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Acolyte

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

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

Skills: Medicine +4, Religion +2

Senses: Passive Perception 10

Languages: Any one language (usually Common)

Challenge: 1/4 (50 xp)

Acolytes are junoir members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.


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.

Adult Blue Dragon

Adult Blue Dragon Huge dragon, Lawful Evil 16 15,000 xp

  • Armor class 19 (natural armor)
  • Hit points 225 (18d12+108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5, Con +11, Wis +7, Cha +9

Skills: Perception +12, Stealth +5

Damage Immunities: Lightning

Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22

Languages: Common, Draconic

Challenge: 16 (15,000 xp)

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6).The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a success.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spend legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (costs 2 actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ambush Drake

Ambush Drake Medium Dragon, Unaligned 1/2 100 xp

  • Armor class 13 (natural armor)
  • Hit points 22 (4d6+8))
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 11 (0)
  • CHA 6 (-2)

Skills: Perception +4, Stealth +4

Damage Resistances: Poison

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Understands Draconic but can't speak it

Challenge: 1/2 (100 xp)

Ambush Drakes are found in Hoard of the Dragon Queen

Pack Tactics. The drake has advantage on attack rolls against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.

Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

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

Assassin

Assassin Medium humanoid (any race), Any non-good alignment 8 3,900 xp

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

Save Throws: Dex +7, Int +5

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

Damage Resistances: Poison

Senses: Passive Perception 14

Languages: Thieves' Cant plus any two languages

Challenge: 8 (3,900 xp)

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprosed 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 danamge, the assassin instead takes no damage if is succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/turn). The assassin deals an extra 13 (4d5) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +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.

Bandit

Bandit Medium humanoid (any race), Any non-lawful alignment, 12 0 xp

  • Armor class leather armor (11)
  • Hit points 2d8+2 (30 ft.)
  • Speed 11
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS (-5)
  • CHA (-5)

Damage Immunities: Passive Perception 10

Condition Immunities: Any one language (usually Comnmon)

Senses: 1/8

Languages: 25

Challenge: (0 xp)

Actions

Commoner

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

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

Senses: Passive Perception 10

Languages: Any one Language (usually Common)

Challenge: 0 (10 xp)

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Actions

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

Cultist

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

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

Skills: Deception +2, Religion +2

Senses: Passive Perception 10

Languages: Any one Language (usually Common)

Challenge: 1/8 (25 xp)

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

Actions

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

Dragonclaw

Dragonclaw Medium humanoid (human), Neutral Evil 1 200 xp

  • Armor class 14 (leather armor)
  • Hit points 16 (2d8+3)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Wis +2

Skills: Deception +3, Stealth +5

Senses: Passive Perception 10

Languages: Common, Draconic

Challenge: 1 (200 xp)

Dragonclaws are the lowest ranking member of the Cult of the Dragon. Found in The Hoard of the Dragon Queen

Dragon Fanatic. The Dragonclaw has advantage on saving throws against being charmed or frightened. While the Dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the Dragonclaw ignores the effects of being charmed or frightened.

Fanatical Advantage. Once per turn, if the Dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.

Pack Tactics. The dragonclaw has advantage on an attack roll against a creature if at least one of the Dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Dragonclaw attacks twice with its scimitar.

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

Giant Frog

Giant Frog Medium beast, unaligned 1/4 50 xp

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

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft., passive Perception 12

Languages: -

Challenge: 1/4 (50 xp)

Amphibious: The frog can breathe air and water.

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

Actions

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

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

Giant Lizard

Giant Lizard Large beast, Unaligned 1/4 50 xp

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

Senses:Darkvision 30 ft., Passive Perception 10

Languages:-

Challenge: 1/4 (50 xp)

Actions

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

Guard

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

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

Skills: Perception +2

Senses: Passive Perception 12

Languages: Any one language (ususally common)

Challenge: 1/8 (25 xp)

Actions

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

Guard Drake

Guard Drake Medium Dragon, Unaligned 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Perception +2

Damage Resistances: Lightning

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Understands Draconic but can't speak it

Challenge: 2 (450 xp)

Guard Drakes are found in Hoard of the Dragon Queen

Actions

Multiattack. The drake attacks twice, once with its bite and once with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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

Hobgoblin

Hobgoblin Medium Humanoid (Goblinoid), Lawful Evil 1/2 100 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Martial Advantage: Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

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

Kobold

Kobold Small humanoid (Kobold), Lawful Evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

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

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Ogre

Ogre Large giant, Chaotic Evil 2 450 xp

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

Senses:Darkvision 60 ft., Passive Perception 8

Languages: Common, Giant

Challenge: 2 (450 xp)

Actions

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

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Orc

Orc Medium humanoid (orc), Chaotic Evil 1/2 100 xp

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

Skills:Intimidation +2

Senses:Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

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

Actions

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

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

Roper

Roper Large monstrosity, Neutral Evil 5 1,800 xp

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

Skills:Perception +6, Stealth +5

Senses:Darkvision 60 ft., Passive Perception 16

Languages:-

Challenge: 5 (1,800 xp)

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

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

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

Actions

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

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

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

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

Stirge

Stirge Tiny beast, Unaligned 1/8 25 xp

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

Senses:Darkvision 60 ft., Passive Perception 9

Languages:-

Challenge: 1/8 (25 xp)

Actions

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

Swarm of Rats

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 Immunities: Charmed, 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.

Troglodyte

Troglodyte Medium humanoid (troglodyte), Chaotic Evil 1/4 50 xp

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

Skills: Stealth +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Troglodyte

Challenge: 1/4 (50 xp)

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

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

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

Actions

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

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

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

Troll

Troll Large Giant, Chaotic Evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Senses: Darkvision 60 ft., passive Perception 11

Languages: Giant

Challenge: 5 (1,800 xp)

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

Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

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

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

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

Winged Kobold (Urd)

Winged Kobold (Urd) Small humanoid (kobold), lawful evil 1/4 50 xp

  • Armor class 13
  • Hit points 7 (3d6-3)
  • Speed 30ft., fly 30 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/4 (50 xp)

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

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.

NPC Azbara Jos

NPC Azbara Jos Medium humanoid (human), Lawful Evil 4 1,100 xp

  • Armor class 13 (16 with mage armor)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 11 (0)

Save Throws: Int +5, Wis +3

Skills: Arcana +5, Deception +2, Insight +3, Stealth +5

Senses:Passive Perception 11

Languages: Common, Draconic, Infernal, Primordial, Thayan

Challenge: 4 (1,100 xp)

Azbara Jos is a Red Wizard of Thay found in The Hoard of the Dragon Queen.

Special Equipment. Azbara has two scrolls of mage armor.

Potent Cantrips. When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip’s damage but suffers no other effect.

Sculpt Spells. When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell’s level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.

Actions

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

Spellcasting. Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:

Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): invisibility, misty step, scorching ray
3rd level (3 slots): counterspell, dispel magic, fireball

NPC Blagothkus

NPC Blagothkus Huge giant (cloud giant), Neutral Evil 9 5,000 xp

  • Armor class 17 (Splint)
  • Hit points 138 (12d12+60)
  • Speed 40 ft.
  • STR 26 (+8)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 15 (+2)

Save Throws: Con +9, Wis +6, Cha +6

Skills: Arcana +7, Insight +6, Intimidation +6, Perception +6

Senses: Passive Perception 16

Languages: Common, Draconic, Giant

Challenge: 9 (5,000 xp)

Blagothkus is found in The Hoard of the Dragon Queen

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

Innate Spellcasting. Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:

3/day each: fog cloud, levitate

Spellcasting. Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:

Cantrips (at will): light, mage hand, prestidigitation
1st level (4 slots): detect magic, identify, magic missile, shield
2nd level (3 slots): gust of wind, misty step, shatter
3rd level (2 slots): fly, lightning bolt

Actions

Multiattack. Blagothkus attacks twice with his morningstar.

Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

NPC Captain Othelstan

NPC Captain Othelstan Medium humanoid (human), Lawful Evil 5 1,800 xp

  • Armor class 19 (splint, shield)
  • Hit points 93 (11d10+33)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +7, Con +6

Skills: Athletics +7, Intimidation +4, Perception +5, Religion +4

Senses:Passive Perception 15

Languages: Common, Draconic, Giant

Challenge: 5 (1,800 xp)

Captain Othelstan is found in The Hoard of the Dragon Queen.

Action Surge (Recharges after a Short or Long Rest). On his turn, Othelstan can take one additional action.

Tiamat’s Blessing of Retribution. When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.

Actions

Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.

Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

NPC Dralmorrer Borngray

NPC Dralmorrer Borngray Medium humanoid (high-elf), Neutral Evil 3 700 xp

  • Armor class 16 (studded leather, shield)
  • Hit points 52 (7d10+14)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 10 (0)
  • CHA 8 (-1)

Save Throws: Str +6, Con +4

Skills: Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Common, Bullywug, Draconic, Elvish, Goblin, Sylvan

Challenge: 3 (700 xp)

Dralmorrer Borngray is found in The Hoard of the Dragon Queen

Fey Ancestry. Dralmorrer has advantage on saving throws against being charmed, and magic can’t put him to sleep.

War Magic. When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.

Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can take a bonus action to teleport it to his hand.

Actions

Multiattack. Dralmorrer attacks twice, either with his longsword or dagger.

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

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

Spellcasting. Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:

Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile, shield, thunderwave
2nd level (2 slots): magic weapon, misty step

NPC Frulam Mondath

NPC Frulam Mondath Medium humanoid (human), Lawful Evil 2 450 xp

  • Armor class 16 (chain mail)
  • Hit points 44 ((8d8+8))
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 15 (+2)

Save Throws: Wis +6, Cha +4

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

Senses:Passive Perception 14

Languages: Common, Draconic, Infernal

Challenge: 2 (450 xp)

Frulam Mondath is found in Hoard of the Dragon Queen

Spellcasting. Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3 slots): calm emotion, hold person, spiritual weapon
3rd level (2 slots): mass healing word, spirit guardians

Actions

Multiattack. Frulam attacks twice with her halberd.

Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) blugeoning damage.

NPC Jamna Gleamsilver

NPC Jamna Gleamsilver Small humanoid (gnome), Neural 1 200 xp

  • Armor class 15 (leather armor)
  • Hit points 22 (4d6+8)
  • Speed 25 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 15 (+2)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +5, Int +4

Skills: Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common, Gnomish, Goblin, Sylvan

Challenge: 1 (200 xp)

Jamna Gleamsilver is found in Hoard of the Dragon Queen

Cunning Action. Jamna can take a bonus action to take the Dash, Disengage, or Hide action.

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

Spellcasting. Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list:

Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
1st level (3 slots): charm person, color spray, disguise self, longstrider

Actions

Multiattack. Jamna attacks twice with her shortswords.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 9 (1d6 + 3 plus 1d6) piercing damage if the target is Medium or larger.

NPC Langdedrosa Cyanwrath

NPC Langdedrosa Cyanwrath Medium humanoid (half-dragon), Lawful Evil 4 1,100 xp

  • Armor class 17 (splint mail)
  • Hit points 57 (6d12+18)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +6, Con +5

Skills: Athletics +6, Intimidation +3, Perception +4

Damage Resistances: Lightning

Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14

Languages: Common, Draconic

Challenge: 4 (1,100 xp)

Langdedrosa Cyanwrath is found in Hoard of the Dragon Queen

Action Surge (Recharge with short or long rest). On his turn, Langdedrosa can take one additional action.

Improved Critical. Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Multiattack. Langdedrosa attacks twice, either with his greatsword or spear.

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

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Lightning Breath (Recharge 5-6). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damageon a failed save, or half as much damageon a successful one.

NPC Pharblex Spattergoo

NPC Pharblex Spattergoo Medium humanoid (bullywug), Chaotic Evil 3 700 xp

  • Armor class 15 (studded leather, shield)
  • Hit points 59 (7d8+28)
  • Speed 20 ft., swim 40 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 16 (+3)
  • CHA 7 (-2)

Save Throws: Str +4, Con +6

Skills: Perception +5, Religion +2, Stealth +3

Senses:Passive Perception 15

Languages: Common, Bullywug

Challenge: 3 (700 xp)

Pharblex Spattergoo is found in Hoard of the Dragon Queen

Amphibious. Pharblex can breathe air and water.

Poison Strike (3/day). Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage.

Standing Leap. As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.

Swamp Camouflage. Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Actions

Multiattack. Pharblex attacks twice, once with his bite and once with his spear.

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

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 2) piercing damage.

Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:

Cantrips (at will): druidcraft, guidance, poison cloud
1st level (4 slots): cure wounds, entangle, healing word, thunderwave
2nd level (3 slots): barkskin, beash sense, spike growth
3rd level (3 slots): plant growth, water walk

NPC Rath Modar

NPC Rath Modar Medium humanoid (human), Lawful Evil 6 2,300 xp

  • Armor class 13 (16 with mage armor)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Int +7, Wis +5

Skills: Arcana +7, Deception +3, Insight +5, Stealth +6

Senses: Passive Perception 12

Languages: Common, Draconic, Infernal, Primordial, Thayan

Challenge: 6 (2,300 xp)

Rath Modar is a Red Wizard of Thay found in Hoard of the Dragon Queen.

Special Equipment. Rath has a staff of fire, and scrolls of dimension door, fether fall, and fireball.

Spellcasting. Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell lits:

Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missle
2nd level (3 slots): counterspell, fireball, major image
4th level (3 slots): confusion, greater invisibility
5th level (2 slots): mislead, seeming
6th level (1 slot): glove of invulnerability

Actions

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one tarter. Hit: 4 (1d8) bludgeoning damage.

Reactions
Illusory Self (Reacharges after short or long rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissapates.

NPC Rezmir

NPC Rezmir Medium humanoid (Half-dragon), Neutral Evil 7 2,900 xp

  • Armor class 13 (15 w/Black Mask)
  • Hit points 90 (12d8+36)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Dex +6, Wis +4

Skills: Arcana +5, Stealth +9

Damage Immunities: Acid

Condition Immunities: Charmed, Frightened

Senses: Blindsight 10 ft., Darkvision 120 ft., Passive Perception 11

Languages: Common, Draconic, Infernal, Giant, Netherese

Challenge: 7 (2,900 xp)

Rezmir is found in The Hoard of the Dragon Queen

Special Equipment. Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws.
Amphibious. Rezmir can breathe air and water.
Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.
Draconic Majesty. While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).
Immolation. When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.
Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.

Actions

Greatsword (Hazirawn). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.

Caustic Bolt. Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.

Acid Breath (Recharge 5-6). Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Rezmir has the following legendary action options, some of which expend more than one action when taken:

2 Actions. A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
1 Action. Rezmir makes one melee attack.
1 Action. Rezmir takes the Hide action.

NPC Talis the White

NPC Talis the White Medium humanoid (half-elf), Lawful Evil 5 1,800 xp

  • Armor class 18 (+1 scale mail, shild)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 16 (+3)
  • CHA 16 (+3)

Save Throws: Wis +6, Cha +6

Skills: Deception +6, Insight +6, Perception +6, Persuasion +6

Senses: Darkvision 60 ft., Passive Perception 16

Languages: Common, Draconic, Elvish, Infernal

Challenge: 5 (1,800 xp)

Talis the White is found in The Hoard of the Dragon Queen.

Special Equipment. Talis has +1 scale mail and a wand of winter

Fey Ancestry. Talis has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Winter Strike (3/Day). Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage.

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Spellcasting. Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:

Cantrips (at will): guidance, resistance, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, inflict wounds
2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
3rd level (3 slots): dispel magic, mass healing word, sending
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): insect plague

Wand of Winter. (wand, rare)
This wand looks and feels like an icicle. You must be attuned to the wand to use it. The wand has 7 charges. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells:
ray of frost (no charges, or 1 charge to cast at 5th level): +5 to hit with ranged spell attack
sleet storm (3 charges): spell save DC 15
ice storm (4 charges: spell save DC 15
No components are required.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.

NAME

NAME TYPE, ALIGNMENT CR 0 xp

  • Armor class AC (ARMOR TYPE)
  • Hit points HP (HITDICE)
  • Speed SPEED
  • STR ST (-5)
  • DEX DX (-5)
  • CON CN (-5)
  • INT IN (-5)
  • WIS WS (-5)
  • CHA CH (-5)

Save Throws: SAVES

Skills: SKILLS

Damage Resistances: DMGR

Damage Immunities: DMGI

Condition Immunities: CONDI

Senses: SENSES

Languages: LANG

Challenge: CR (0 xp)

DESC

TRAITS

Actions

ACTIONS

Legendary Actions

LA