hit, reach 5 ft. one creature that is willing or grappled by the vampire, incapacitated or restrained.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's max HP is reduced by an amount equal to the necrotic damage taken and the vampire regains HP equal to that amount. Lasts until a long rest. If max HP is 0 = death.

Legendary Actions

Vampire Weaknesses.
Forbiddance.
Can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water.
Takes 20 acid damage when it ends its turn in running water.

Stake to the Heart.
Destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity.
Takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.

Swarm of Bats medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0ft, fly 30ft
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 60ft., passive Perception 11

Languages: -

Challenge: 1/4 (50 xp)

Echolocation.
The swarm can't use its blindsight
while deafened.

Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites.
Melee Weapon Attack: +4 to hit, reach 0 ft, one creature in the swarm 's space.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Vine Blight medium plant, neutral evil 1/2 100 xp

  • Armor class 12 (natural armour)
  • Hit points 26 (4d8 + 8)
  • Speed 10ft
  • STR 15 (+2)
  • DEX 8 (-1)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +1

Condition Immunities: blinded, deafened

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

Languages: Common

Challenge: 1/2 (100 xp)

False Appearance
When motionless, indistinguishable from a tangle of vines

Actions

Constrict
melee, +4 to hit, reach 10ft, on target.
Hit: 9 (2d6 + 2) bludgeoning damage and a Large or smaller target is grappled (escape DC12). Until the grapple ends, target is restrained and the blight cannot constrict another target

Entangling Plants (Recharge 5-6):
Grasping roots and vines sprout for 15ft radius centring on the vine blight, withering in 1 minute. For duration, area is difficult terrain for nonplant creatures. Each creature of blight's choice must pass DC12 Strength save or be restrained. It takes an action to attempt to free oneself or another.

Wereraven Med humanoid, lawful good 2 450 xp

  • Armor class 12
  • Hit points 31
  • Speed 30ft, 50ft fly
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Insight +4, Peception +6

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

Senses: passive Perception 16

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

Challenge: 2 (450 xp)

Shapechanger.
As an action, polymorph into a raven-humanoid hyrbid or into a raven, or back to its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Reverts to its human form if it dies.

Mimicry.
Can mimic simple sounds it has heard. Discern as false with DC10 Wis (Insight) check.

Actions

Multiattack (Human or Hybrid form Only)
Two attacks, one of which can be with the hand crossbow.

Beak (Raven or Hybrid from only)
Melee weapon attack: +4 to hit, reach 5ft, one target.
Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC Con save or be cursed with wereraven lycanthropy

Shortsword (Humanoid or Hybrid Form Only)
Melee weapon attack: +4 hit, reach 5ft,
Hit: 5 (1d6+2) piercing damage

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

Wereraven Med humanoid, lawful good 2 450 xp

  • Armor class 12
  • Hit points 31
  • Speed 30ft, 50ft fly
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Insight +4, Peception +6

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

Senses: passive Perception 16

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

Challenge: 2 (450 xp)

Shapechanger.
As an action, polymorph into a raven-humanoid hyrbid or into a raven, or back to its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Reverts to its human form if it dies.

Mimicry.
Can mimic simple sounds it has heard. Discern as false with DC10 Wis (Insight) check.

Actions

Multiattack (Human or Hybrid form Only)
Two attacks, one of which can be with the hand crossbow.

Beak (Raven or Hybrid from only)
Melee weapon attack: +4 to hit, reach 5ft, one target.
Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC Con save or be cursed with wereraven lycanthropy

Shortsword (Humanoid or Hybrid Form Only)
Melee weapon attack: +4 hit, reach 5ft,
Hit: 5 (1d6+2) piercing damage

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

Wereraven Med humanoid, lawful good 2 450 xp

  • Armor class 12
  • Hit points 31
  • Speed 30ft, 50ft fly
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Insight +4, Peception +6

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

Senses: passive Perception 16

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

Challenge: 2 (450 xp)

Shapechanger.
As an action, polymorph into a raven-humanoid hyrbid or into a raven, or back to its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Reverts to its human form if it dies.

Mimicry.
Can mimic simple sounds it has heard. Discern as false with DC10 Wis (Insight) check.

Actions

Multiattack (Human or Hybrid form Only)
Two attacks, one of which can be with the hand crossbow.

Beak (Raven or Hybrid from only)
Melee weapon attack: +4 to hit, reach 5ft, one target.
Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC Con save or be cursed with wereraven lycanthropy

Shortsword (Humanoid or Hybrid Form Only)
Melee weapon attack: +4 hit, reach 5ft,
Hit: 5 (1d6+2) piercing damage

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

Werewolf medium humanoid, chaotic evil 3 700 xp

  • Armor class 11/12 (12 in wolf or hybrid)
  • Hit points 58 (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
As an action, 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.

Wight Medium undead, neutral evil 3 700 xp

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

Skills: Perception +3, Stealth +4

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

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., PP 13

Languages: the languages it knew in life

Challenge: 3 (700 xp)

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

Actions

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

Life Drain.
Melee Weapon Attack: +4 to hit, reach 5 ft. one creature.
Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

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

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

Wight Medium undead, neutral evil 3 700 xp

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

Skills: Perception +3, Stealth +4

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

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., PP 13

Languages: the languages it knew in life

Challenge: 3 (700 xp)

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

Actions

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

Life Drain.
Melee Weapon Attack: +4 to hit, reach 5 ft. one creature.
Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

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

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

Werewolf medium humanoid, chaotic evil 3 700 xp

  • Armor class 11/12 (12 in wolf or hybrid)
  • Hit points 58 (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
As an action, 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.

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (50 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: +4 to hit, reach 5 ft. one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (50 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: +4 to hit, reach 5 ft. one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (50 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: +4 to hit, reach 5 ft. one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (50 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: +4 to hit, reach 5 ft. one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Zombie medium undead, neutral evil 1/4 50 xp

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

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft, passive Perception 8

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

Challenge: 1/4 (50 xp)

Undead Fortitude.
If damage reduces zombie to 0 HP, make a Con save with DC 5+damage taken, unless the damage was radiant or a critical hit. On Success, go to 1 HP instead.

Actions

Slam
melee, +3 to hit, reach 5ft.
Hit: 4 (1d6 + 1) bludgeoning damage.

Zuleika Toranescu medium humanoid, chaotic evil 3 700 xp

  • Armor class 11/12 (12 in wolf or hybrid)
  • Hit points 58 (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
As an action, 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.

Stella Wachter Medium humanoid (human), Chaotic Good 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)

Actions

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

Davian Martikov Med humanoid, lawful good 2 450 xp

  • Armor class 12
  • Hit points 31
  • Speed 30ft, 50ft fly
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Insight +4, Peception +6

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

Senses: passive Perception 16

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

Challenge: 2 (450 xp)

Shapechanger.
As an action, polymorph into a raven-humanoid hyrbid or into a raven, or back to its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Reverts to its human form if it dies.

Mimicry.
Can mimic simple sounds it has heard. Discern as false with DC10 Wis (Insight) check.

Actions

Multiattack (Human or Hybrid form Only)
Two attacks, one of which can be with the hand crossbow.

Beak (Raven or Hybrid from only)
Melee weapon attack: +4 to hit, reach 5ft, one target.
Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC Con save or be cursed with wereraven lycanthropy

Shortsword (Humanoid or Hybrid Form Only)
Melee weapon attack: +4 hit, reach 5ft,
Hit: 5 (1d6+2) piercing damage

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

Guard, Dusk Elf Medium humanoid (dusk elf), any alingment 1/8 25 xp

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

Skills: Perception +2

Senses: PP 12

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

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

Actions

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

Gertruda Medium humanoid (human), Neutral Good 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)

Actions

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