The bear has advantage on WIS (Perception) checks that rely on smell.
Multiattack..The bear makes two attacks: one with its bite and one with its claws.
BiteMelee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 8 (1d8 +4) piercing damage.
Claws.Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 11(2d6 + 4) slashing damage.
Ghouls roam the night in packs, driven by an insatiable
hunger for humanoid flesh.
Devourers of Flesh. Like maggots or carrion
beetles, ghouls thrive in places rank with decay and
death. A ghoul haunts a place where it can gorge on
dead flesh and decomposing organs. When it can't
feed on the dead, it pursues living creatures and
attempts to make corpses of them. Though they gain
no nourishment from the corpses they devour, ghouls
are driven by an unending hunger that compels them
to consume. A ghoul's undead flesh never rots, and this
monster can persist in a crypt or tomb for untold ages
Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack/i>: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an 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.
A wraith is malice incarnate, concentrated into an
incorporeal form that seeks to quench all life. The
creature is suffused with negative energy, and its
mere passage through the world leaves nearby plants
blackened and withered. Animals flee from its presence.
Even small fires can be extinguished by the sucking
oblivion of the wraith's horrifying existence.
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Life Drain.Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Veterans are professional fighters that take up arms
for pay or to protect something they believe in or value.
Their ranks include soldiers retired from long service
and warriors who never served anyone but themselves.
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 +a3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit:5 (1d10) piercing damage.
Commoners include peasants, serfs, slaves, servants,
pilgrims, merchants, artisans, and hermits.
Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Hailing from uncivilized lands, unpredictable berserker come together in war parties and seek
conflict wherever they can find it.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:9 (1d12 + 3) slashing damage.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn
A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.
Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Multiattack.The dog makes two bite attacks.
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, or back into its
true form, which is humanoid. Its statistics, other than its
size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell.The were rat has advantage on Wisdom
(Perception) checks that rely on smell.,,
Multiattack (Humanoid or Hybrid Form Only). The were rat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with were rat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Skeletons aris when animated by dark magic. They
heed the summons of spellcasters who call them from
their stony tombs and ancient battlefields, or rise of their
own accord in places saturated with death and loss,
awakened by stirrings of nycromantic energy or the
presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a
skeleton infuses its bones with a dark vitality, adhering
joint to joint and reassembling dismantled limbs. This
energy motivates a skeleton to move and think in a
rudimentary fashion, though only as a pale imitation of
the way it behaved in life. An animated skeleton retains
no connection to its past, although resurrecting a
skeleton restores it body and soul, banishing the hateful
undead spirit that empowers it.
While most skeletons are the animated remains of
dead humans and other humanoids, skeletal undead can
be created from the bones of other creatures besides
humanoids, giving rise to a host of terrifying and
Damage Vulnerabilities: bludgeoning
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.
Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
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.