Multiattack. Zoreene makes two melee attacks with her rapier.
Rapier+1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 3) slashing damage.
Crossbow, light. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
REACTIONS
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.
Aggressive. As a bonus action, the ore can move up to its speed toward a hostile creature that it can see.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1 d12 + 3) s lashing 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.
Rhorluk is a priest of Kurtulmak, and is dressed in rather garish orange and green priest robes. He has the statistics of an acolyte.
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.
Spellcasting. Rhorluk is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Rhorluk has following cleric spells prepared:
Cantrips (at will): poison spray, thaumaturgy, vicious mockery
1st level (3 slots): bane, inflict wounds, ray of sickness
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 1) piercing damage.
Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
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.
Shadows are undead that resemble dark exaggerations of humanoid shadows.
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 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.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Undead Stench. Any creature that begins its turn in the same square as the swarm of zombie rats must succeed on a DC 10 Con saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the stench for 24 hours.
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.
A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any non magical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, non magical metal
in 1 round .
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative - 1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its ACto 10.
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.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.
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: +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.
This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.
False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
Multiattack. The fungus makes 1d4 Rotting Touch attacks.
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10ft., one creature. Hit: 4 (1d8) necrotic damage.
Bandits rove in gangs and are sometimes led by thugs, veterans , or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.
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 80ft./320ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.