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
Club. Melee Weapon Attack: +2 to hit reach 5 ft. one target.
Hit: 2 (1d4) bludgeoning damage.
Pack Tactics.
The drake has advantage on an attack roll 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.
Bite.
Melee Weapon Attack:+4 to hit reach 5 ft. one target.
Hit:4 (1d6 + 1) piercing damage.
Assassinate. During its first turn the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage the assassin instead takes no damage if it succeeds on the saving throw and only half damage if it fails.
Sneak Attack (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.
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.
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.
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.
Greataxe. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit:9 (1d12 + 3) slashing damage.
Amphibious. The bullywug can breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.
Bite. Melee Weapon Attack:+3 to hit reach 5 ft. one target.
Hit:3 (1d4 + 1) bludgeoning damage.
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 or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Hold Breath. The crocodile can hold its breath for 15 minutes.
Bite. Melee Weapon Attack:+4 to hit reach 5 ft. one creature.
Hit:7 (1d10 + 2) piercing damage and the target is grappled (escape DC 12). Until this grapple ends the target is restrained and the crocodile can't bite another target.
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Scimitar. Melee Weapon Attack:+3 to hit reach 5 ft. one creature.
Hit:4 (1d6 + 1) slashing damage.
Bite. Melee Weapon Attack: +2 to hit reach 5 ft. one target.
Hit: 2 (1d4) piercing damage.
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.
Multiattack. The dragonclaw attacks twice with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit:6 ( 1d6 + 3) slashing damage.
Dragon Fanatic. The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it the dragonfang ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn if the dragonfang makes a weapon attack with advantage on the attack roll and hits the target takes an extra 10 (3d6) damage.
Limited Flight. The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics. The dragonfang has advantage on an attack roll against a creature if at least one of the dragonfang's allies is within 5 feet of the creature and the ally isn't incapacitated
Multiattack. The dragonfang attacks twice with its shortsword.
Shortsword. Melee Weapon Attack: +5 to hit reach 5 ft. one target. Hit: 6 (ld6 + 3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has damage resistance.
Orb of Dragon's Breath (2/Day). Ranged Spell Attack: +5 to hit range 90 ft. one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance
Dragon Fanatic. The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it the dragonsoul ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn if the dragonsoul makes a weapon attack with advantage on the attack roll and hits the target takes an extra 10 (3d6) damage.
Limited Flight. The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics. The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonsoul's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The dragonsoul attacks twice with its shortsword.
Shortsword. Melee Weapon Attack: +7 to hit reach 5 ft. one target. Hit: 6 (ld6 + 3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has damage resistance.
Orb of Dragon's Breath (3/Day). Ranged Spell Attack: +7 to hit range 90 ft. one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.
Dragon Fanatic: The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it the dragonwing ignores the effects of being charmed or frightened.
Fanatical Advantage: Once per turn if the dragonwing makes a weapon attack with advantage on the attack roll and hits the target takes an extra 7 (2d6) damage.
Limited Flight. The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics: The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated
Multiattack. The dragonwing attacks twice with its scimitar.
Scimitar: Melee Weapon Attack: +5 to hit reach 5 ft. one target. Hit: 6 (ld6 + 3) slashing damage plus 3 (ld6) damage of the type to which the cultist has damage resistance
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn the target takes an extra 7 (2d6) damage. If the target is a creature it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack:+5 to hit reach 5 ft. one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack:+5 to hit reach 5 ft. one prone creature.
Hit:8 (2d4 + 3) bludgeoning damage.
Bite. Melee Weapon Attack:+4 to hit reach 5 ft. one creature.
Hit:4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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.
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.
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.
Bite. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit: 6 (1d8 + 2) piercing damage.
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.
Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball heat metal and lightning bolt.
Multiattack. The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack:+6 to hit reach 5 ft. one target.
Hit:8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands.
Martial Advantage. Once per turn the hobgoblin can deal an extra 10 (3d6) 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.
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit:9 (2d6 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target.
Hit:5 (1d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit:10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit range 100/400 ft. one target.
Hit:5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so the knight must see the attacker and be wielding a melee weapon.
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14 +6 to hit with spell attacks). The mage has the following wizard spells prepared:
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
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.
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.
Aggressive: As a bonus action the ore can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury.>b The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
Multiattack. The orc makes two attacks with its greataxe or
its spear.
Greataxe. Melee Weapon Attack: +6 to hit reach 5 ft. one creature. Hit: 14 (1d1 2 + 4 plus 1d8) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit reach 5 ft. or
range 20{60 ft. one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Battle Cry (1/Day). Each creature ofthe war chief's choice that is within 30 feet of it can hear it and not already affected by Battle Cry gain advantage on attack rolls until the start of the
war chief's next turn. The war chief can then make one attack as a bonus action.
Dive Attack. If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack the attack deals an extra 9 (2d8) damage to the target.
Flyby. The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.
Multiattack. The peryton makes one gore attack and one talon attack.
Gore. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit: 7 (1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit reach 5 ft. one target.
Hit:8 (2d4 + 3) piercing damage.
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.
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
Mace. Melee Weapon Attack: +2 to hit reach 5 ft. one target.
Hit:3 (1d6) bludgeoning damage.
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
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.
Cunning Action. On each of its turns the spy can use a bonus action to take the Dash Disengage or Hide action.
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.
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.
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.
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.
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.
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.
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.
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.
Regeneration.The vampire regains 10 hit points at the start of its 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.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.
Multiattack. The vampire makes 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 Weapon Attack: +6 to hit reach 5 ft. one willing creature or a creature that is grappled by the vampire incapacitated or restrained.
Hit:6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Shapechanger. If the vampire isn't in sunlight or running water it can use its action to polymorph into a Tiny bat or a Medium cloud of mist or back into its true form. While in bat form the vampire can't speak its walking speed is 5 feet and it has a flying speed of 30 feet. Its statistics other than its size and speed are unchanged. Anything it is wearing transforms with it but nothing it is carrying does. It reverts to its true form if it dies. While in mist form the vampire can't take any actions speak or manipulate objects. It is weightless has a flying speed of 20 feet can hover and can enter a hostile creature's space and stop there. In addition if air can pass through a space the mist can do so without squeezing and it can't pass through water. It has advantage on Strength Dexterity and Constitution saving throws and it is immune to all nonmagical damage except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious provided that it isn't in sunlight or running water. If it can't transform it is destroyed. While it has 0 hit points in mist form it can't revert to its vampire form and it must reach its resting place within 2 hours or be destroyed. Once in its resting place it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start of its 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.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire isincapacitated in its resting place the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.
Multiattack (Vampire Form Only). The vampire makes two attacks only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack:
+9 to hit reach 5 ft. one creature. Hit:8 (1d8 + 4) bludgeoning damage. Instead of dealing damage the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit reach 5 ft. one willing creature or a creature that is grappled by the vampire incapacitated or restrained.
Hit:7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken and the vampire regains hit points equal to that amount. The 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 in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm.The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control it takes the vampire's requests or actions in the most favorable way it can and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target it can repeat the saving throw ending the effect on itself on a success. Otherwise the effect lasts 24 hours or until the vampire is destroyed is on a different plane of existence than the target or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats provided that the sun isn't up. While outdoors the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour until the vampire dies or until the vampire dismisses them as a bonus action.
The vampire can take 3 legendary actions choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move.The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
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.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn that target must succeed on a DC 14 Strength savin g throw or be knocked prone. Ifthe target is prone the horse can make another attack with its hooves against it as a bonus action .
Hooves. Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit: 11 (2d6 + 4) bludgeoning damage.
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.
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.
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan?ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.
Malison Type. The yuan-ti has one of the following types:
Type 1: Human body with snake head
Type 2: Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine lower body instead of legs
Actions for Type 1
Multiattack (Yuan?ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks but can use its bite only once.
Bite. Melee Weapon Attack:+5 to hit reach 5 ft. one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan?ti Form Only). Melee Weapon Attack:+5 to hit reach 5 ft. one target.
Hit:6 (1d6 + 3) slashing damage.
Longbow (Yuan?ti Form Only). Ranged Weapon Attack:+4 to hit range 150/600 ft. one target.
Hit:6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
Actions for Type 2
Multiattack (Yuan?ti Form Only). The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack:+5 to hit reach 5 ft. one creature.
Hit:5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Actions for Type 3
Multiattack (Yuan?ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks but can constrict only once.
Bite (Snake Form Only). Melee Weapon Attack:+5 to hit reach 5 ft. one creature.
Hit:5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Constrict. Melee Weapon Attack:+5 to hit reach 5 ft. one target.
Hit:10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends the target is restrained and the yuan-ti can't constrict another target.
Scimitar (Yuan?ti Form Only). Melee Weapon Attack:+5 to hit reach 5 ft. one target.
Hit:6 (1d6 + 3) slashing damage.
Longbow (Yuan?ti Form Only). Ranged Weapon Attack:+4 to hit range 150/600 ft. one target.
Hit:6 (1d8 + 2) piercing damage.
Innate Spellcasting. The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells requiring no material components:
At will: animal friendship (snakes only)
3/day each: poison spray suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.
Multiattack. The yuan-ti makes two melee attacks.
Scimitar. Melee Weapon Attack:+3 to hit reach 5 ft. one target.
Hit:4 (1d6 + 1) slashing damage.
Shortbow. Ranged Weapon Attack:+3 to hit range 80/320 ft. one target.
Hit:4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage.
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
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.
Special Equipment.Talis has +1 scale mail and a wand of winter(see appendix C).
Fey Ancestry.Talis has advantage on saving throws against being charmed and magic can't put her to sleep.
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
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.
Spear. Melee or Ranged Weapon Attack:+5 to hit reach 5 ft. or ranged 20 ft./60 ft. one target.
Hit:6 (1d6 + 2) piercing damage.
Special Equipment. Rath has a staff of fire and scrolls of dimension door featherfall 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 list:
Cantrips (at will) : fire bolt minor illusion prestidigitation shocking grasp
1st level (4 slots): chromatic orb color spray mage armor magic missile
2nd level (3 slots): detect thoughts mirror image phantasmal force
3rd level (3 slots): counterspell fireball major image
4th level (3 slots): confusion greater invisibility
5th level (2 slots): mislead seeming
6th level (1 slot): globe of invulnerability
Quarterstaff. Melee Weapon Attack: +4to hit reach 5 ft. one target. Hit: 4 ( 1d8) bludgeoning damage.
Reactions
Illusory Self (Recharges when Rath Finishes a 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 dissipates.
Special Equipment. Rezmir has the Black Dragon Mask Hazirawn and an insignia of claws (see appendix C for all items).
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.
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.
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.
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.
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 beast sense spike growth
3rd level (3 slots): plant growth water walk
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.
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 ranged 20 ft./60 ft. one target.
Hit: 5 ( 1d6 + 2) piercing damage.
Action Surge (Recharges when Langdedrosa Finishes a 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.
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 ft./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 damage on a failed save or half as much damage on a successful one.
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
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.
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 fla me thaumaturgy
1st level (4 slots): command cure wounds healing word sanctuary
2nd level (3 slots): calm emotions hold person spiritual weapon
3rd level (2 slots): mass healing word spirit guardians.
Multiattack. Frulam attacks twice with her halberd.
Halberd. Melee Weapon Attack:+5 to hit reach 10 ft. one target.
Hit: 7 (1d10 + 2) bludgeoning damage.
Action Surge (Recharges when Othelstan Finishes 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.
Multiattack. Othelstan attacks twice with his flail or spear or makes two ranged attacks with his spears.
Flail. Melee Weapon Attack: +7to 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 ft./60 ft. one target.
Hit: 7 ( 1d6 + 4) piercing damage.
Fey Ancestry. Dralmorrer has advantage on saving throws against being charmed and magic can't put him to sleep.
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
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.
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 ft./60 ft. one target.
Hit:6 (1d4 + 4) piercing damage.
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.
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 restidigitation 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
Dagger. Melee or Ranged Weapon Attack:+5 to hit reach 5 ft. or ranged 20 ft./60 ft. one target.
Hit: 5 (1d4 + 3) piercing damage.