Longsword: Melee Weapon Attack: +6 to hit.
Hit: 18 (2d8+8) Slashing damage.
Javelin: Thrown Weapon Attack: +6 to hit, range 20/60ft.
Hit: 18 (2d8+8) Piercing damage.
Longbow Ranged Weapon Attack: +6 to hit, reach 5ft.
Hit: 9 (1d8+4) Piercing damage.
Longsword: Melee Weapon Attack: +4 to hit, range 20/60ft,
Hit: 9 (1d8+2) piercing damage.
30gp
Abilities:
SentinelCreatures entering the guard's reach provoke an opportunity attack.
Creatures hit with an opporunity attack have their speed dropped to 0 for the rest of this turn. Disengage actions do not deny these attacks.
Attacking a target other than the guard within 5 ft also triggers an opportunity attack.
Sidearm Expert: When the officer attacks with his Billy Club, he can make an attack with his sidearm as a Bonus Action.
Billy Club. Melee Weapon Attack: +6 to hit, reach 5ft, Hit: 9 (1d8+4) Bludgeoning damage.
Sidearm. Ranged Weapon Attack: +6 to hit, reach 5ft, Hit: 9 (1d8+6) Bludgeoning damage.
Net. Thrown Weapon Attack: +7 to hit, Restrains target.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Loot Value 300
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit reach 10 ft.
Hit: 10 (2d10+4) piercing damage plus 4 (1d6) Fire damage.
Claw. Melee Weapon Attack: +7 to hit reach 5 ft.
Hit: 8 (1d6+4) slashing damage.
Fire Breath (Recharge 56). The dragon exhales fire in a 30 foot cone.
Each creature in that area must make a DC 18 DEX saving throw taking 32 (10d6) fire damage on a failed save or half as much damage on a successful one.
===Lair Actions===
On Initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects, which the dragon cant use the same effect two rounds in a row:
Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geysers area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
A Tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Volcanic Gasses form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it.
The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 CON Save or be poisoned until the end of its turn.
While poisoned in this way, a creature is incapacitated.
Loot Value 20
Abilities:
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wis (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.
Death Burst. Kobolds worship a great dragon lord, and some believe if they die in fire they will reincarnate as a dragon. There is a 5% chance the Kobold explodes in 18 (5d6) Fire Damage, or half as much to any creature succeeding a DC 11 DEX Save.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 13 (2d4+8) piercing damage.
Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
Hit: 13 (2d4+8) bludgeoning damage.
Abilities:
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Chaotic Resistance. When struck by Elemental Damage, roll a d8. On 1, the damage is resisted.
Chaos Bolt. Spell Attack, Range 120ft, +8 to hit, 120ft,
Hit:29 (3d8+5) Damage.
If both D8's match, the bolt leaps to another target within 30ft.
Spear. Melee Weapon Attack:+7 to hit, reach 5 ft.
Hit:23 (3d6+4) piercing damage.
Counterspell.As a Reaction, the Cultist can cause any spell of 4th level or lower to fail.
Breath Weapon. 15ft Cone or 30ft Line, 3d6 Elemental Damage. DC 11 CON save for half.
Club. Melee Weapon Attack:+2 to hit reach 5 ft. .
Hit. 2 (1d4) bludgeoning damage.
Thoroughly evil, green dragons delight in subverting and corrupting the good-hearted. They prefer to dwell in ancient forests.
Abilities:
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes 3 attacks, one with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Hit. 8 (1d10+3) piercing damage plus 5 (2d6) poison damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit. 5 (1d6+3) slashing damage.
Poison Breath (Recharge 5-6). The dragon breathes poisonous gas in a 30-foot cone. Each creature in the cone must make a DC 14 Con saving throw, taking 32 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
Abilities:
Undead Fortitude. If damage reduces the zombie to 0 hit points, it can make a Con 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.
Slam Melee Weapon Attack: +3 to hit, reach 5ft.
Hit: 12 (2d6+2) Bludg. damage.
Loot Value 10
Abilities:
Damage Vulnerabilities: Bludgeoning, DC 12 to reveal.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit. 6 (1d6+3) piercing damage.
Shortbow. Ranged Weapon: +5 to hit, Range 80/320 ft.
Hit. 6 (1d6+3) piercing damage.
Actions
Longsword: Melee Weapon Attack: +6 to hit.
Hit: 18 (2d8+8) Slashing damage.
Javelin: Thrown Weapon Attack: +6 to hit, range 20/60ft.
Hit: 18 (2d8+8) Piercing damage.
Actions
Longbow Ranged Weapon Attack: +6 to hit, reach 5ft.
Hit: 9 (1d8+4) Piercing damage.
Longsword: Melee Weapon Attack: +4 to hit, range 20/60ft,
Hit: 9 (1d8+2) piercing damage.
30gp
Abilities:
SentinelCreatures entering the guard's reach provoke an opportunity attack.
Creatures hit with an opporunity attack have their speed dropped to 0 for the rest of this turn. Disengage actions do not deny these attacks.
Attacking a target other than the guard within 5 ft also triggers an opportunity attack.
Sidearm Expert: When the officer attacks with his Billy Club, he can make an attack with his sidearm as a Bonus Action.
Actions
Billy Club. Melee Weapon Attack: +6 to hit, reach 5ft, Hit: 9 (1d8+4) Bludgeoning damage.
Sidearm. Ranged Weapon Attack: +6 to hit, reach 5ft, Hit: 9 (1d8+6) Bludgeoning damage.
Net. Thrown Weapon Attack: +7 to hit, Restrains target.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Loot Value 300
===Lair Actions===
On Initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects, which the dragon cant use the same effect two rounds in a row:
Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geysers area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
A Tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Volcanic Gasses form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it.
The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 CON Save or be poisoned until the end of its turn.
While poisoned in this way, a creature is incapacitated.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit reach 10 ft.
Hit: 10 (2d10+4) piercing damage plus 4 (1d6) Fire damage.
Claw. Melee Weapon Attack: +7 to hit reach 5 ft.
Hit: 8 (1d6+4) slashing damage.
Fire Breath (Recharge 56). The dragon exhales fire in a 30 foot cone.
Each creature in that area must make a DC 18 DEX saving throw taking 32 (10d6) fire damage on a failed save or half as much damage on a successful one.
Loot Value 20
Abilities:
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wis (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.
Death Burst. Kobolds worship a great dragon lord, and some believe if they die in fire they will reincarnate as a dragon. There is a 5% chance the Kobold explodes in 18 (5d6) Fire Damage, or half as much to any creature succeeding a DC 11 DEX Save.
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 13 (2d4+8) piercing damage.
Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
Hit: 13 (2d4+8) bludgeoning damage.
Abilities:
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Chaotic Resistance. When struck by Elemental Damage, roll a d8. On 1, the damage is resisted.
Actions
Chaos Bolt. Spell Attack, Range 120ft, +8 to hit, 120ft,
Hit:29 (3d8+5) Damage.
If both D8's match, the bolt leaps to another target within 30ft.
Spear. Melee Weapon Attack:+7 to hit, reach 5 ft.
Hit:23 (3d6+4) piercing damage.
Counterspell.As a Reaction, the Cultist can cause any spell of 4th level or lower to fail.
Breath Weapon. 15ft Cone or 30ft Line, 3d6 Elemental Damage. DC 11 CON save for half.
Actions
Club. Melee Weapon Attack:+2 to hit reach 5 ft. .
Hit. 2 (1d4) bludgeoning damage.
Thoroughly evil, green dragons delight in subverting and corrupting the good-hearted. They prefer to dwell in ancient forests.
Abilities:
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes 3 attacks, one with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Hit. 8 (1d10+3) piercing damage plus 5 (2d6) poison damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit. 5 (1d6+3) slashing damage.
Poison Breath (Recharge 5-6). The dragon breathes poisonous gas in a 30-foot cone. Each creature in the cone must make a DC 14 Con saving throw, taking 32 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
Abilities:
Undead Fortitude. If damage reduces the zombie to 0 hit points, it can make a Con 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 5ft.
Hit: 12 (2d6+2) Bludg. damage.
Loot Value 10
Abilities:
Damage Vulnerabilities: Bludgeoning, DC 12 to reveal.
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit. 6 (1d6+3) piercing damage.
Shortbow. Ranged Weapon: +5 to hit, Range 80/320 ft.
Hit. 6 (1d6+3) piercing damage.