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Bugbear Medium humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 16 (hide armor, shield)
  • Hit points 27 (5d8 + 5)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Stealth +6, Survival +2.

Senses: darkvision 60 ft., passive Perception 10.

Languages: Common, Goblin.

Challenge: 1 (200 xp)

Bugbears are cruel and unruly humanoids that live to bully the weak and dislike being bossed arround. Despite their intimidating builds, bugbears move with surprising stealth and are fond of setting ambushes.

Brute. When the bugbear hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included below).

Surprise Attack. If the bugbear 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

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) piercing damage.

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 (usually Common)

Challenge: 0 (10 xp)

Commoners include peasants and serfs, slaves and 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 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 (usually Common)

Challenge: 1/8 (25 xp)

Cultists swear allegiance to dark powers. They conceal their activities to avoid being ostracized, imprisoned, or executed for their beliefs.

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

Actions

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

Doppelganger Medium monstrosity (shapechanger), neutral 3 700 xp

  • Armor class 14
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6, Insight +3

Condition Immunities: Charmed

Senses: darkvision 60 ft., passive Perception 11

Languages: Common

Challenge: 3 (700 xp)

Doppelgangers take on the appearence of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise.

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Evil Mage Medium humanoid (human), lawful evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d6)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +5, Wis +3

Skills: Arcana +5, History +5

Senses: passive Perception 11

Languages: Common, Draconic, Dwarvish, Elvish

Challenge: 1 (200 xp)

Evil mages hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.


Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:
- Cantrips (at will): light, mage hand, shocking grasp.
- 1st Level (4 slots): charm person, magic missile.
- 2nd Level (3 slots): hold person, misty step.

Actions

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

Flameskull Tiny undead, neutral evil 4 1,100 xp

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

Skills: Arcana +5, Perception +2

Damage Resistances: lightning, necrotic, piercing

Damage Immunities: cold, fire, poison

Condition Immunities: charmed, frightened, paralyzed, poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Common

Challenge: 4 (1,100 xp)

Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.

Illumination. The flameskull sheds either dim light in a 15-ft. radius, or a bright light in a 15-ft. radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.
Rejuvenation.The the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprikled on its remains or a dispel magic or remove curse spell is cast on them.

Actions

Multiattack. The flameskull makes two attacks with its Fire Ray.

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

Spellcasting. The flameskull is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The flameskull knows the following spells from the wizard's spell list:
- Cantrips (at will): mage hand.
- 1st Level (3 slots): magic missile, shield.
- 2nd Level (2 slots): blur, flaming sphere.
- 3rd level (1 slot): fireball

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, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Like the maggots or carrion beetles, they thrive in places rank with decay and death.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
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 creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.

Goblin Medium Humanoid (goblinoid), neutral evil 1/4 50 xp

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

Skills: Stealth +6

Damage Immunities: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Goblins are black-hearted, gather in overwhelming numbers, and crave power, which they abuse.

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

Actions

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

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

Grick Medium monstrosity, neutral 2 450 xp

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

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

Senses: darkvision 60 ft., passive Perception 12

Languages: -

Challenge: 2 (450 xp)

The wormlike grick blends in with the stonework of its lair. Only when prey comes near does it rear up, its four tentacles unfurling to reveal a hungry, snapping beak.

Stone Camouflage. The grick has advantage on its dexterity (Stealth) check when it attempts to hide in rocky terrain.

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

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

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (id6 + 2) piercing damage.

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)

Hobgoblins are cunning, disciplined warriors who crave conquest. They impose a strict military hierarchy and are often found in the company of goblins and bugbears.


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.

Mormesk the Wraith Medium undead, neutral evil 3 700 xp

  • Armor class 13
  • Hit points 45 (6d8 + 18)
  • Speed 0 ft., fly 60 ft.
  • 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 nonmagical weapons that aren't silvered

Damage Immunities: necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 12

Languages: Common, Infernal

Challenge: 3 (700 xp)

A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead.


Incorporeal Movement. The wraith can move through an object or another creature, but cannot stop there.

Sunlight Sensitivity. Whilke in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.

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)

Ogres are lazy, angry, ten-foot-tall giants that live by raiding and scavenging.

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 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)

Orcs are renowned for their barbarism. They have stooped postures, low foreheads, and piglike faces with prominent lower canines that resemble a boar's tusks.

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.

Skeleton Medium undead, lawful evil 1/4 50 xp

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 9

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

Challenge: 1/4 (50 xp)

Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.

Damage Vulnerabilities. bludgeoning.

Actions

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

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

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)

A stirge is a winged pest that feeds on the blood of living creatures, drawing sustenance through its proboscis, which it uses to pierce a victim's flesh while clutching onto its prey with hooked claws.

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.

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • 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

Senses: passive Perception 13

Languages: -

Challenge: 1/4 (50 xp)

Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests.

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 an attack roll 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 Strenght saving throw or be knocked prone.

Zombie Medium undead, neutral evil 1/4 50 xp

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

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands the languages it knew in life but can't speal

Challenge: 1/4 (50 xp)

Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

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