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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 12

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

Spellcasting.The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary

Actions

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

Albino Dwarf Spirit Warrior Medium humanoid (dwarf), any alignment 1 200 xp

  • Armor class 13 (hide armour)
  • Hit points 30 (4d8 + 12)
  • Speed 25 ft.
  • STR 13 (+1)
  • DEX 13 (+1)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +4, Stealth + 3, Survival + 4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Dwarvish

Challenge: 1 (200 xp)

Dwarven Resilience. The dwarf has advantage on saving throws against poison.

Innate Spellcasting. The warf's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:

1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plants

Actions

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/50 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Albino Dwarf Warrior Medium humanoid (dwarf), any alignment 1/4 50 xp

  • Armor class 13 (hide armour)
  • Hit points 30 (4d8 + 12)
  • Speed 25 ft.
  • STR 13 (+1)
  • DEX 13 (+1)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +4, Stealth + 3, Survival + 4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Dwarvish

Challenge: 1/4 (50 xp)

Dwarven Resilience. The dwarf has advantage on saving throws against poison.

Actions

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/50 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Aldani (Lobsterfolk) Medium monstrosity, lawful neutral 1 200 xp

  • Armor class 14 (natural armour)
  • Hit points 49 (9d8 + 9)
  • Speed 20 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 8 (-1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception + 4, Survival + 4

Senses: darkvision 60 ft., passive Perception 14

Languages: Common

Challenge: 1 (200 xp)

Amphibious. The aldani can breathe air and water.

Actions

Multiattack. The aldani makes two attacks with its claws.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target.

Almiraj Small beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 3 (1d6)
  • Speed 50 ft.
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4, Stealth + 5

Senses: darkvision 30 ft., passive Perception 14

Languages:

Challenge: 0 (10 xp)

Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

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

Assassin Vine Large plant, unaligned 3 700 xp

  • Armor class 13 (natural armour)
  • Hit points 85 (10d10 + 30)
  • Speed 5 ft., climb 5 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 1 (-5)

Damage Resistances: cold, fire

Condition Immunities: blinded, deafened, exhaustion, prone

Senses: blindsight 30 ft., passive Perception 10

Languages:

Challenge: 3 (700 xp)

False Appearance. While the assassin vine remains motionless, it appears indistinguishable from a normal plant.

Actions

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) checks, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Azaka Stormfang Medium humanoid (human), neutral good 0 xp

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

Skills: Nature +5, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: Common

Challenge: (0 xp)

Keen Hearing and Sight. Azaka has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. Azaka 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.

Bandit Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

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

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Actions

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

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bandit Captain Medium humanoid (any race)), any non-lawful alignment 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

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

Skills: Athletics +4, Deception +4

Senses: passive Perception 10

Languages: any two languages

Challenge: 2 (450 xp)

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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

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

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.

Batiri Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armour, 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

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

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 target. Hit: 5 (1d6 + 2) slashing damage.

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

Batiri Archer Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armour, 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

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

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

Actions

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

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Batiri Queen Small humanoid (goblinoid), neutral evil 1 200 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 21 (6d6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

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

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

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

Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120ft., one target. Hit: 3 (1d6) piercing damage.

Batiri Scout Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 14 (leather armour, shield)
  • Hit points 9 (2d6 + 2)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Stealth +6, Survival +3

Senses: darkvision 60 ft., passive Perception 11

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

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

Actions

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

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. A Large or smaller creature hit by the net is restrained until freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature from the net on a success. The can be attacked with slashing damage: the net has 5 hp, and AC 10.

Batiri Shaman Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armour, 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

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

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

Innate Spellcasting. The goblin's innate spellcasting ability is Wisdom. It can cast the following spells, requiring no material components:

1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plants

Actions

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

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

Batiri Slinger Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armour, shield)
  • Hit points 5 (2d6 -2)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 16 (+3)
  • CON 8 (-1)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

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

Actions

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

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 2 (450 xp)

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

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

Brontosaurus Gargantuan beast, unaligned 5 1,800 xp

  • Armor class 15 (natural armour)
  • Hit points 121 (9d20 + 27)
  • Speed 30 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Con + 6

Senses: passive Perception 10

Languages:

Challenge: 5 (1,800 xp)

Actions

Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage.

Chwinga Tiny elemental, neutral 0 0 xp

  • Armor class 15
  • Hit points 5 (2d4)
  • Speed 20 ft., climb 20 ft., swim 20 ft.
  • STR 1 (-5)
  • DEX 20 (+5)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 16 (+3)
  • CHA 16 (+3)

Skills: Acrobatics +7, Perception +7, Stealth +7

Senses: blindsight 60 ft., passive Perception 17

Languages:

Challenge: 0 (0 xp)

Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:

At will: druidcraft, guidance, pass without trace, resistance

Actions

Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Master's Guide for suggestions.

Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.

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

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

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

Actions

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

Couatl Medium celestial, lawful good 4 1,100 xp

  • Armor class 19 (natural armour)
  • Hit points 97 (13d8 + 39)
  • Speed 30 ft., fly 90 ft.
  • STR 16 (+3)
  • DEX 20 (+5)
  • CON 17 (+3)
  • INT 18 (+4)
  • WIS 20 (+5)
  • CHA 18 (+4)

Save Throws: Con +5, Wis +7, Cha +6

Damage Resistances: radiant

Damage Immunities: psychic, bludgeoning, piercing and slashing from nonmagical attacks

Senses: truesight 120 ft., passive Perception 15

Languages: all, telepathy 120 ft.

Challenge: 4 (1,100 xp)

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying

Magic Weapons. The couatl's weapon attacks are magical.

Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.¨

Change Shape. The couatl magically polymorphs into a humanoid or beast that has a Challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a new form, the couatl retains its game Statistics and ability to speak, but its AC, Movement modes, Strength, Dexterity, and other Actions are replaced by those of the new form, and it gains any Statistics and capabilities (except Class Features, legendary Actions, and lair actions) that the new form has but that it lacks. If the new form has a bite Attack, the couatl can use its bite in that form.

Crocodile Large beast, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 20 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Senses: passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

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.

Cult Fanatic Medium humanoid (any race), any non-good alignment 2 450 xp

  • Armor class 13 (leather)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

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

Senses: PP 10

Languages: any one language (usually Common)

Challenge: 2 (450 xp)

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

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing 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 language (usually Common)

Challenge: 1/8 (25 xp)

Dark 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 creature. Hit: 4 (1d6 + 1) slashing damage.

Decapus Large monstrosity, unaligned 4 1,100 xp

  • Armor class 14 (natural)
  • Hit points 75 (10d10 + 20)
  • Speed 15 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Athletics +4, Perception +2, Stealth +4

Senses: darkvision 60 ft., passive Perception 12

Languages:

Challenge: 4 (1,100 xp)

Actions

Multiattack. The decapus makes two attacks: one with its bite and one with its tentacles.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 + 2) bludgeoning if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained.

Deinonychus Medium beast, unaligned 1 200 xp

  • Armor class 13 (natural armour)
  • Hit points 26 (4d8 + 8)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with its claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.

Actions

Multiattack. The deinonychus 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: 6 (1d8 + 2) piercing damage.

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

Dimetrodon Medium beast, unaligned 1/4 50 xp

  • Armor class 12 (natural armour)
  • Hit points 19 (3d8 + 6)
  • Speed 30 ft., swim 20 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +2

Senses: passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Actions

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

Eblis Large monstrosity, neutral evil 1 200 xp

  • Armor class 13
  • Hit points 26 (4d10 + 4)
  • Speed 30 ft., fly 40 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +4

Senses: passive Perception 14

Languages: Auran, Common

Challenge: 1 (200 xp)

Innate Spellcasting. The eblis's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

1/day each: blur, hypnotic pattern, minor illusion

Actions

Multiattack. The eblis attacks twice with its beak.

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

Eku Medium humanoid (human), lawful good 0 xp

  • Armor class 13 (leather armour)
  • Hit points 42 (6d8 + 15)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Skills: Nature +4, Perception +6, Survival +6

Senses: passive Perception 16

Languages: Common

Challenge: (0 xp)

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

Actions

Multiattack. Eku makes two melee attacks or two ranged attacks.

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

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Eku (true) Medium celestial, lawful good 4 1,100 xp

  • Armor class 19 (natural armour)
  • Hit points 97 (13d8 + 39)
  • Speed 30 ft., fly 90 ft.
  • STR 16 (+3)
  • DEX 20 (+5)
  • CON 17 (+3)
  • INT 18 (+4)
  • WIS 20 (+5)
  • CHA 18 (+4)

Save Throws: Con +5, Wis +7, Cha +6

Damage Resistances: radiant

Damage Immunities: psychic, bludgeoning, piercing and slashing from nonmagical attacks

Senses: truesight 120 ft., passive Perception 15

Languages: all, telepathy 120 ft.

Challenge: 4 (1,100 xp)

Innate Spellcasting. Eku's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying

Magic Weapons. Eku's weapon attacks are magical.

Shielded Mind. Eku is immune to scrying and to any effect that would sense her emotions, read her thoughts, or detect her location.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and Eku can't constrict another target.¨

Change Shape. Eku magically polymorphs into a humanoid or beast that has a Challenge rating equal to or less than its own, or back into her true form. She reverts to her true form if she dies. Any Equipment she is wearing or carrying is absorbed or borne by the new form (Eku's choice).
In a new form, Eku retains her game Statistics and ability to speak, but her AC, Movement modes, Strength, Dexterity, and other Actions are replaced by those of the new form, and she gains any Statistics and capabilities (except Class Features, legendary Actions, and lair actions) that the new form has but that she lacks. If the new form has a bite Attack, Eku can use her bite in that form.

Faroul Medium humanoid (human), neutral good 0 xp

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

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: Common

Challenge: (0 xp)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. Faroul 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.

Firenewt Warlock of Imix Medium humanoid (firenewt), neutral evil 1 200 xp

  • Armor class 13 (mage armor (10 otherwise))
  • Hit points 33 (6d8 + 6)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 14 (+2)

Damage Immunities: fire

Senses: darkvision 120 ft. (penetrates magical darkness)

Languages: Draconic, Ignuan

Challenge: 1 (200 xp)

Amphibious. The firenewt can breathe air and water.

Innate Spellcasting. The firenewt's innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.

Spellcasting. The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots on a short or long rest. It knows the following warlock spells:

Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st-2nd level (2 2nd level slots): burning hands, flaming sphere, helling rebuke, scorching ray

Imix's Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.

Actions

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

Firenewt Warrior Medium humanoid (firenewt), neutral evil 1/2 100 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 8 (-1)

Damage Immunities: fire

Senses: passive Perception 10

Languages: Draconic, Ignan

Challenge: 1/2 (100 xp)

Amphibious. The firenewt can breathe air and water.

Actions

Multiattack. The firenewt makes two attacks with its scimitar.

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

Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.

Flask of Wine Medium humanoid (tabaxi), chaotic good 1 200 xp

  • Armor class 14 (leather armour)
  • Hit points 40 (8d8 + 4)
  • Speed 30 ft., climb 20 ft.
  • STR 11 (0)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Skills: Athletics +2, Perception +4, Stealth +5, Survival +6

Senses: darkvision 60 ft., passive Perception 14

Languages: Common plus any one language

Challenge: 1 (200 xp)

Feline Agility. When Flask moves on his turn in combat, he can double his speed until the end of the turn. Once he uses this feature, he cannot use it again until he moves 0 feet on one of his turns.

Actions

Multiattack. Flask makes two attacks with his claws, his shortsword, or his shortbow.

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

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

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Flying Monkey Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 20 ft., climb 20 ft., fly 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: passive Perception 11

Languages:

Challenge: 0 (10 xp)

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

Actions

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

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Giant Centipede Small beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 30 ft., climb 30 ft.
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages:

Challenge: 1/4 (50 xp)

Actions

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.

Giant Fire Beetle small beast, unaligned 0 10 xp

  • Armor class 13 (natural)
  • Hit points 4 (1d6+1)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages: --

Challenge: 0 (10 xp)

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.,,

Actions

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

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 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.

Giant Mosquito Medium beast, unaligned 1/8 25 xp

  • Armor class 14 (natural armour)
  • Hit points 4 (1d8)
  • 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 target. Hit: 5 (1d4 + 3) piercing damage, and the mosquito attaches to the target. While attached, the mosquito doesn't attack. Instead, at the start of each of the mosquito's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The mosquito 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 mosquito.

Giant Snapping Turtle Large beast, unaligned 3 700 xp

  • Armor class 17 (natural armour, 12 while prone)
  • Hit points 75 (10d10 + 20)
  • Speed 30 ft., swim 40 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: darkvision 60 ft., passive Perception 11

Languages:

Challenge: 3 (700 xp)

Amphibious. The turtle can breathe air and water.

Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its own turn and use all its movement for that turn.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1 (200 xp)

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.,

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Giant Strider Large monstrosity, neutral evil 1 200 xp

  • Armor class 14 (natural armour)
  • Hit points 22 (3d10 + 6)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Damage Immunities: fire

Senses: passive Perception 11

Languages:

Challenge: 1 (200 xp)

Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

Actions

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

Fire Burst (Recharge 5-6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, and half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried.

Giant Vulture Large beast, neutral evil 1 200 xp

  • Armor class 10
  • Hit points 22 ((3d10 + 6))
  • Speed 10 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: understands Common but can't speak

Challenge: 1 (200 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

,

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

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

Girallon Large monstrosity, unaligned 4 1,100 xp

  • Armor class 13
  • Hit points 59 (7d10 + 21)
  • Speed 40 ft., climb 40 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth + 5

Languages:

Challenge: 4 (1,100 xp)

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

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

Actions

Multiattack. The girallon makes five attacks: one with its bite, and four with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Gladiator Medium humanoid (any race), any alignment 5 1,800 xp

  • Armor class 16 (studded leather, shield)
  • Hit points 112 (15d8+45)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: Str +7, Dex +5, Con +6

Skills: Athletics +10, Intimidation +5

Senses: passive Perception 11

Languages: any one language (usually Common)

Challenge: 5 (1,800 xp)

Brave. The gladiator has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack. The gladiator makes three melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

REACTIONS:
Parry: The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and we wielding a weapon.

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills: Stealth +6

Senses: darkvision 60ft, PP 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

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 5ft, one target. Hit: 5 (1d6 + 2) slashing damage.

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

Gondolo Small humanoid (halfling), chaotic good 0 xp

  • Armor class 13 (leather armor)
  • Hit points 17 (3d8+4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: Common, Halfling

Challenge: (0 xp)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. Gondolo 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.

Grung Small humanoid (grung), lawful evil 1/4 50 xp

  • Armor class 12
  • Hit points 11 (2d6 + 4)
  • Speed 25 ft., climb 25 ft.
  • STR 7 (-2)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Dex +4

Skills: Athletics +2, Perception +2, Stealth +4, Survival +2

Damage Immunities: poison

Condition Immunities: poisoned

Senses: passive Perception 12

Languages: Grung

Challenge: 1/4 (50 xp)

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Jump. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Grung Elite Warrior Small humanoid (grung), lawful evil 2 450 xp

  • Armor class 13
  • Hit points 49 (9d6 + 18)
  • Speed 25 ft., climb 25 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: Dex +5

Skills: Athletics +2, Perception +2, Stealth +5, Survival +2

Damage Immunities: poison

Condition Immunities: poisoned

Senses: passive Perception 12

Languages: Grung

Challenge: 2 (450 xp)

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.

Grung Wildling Small humanoid (grung), lawful evil 1 200 xp

  • Armor class 13 (16 with barkskin)
  • Hit points 27 (5d6 + 10)
  • Speed 25 ft., climb 25 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 11 (0)

Save Throws: Dex +5

Skills: Athletics +2, Perception +4, Stealth +5, Survival +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: passive Perception 14

Languages: Grung

Challenge: 1 (200 xp)

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:

1st level (4 slots): cure wounds, jump
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth


Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

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

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

Skills: Perception +2

Senses: PP 12

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft, or range 20/60ft, one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Hadrosaurus Large beast, unaligned 1/4 50 xp

  • Armor class 11 (natural armour)
  • Hit points 19 (3d10 + 3)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +2

Senses: passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Actions

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.

Hew Hackingstone Medium humanoid (dwarf), chaotic neutral 2 450 xp

  • Armor class 13 (hide armour)
  • Hit points 67 (9d8 + 27)
  • Speed 25 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Survival +4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Dwarvish

Challenge: 2 (450 xp)

Dwarven Resilience. Hew has advantage on saving throws against poison.

Reckless. At the start of his turn, Hew can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of Hew's next turn.

Actions

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

Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft, one target.Hit: 6 (1d6 + 3) slashing damage.

Jaculi Large beast, unaligned 1/2 100 xp

  • Armor class 14 (natural armour)
  • Hit points 16 (3d10)
  • Speed 30 ft., climb 20 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Athletics +4, Perception +1, Stealth +4

Senses: passive Perception 11

Languages:

Challenge: 1/2 (100 xp)

Camouflage. The jaculi has advantage on Dexterity (Stealth) checks made to hide.

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

Actions

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

Spring. The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.

K'lalu Medium humanoid (human), lawful neutral 1/8 25 xp

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

Skills: Insight +3, Deception +2

Senses: passive Perception 11

Languages: Common

Challenge: 1/8 (25 xp)

Actions

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

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

  • Armor class 18 (plate)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Con +4, Wis +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Actions

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.

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.

Liara Portyr Medium humanoid (human), lawful evil 4 1,100 xp

  • Armor class 15 (studded leather, shield)
  • Hit points 84 (13d8 + 26)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Con +4, Wis +4

Skills: Athletics +5, Deception +5, Insight +4, Intimidation +5

Senses: passive Perception 12

Languages: Common, Draconic, Dwarvish

Challenge: 4 (1,100 xp)

Brave. Liara has advantage on saving throws against being frightened.

Flaming Fury. Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal and extra 10 (3d6) fire damage to the target.

Actions

Multiattack. Liara makes three melee attacks.

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

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 +1) piercing damage.

Musharib Medium humanoid (dwarf), lawful good 1 200 xp

  • Armor class 13 (hide armour)
  • Hit points 30 (4d8 + 12)
  • Speed 25 ft.
  • STR 13 (+1)
  • DEX 13 (+1)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +4, Stealth +3, Survival +4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Dwarvish

Challenge: 1 (200 xp)

Dwarven Resilience. Musharib has advantage on saving throws againts poison.

Innate Spellcasting. Musharib's innate spellcasting ability is Wisdom. He can innately cast the following spells, requiring no material components:

1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plants

Actions

Maul (Skullbash): Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage.

Mwaxanaré Medium humanoid (human), lawful neutral 1/8 25 xp

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

Skills: Deception +5, Nature +3, Persuasion +5, Religion +3

Senses: passive Perception 11

Languages: Auran, Common, telepathy 30 ft.

Challenge: 1/8 (25 xp)

Spellcasting. Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains her spell slots when she finishes a short or long rest. She knows the following spells:
Cantrips (at will): eldritch blast, mage hand
1st-level (2 slots): charm person, feather fall, unseen servant

Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

Otyugh Large aberration, neutral 5 1 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 6 (-2)

Save Throws: Con +7

Senses: darkvision 120 ft., passive Perception 11

Languages: Otyugh

Challenge: 5 (1 xp)

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Pirate Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

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

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Actions

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

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Pirate Bosun Medium humanoid (any race), any alignment 1/2 100 xp

  • Armor class 12 (studded leather)
  • Hit points 27 (5d8 + 5)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 13 (+1)

Skills: Athletics +5, Intimidation +3

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/2 (100 xp)

Cargo Hauler. The bosun has advantage on Strength checks.

Sea Legs. The bosun has advantage on ability checks and saving throws to resist beign knocked prone.

Actions

Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target is grappled (escape DC 13).

Pirate Captain Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 14 (studded leather)
  • Hit points 45 (7d8 + 14)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 14 (+2)

Skills: Athletics +5, Intimidation +4

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 2 (450 xp)

Flourish. The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).

Sea legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.

Actions

Multiattack. The captain makes two attacks: one with its hand crossbow and one with its longsword.

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

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with both hands.

REACTIONS:
Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the caption can yell perilous threats to allow that creature to reroll the attack roll.

Pirate Deck Wizard Medium humanoid (any race), any alignment 1 200 xp

  • Armor class 12 (15 with mage armour)
  • Hit points 32 (5d8 + 10)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Arcana +5, Perception +3

Senses: passive Perception 13

Languages: any one language (usually Common)

Challenge: 1 (200 xp)

Sea Legs. The deck wizard has advantage on ability checks and saving throws to resist being knocked prone.

Spellcasting. The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): friends, mage hand, prestidigitation, ray of frost
1st level (4 slots): disguise self, fog cloud, mage armour, witch bolt
2nd level (3 slots): gust of wind, Melf's acid arrow, misty step

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, range 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Pirate First Mate Medium humanoid (any race), any alignment 1 200 xp

  • Armor class 16 (chain mail)
  • Hit points 26 (4d8 + 8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 13 (+1)

Skills: Athletics +4, Intimidation +3

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1 (200 xp)

Sea Legs. The first mate has advantage on ability checks and saving throws to resist beign knocked prone.

Actions

Multiattack. The first mate makes two attacks with its longsword.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground.

Priest Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 13 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +5

Senses: passive Perception 13

Languages: any two languages

Challenge: 2 (450 xp)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

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

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Pseudodragon Tiny dragon, netural good 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 7 (2d4+2)
  • Speed 15 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Perception +3, Stealth +4

Senses: blindsight 10 ft., darkvision 60 ft., PP 13

Languages: understands Common and Draconic but can't speak

Challenge: 1/4 (50 xp)

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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

Limited Telepathy. The pseudodragon can magically
communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

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

Sting. 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 become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Pterafolk Large monstrosity, neutral evil 1 200 xp

  • Armor class 12 (natural armour)
  • Hit points 26 (4d10 + 4)
  • Speed 30 ft., fly 50 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Perception +2, Survival +2

Senses: passive Perception 12

Languages: Common

Challenge: 1 (200 xp)

Terror Dive. If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits the target with a melee weapon attack, that target is frightened until the end of its next turn.

Actions

Multiattack. The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two melee attacks with its javelin.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

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

Javelin Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Quetzalcoatlus Huge beast, unaligned 2 450 xp

  • Armor class 13 (natural armour)
  • Hit points 30 (4d12 + 4)
  • Speed 10 ft., fly 80 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +2

Senses: passive Perception 12

Languages:

Challenge: 2 (450 xp)

Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

Flyby. The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage.

Ras nsi Medium monstrosity (shapechanger, yuan-ti), neutral evil 7 2,900 xp

  • Armor class 15 (bracers of defense)
  • Hit points 127 (17d8 + 51)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 16 (+3)
  • CON 17 (+3)
  • INT 18 (+4)
  • WIS 18 (+4)
  • CHA 21 (+5)

Save Throws: Con +6, Wis +7

Skills: Deception +8, Persuasion +8, Religion +7, Stealth +6

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 14

Languages: Abyssal, Common, Draconic

Challenge: 7 (2,900 xp)

Special Equipment. Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida.

Shapechanger. Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies.

Innate Spellcasting. Ras Nsi's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion

Magic Resistance. Ras Nsi has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Ras Nsi makes three melee attacks, but can use Constrict only once.

Bite (Snake Form Only). Melee Weapon Attack: +6 to hit, each 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Constrict. Melee Weapon Attack: +6 to hit, each 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained, and Ras Nsi can't constrict another target.

Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon Attack: +6 to hit, each 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands, plus 7 (2d6) fire damage.

-------------------

Spellcasting. Ras nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Ras Nsi has the following wizard spells prepared:
Cantrips (at will): chill touch, fire bolt, mage hand, mending, poison spray
1st-level (4 slots): expeditious retreat, false life, magic missile, shield
2nd-level (3 slots): blindness/deafness, hold person, misty step
3rd-level (3 slots): animate dead, counterspell, fireball
4th-level (3 slots): blight, polymorph
5th-level (2 slots): contact other plane, geas
6th-level (1 slots): create undead

River Mist Medium humanoid (tabaxi), chaotic good 1 200 xp

  • Armor class 14 (leather armour)
  • Hit points 38 (8d8 + 2)
  • Speed 30 ft., climb 20 ft.
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 15 (+2)

Skills: Athletics +2, Perception +4, Stealth +5, Survival +6

Senses: darkvision 60 ft., passive Perception 14

Languages: Common plus any one language

Challenge: 1 (200 xp)

One-eyed. River has disadvantage to perception checks that rely on sight.

Feline Agility. When River moves on her turn in combat, she can double her speed until the end of the turn. Once she uses this feature, she cannot use it again until she moves 0 feet on one of her turns.

Actions

Multiattack. River makes two attacks with her claws, her shortsword, or her shortbow.

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

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

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Salida Medium humanoid (human), chaotic neutral 1/2 100 xp

  • Armor class 12 (leather armor)
  • Hit points 21 (4d8+3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Nature +4, Perception +4, Stealth +4, Survival +4

Senses: passive Perception 14

Languages: Common

Challenge: 1/2 (100 xp)

Keen Hearing and Sight. Salida has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. Salida makes two melee attacks.

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

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

Salida (true) Medium humanoid (yuan-ti), neutral evil 1 200 xp

  • Armor class 12 (leather armour)
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6, Nature +4, Perception +4, Stealth +4, Survival +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 13

Languages: Abyssal, Common, Draconic

Challenge: 1 (200 xp)

Innate Spellcasting.Salida's spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day each: poison spray, suggestion

Magic Resistance.Salida has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.Salida makes two melee attacks.

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

Longbow. Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 7 (2d6) poison damage.

Scout Medium humanoid (any), any alignment 1/2 100 xp

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

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: any one language (usually Common)

Challenge: 1/2 (100 xp)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

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

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

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: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 9

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

Challenge: 1/4 (50 xp)

Damage Vulnerabilities: bludgeoning

Actions

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

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

Spectator (Mod.) Medium aberration, neutral evil 3 700 xp

  • Armor class 14 (natural armour)
  • Hit points 39 (6d8 + 12)
  • Speed 0 ft., fly 30 ft. (hover)
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6

Condition Immunities: prone

Senses: darkvision 120 ft., passive Perception 16

Languages: Deep Speech, Undercommon, telepathy 120 ft.

Challenge: 3 (700 xp)

Actions

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

Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two targets it can see within 90 feet of it.

1. Slowing Ray. Target must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the target can't take reactions, and cannot take both an action and a bonus action on each of its turns. The saving throw can be repeated at the end of the target's turn, ending the effect on a success.
2. Poisoning Ray. Target must make a DC 13 Constitution saving throw. On a failure, the target is poisoned for 1 minute, and cannot regain hit points for the duration. The saving throw can be repeated at the end of the target's turn, ending the effect on a success.
3. Wounding Ray. Target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful save.
4. Circle of Death. Target a circle with 10 ft. radius. Each creature in the area must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much on a successful save.

Create Food and Water. The spectator magically creates food and water to sustain itself.

REACTIONS:

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. Reroll the spell against the chosen creature, which makes its own save if applicable.

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

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

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

Senses: passive Perception 16

Languages: any two languages

Challenge: 1 (200 xp)

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

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.,

Actions

Multiattack. The spy makes two melee attacks.

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

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

Stegosaurus Huge beast, unaligned 4 1,100 xp

  • Armor class 13 (natural armour)
  • Hit points 76 (8d12 + 24)
  • Speed 40 ft.
  • STR 20 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 5 (-3)

Senses: passive Perception 10

Languages:

Challenge: 4 (1,100 xp)

Actions

Tail. Melee Weapon Attack:+7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.

Su-Monster Medium monstrosity, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 27 (5d8 + 5)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 9 (-1)

Skills: Athletics +6, Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

Actions

Multiattack. The su-monster makes two attacks: one with its bite, and one with its claws.

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

Claws. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) slashing damage if the su-monster is hanging by its tail and its limbs are free.

Psychic Crush (Recharge 5-6). The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for one minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

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

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: blindsight 10 ft., passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

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

Poison. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralysed while poisoned in this way.

Actions

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

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

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

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: blindsight 10 ft., passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

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

Actions

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

Swarm of Quippers Medium swarm of Tiny beasts, unaligned 1 200 xp

  • Armor class 13
  • Hit points 28 (8d8-8)
  • Speed 0ft., 40ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 2 (-4)

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: darkvision 60ft., passive Perception 8

Languages: --

Challenge: 1 (200 xp)

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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 quipper. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft ., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

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

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

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Actions

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

Swarm of Snakes Medium swarm of Tiny beasts, unaligned 1 200 xp

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

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: blindsight 10 ft., passive Perception 10

Languages:

Challenge: 1 (200 xp)

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

Actions

Bites. Melee Weapon Attack: +4 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. The target must make a DC 10 Constitution saving throw, taking 11 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Swashbuckler Medium humanoid (any race), any non-lawful alignment 3 700 xp

  • Armor class 17 (leather armour)
  • Hit points 66 (12d8 + 12)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Acrobatics +8, Athletics +5, Persuasion +6

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense. While the swashbuckler is wearing light or no armour and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The swashbuckler makes three attacks: one with a dagger, and two with its rapier.

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

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

Taban Medium humanoid (human), neutral good 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

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

Skills: Athletics +4, Deception +4

Senses: passive Perception 10

Languages: Common

Challenge: 2 (450 xp)

Actions

Multiattack. Taban makes three melee attacks with his daggers.

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


REACTIONS:

Parry. Taban adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker, and be wielding a melee weapon.

Tabaxi Hunter Medium humanoid (tabaxi), chaotic good 1 200 xp

  • Armor class 14 (leather armour)
  • Hit points 40 (9d8)
  • Speed 30 ft., climb 20 ft.
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Skills: Athletics +2, Perception +4, Stealth +5, Survival +6

Senses: darkvision 60 ft., passive Perception 14

Languages: Common plus any one language

Challenge: 1 (200 xp)

Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this feature, it cannot use it again until it moves 0 feet on one of its turns.

Actions

Multiattack. The tabaxi makes two attacks with its claws, its shortsword, or its shortbow.

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

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

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Tabaxi Minstrel Medium humanoid (tabaxi), chaotic good 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft., climb 20 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 16 (+3)

Skills: Perception +3, Performance +7, Persuation +5, Stealth +4

Senses: darkvision 60 ft., passive Perception 13

Languages: Common plus any two languages

Challenge: 1/4 (50 xp)

Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this feature, it cannot use it again until it moves 0 feet on one of its turns.

Inspire (1/Day). While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi's choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi's short rest.

Actions

Multiattack. The tabaxi makes two claw attacks or two dart attacks.

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

Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Topi Small undead, chaotic evil 1/2 100 xp

  • Armor class 13 (natural)
  • Hit points 13 (3d6 + 3)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Resistances: bludgeoning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages it knew in life but cannot speak

Challenge: 1/2 (100 xp)

Turn Resistance. The topi has advantage on saving throws against any effect that turns undead.

Undead Fortitude. If damage reduces the topi to 0 hit points, it must 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 topi drops to 1 hit point instead.

Actions

Venomous Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the end of the target's next turn.

Tortle Medium humanoid (tortle), lawful good 1/4 50 xp

  • Armor class 17 (natural)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Athletics +4, Survival +3

Senses: passive Perception 11

Languages: Aquan, Common

Challenge: 1/4 (50 xp)

Hold Breath. The tortle can hold its breath for 1 hour.

Actions

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

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.

Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.

Thug Medium humanoid (any race), any non-good alignment 1/2 100 xp

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

Skills: Intimidation +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/2 (100 xp)

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.

Actions

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.

Undrik Silvertusk Medium humanoid (half-orc), lawful good 2 450 xp

  • Armor class 13 (chain shirt)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +5

Senses: darkvision 60 ft., passive Perception 13

Languages: Common, Orc

Challenge: 2 (450 xp)

Divine Eminence. As a bonus action, Undrik can expend a spell slot to cause her melee weapon to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If she expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. Undrk is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She 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

Actions

Mace. Melee Weapon Attack: +2 to hitm, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

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

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

Skills: Athletics +5, Perception +2

Senses: passive Perception 12

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Actions

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

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

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

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 +1) piercing damage.

Volothamp Volo Geddarm Medium humaniod (human), chaotic good 1/4 50 xp

  • Armor class 11
  • Hit points 31 (7d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 15 (+2)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: Con +2, Wis +2

Skills: Animal Handling +4, Arcana +4, Deception +5, History +4, Insight +2, Investigation +4, Perception +2, Performance +7, Sleight of Hand +3, Survival +2

Senses: passive Perception 12

Languages: Common, Dwarvish, Elvish

Challenge: 1/4 (50 xp)

Spellcasting. Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): friends, mending, prestidigitation
1st-level (2 slots): comprehend languages, detect magic, disguise self

Actions

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

Yuan-ti Pureblood Medium humanoid (yuan-ti), neutral evil 1 200 xp

  • Armor class 11
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6, Perception +3, Stealth +3

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 13

Languages: Abyssal, Common, Draconic

Challenge: 1 (200 xp)

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.

Actions

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.

Xandala Medium humanoid (half-elf), neutral evil 7 2,900 xp

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

Save Throws: Int +7, Wis +6

Skills: Arcana +7, Deception +10, History +7, Insight +6, Survival +6

Senses: passive Perception 13

Languages: Common, Draconic, Dwarvish, Elvish, Halfling

Challenge: 7 (2,900 xp)

Spellcasting. Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Xandala has the following sorcerer spells prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, ray of frost
1st level (4 slots): chromatic orb, feather fall, shield
2nd level (4 slots): invisibility, misty step
3rd level (3 slots): fireball, fly
4th level (3 slots): ice storm, polymorph
5th level (1 slots): dominate person

Quickened Spell (3/Day). When she casts a spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting.

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with both hands.

Zindar Medium humanoid (half-dragon), lawful good 8 3,900 xp

  • Armor class 13 (natural armour)
  • Hit points 110 (17d8 + 34)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 18 (+4)

Save Throws: Con +5, Wis +5

Skills: Arcana +6, History +9, Insight +5, Investigation +9

Damage Resistances: Fire

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 12

Languages: Common, Draconic, Dwarvish, Primordial

Challenge: 8 (3,900 xp)

Spellcasting. >indar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells:
Cantrips (at will): fire bolt, friends, light, mage hand, mending, message
1st level (6 slots): magic missile, shield, sleep
2nd level (4 slots): detect thoughts, knock
3rd level (3 slots): clairvoyance, tongues
4th level (3 slots): dominate beast, stoneskin
5th level (3 slots): hold monster, telekinesis
6th level (1 slots): true seeing
7th level (1 slots): fire storm

Dragon Wings. As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action.

Actions

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands.

Breath Weapon (Recharge 5-6). Zindar uses one of the following options:

Fire Breath. Zindar exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful save.

Weakening Breath. Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

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 Resistances: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

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

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must 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.

Zombie (Paralysis) Medium undead, neutral evil, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 19 (3d8 + 6)
  • Speed 20 ft.
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis + 0

Damage Resistances: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

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

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must 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.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. The target must succeed of a DC 10 Constitution saving throw, or become paralysed until the end of the zombie's next turn.

Zombie (Strahd Zombie) Medium undead, neutral evil 1 200 xp

  • Armor class 8
  • Hit points 30 (4d8 + 12)
  • 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 Resistances: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands the languages it knew in life but cannot speak

Challenge: 1 (200 xp)

Loathsome limbs. Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:

1-8: One leg is severed from the zombie if it has any legs left.
9-16: One arm is severed from the zombie if it has any left.
17-20: The zombie is decapitated.

If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.

Actions

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

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

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

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A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against creatures in its space.
The zombie's speed is halved if it's missing a leg. If its loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed.

Zombie (Strahd Zombie 2) Medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 22 (3d8 + 9)
  • Speed 20 ft.
  • STR 11 (0)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis + 0

Damage Resistances: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands the languages it knew in life but cannot speak

Challenge: 1/4 (50 xp)

Loathsome limbs. Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:

1-8: One leg is severed from the zombie if it has any legs left.
9-16: One arm is severed from the zombie if it has any left.
17-20: The zombie is decapitated.

If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.

Actions

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

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

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

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A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against creatures in its space.
The zombie's speed is halved if it's missing a leg. If its loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed.

Zombie (Yuan-ti Pureblood) 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 Resistances: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands Abyssal, Common, Draconic, but cannot speak

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must 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.

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

Actions

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