Party level: to



Change class color:
Back to default color


Show pictures:



I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Chaos Paladin, CR 4

Chaos Paladin, CR 4 Medium Aasimar, Loot Value 75, Lawful Neutral CR 4 1,100 xp

  • Armor class 20 (Plate, Shield)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., 30ft (Flying, 1min)
  • STR18 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT8 (-1)
  • WIS8 (-1)
  • CHA18 (+4)

Save Throws:WIS +1, CHA +6,

Skills:Athletics + 6, History + 1, Perception + 3, Performance + 1, Persuasion + 6,

Damage Resistances:Necrotic, Radiant

Condition Immunities:Disease

Senses:Psv Per 13, Bluff DC 13, Bribe DC 17, 300 gp, Carry 270lbs., Push 540lbs.

Languages:Celestial, Common, Dwarvish

Challenge:CR 4 (1,100 xp)


Abilities:

Aura of Hate & Protection.The Chaos Paladin adds +4 to the damage and saving throws of all allies within 10ft.

Sentinel. Any creature entering the Paladin's threatened area provokes a Shove attack, and must make a DC 14 STR Save or be knocked prone. They must have half their movement remaining to stand up.

Actions

2x Longsword Multiattack.

Longsword. Melee Weapon Attack. +6 to hit.
Hit. 13 (1d8+8) Slashing damage.

Thunder Smite (Recharge 5-6). Melee Attack. +6 to hit.
Hit. 17 (2d8+8) Slashing Plus 14 (4d6) Radiant damage.
Creatures hit by this attack must make a DC 14 STR Save or be knocked back 20 ft. Failure by 5 or more and they are also knocked prone.

SWAT Guard, CR 2

SWAT Guard, CR 2 Medium humanoid (any race), Loot Value 5, Loot Value 30, any alingment CR 2 450 xp

  • Armor class 17 (Chain Shirt)
  • Hit points 45 (6d8+18)
  • Speed 30ft
  • STR18 (+4)
  • DEX18 (+4)
  • CON16 (+3)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA12 (+1)

Skills:Athletics + 6, Acrobatics + 6, Perception + 3,

Senses:Psv Per 13, Bluff DC 12, Bribe DC 16, 100 gp, Carry 270lbs.

Languages: any one language (usually Common)

Challenge:CR 2 (450 xp)


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.

Actions

Billy Club. Melee Weapon: +6 to hit, reach 5ft,
Hit. 9 (1d8+4) Bludgeoning damage.

Sidearm. Ranged Weapon: +6 to hit, reach 5ft,
Hit. 9 (1d8+6) Piercing damage.

Net. Thrown Weapon: +8 to hit, Range 10ft. Restrains target on hit.

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.

Handcuffs. Melee Weapon: DC 16 DEX Save. On failure, target's hands are bound until freed with a DC 14 check with thieves' tools or it's broken. AC 15, HP 10, Damage Threshhold 5.

Legendary Actions

Restrained. A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.

SWAT Guard, CR 1

SWAT Guard, CR 1 Medium humanoid (any race), Loot Value 5, Loot Value 20, any alingment CR 1 200 xp

  • Armor class 17 (Chain Shirt)
  • Hit points 26 (4d8+8)
  • Speed 30ft
  • STR16 (+3)
  • DEX16 (+3)
  • CON15 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Skills:Athletics + 5, Acrobatics + 5, Perception + 3,

Senses:Psv Per 13, Bluff DC 11, Bribe DC 15, 50 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 1 (200 xp)


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.

Actions

Billy Club. Melee Weapon: +5 to hit, reach 5ft,
Hit. 8 (1d8+3) Bludgeoning damage.

Sidearm. Ranged Weapon: +5 to hit, reach 5ft,
Hit. 8 (1d8+5) Piercing damage.

Net. Thrown Weapon: +7 to hit, Range 10ft. Restrains target on hit.

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.

Handcuffs. Melee Weapon: DC 15 DEX Save. On failure, target's hands are bound until freed with a DC 14 check with thieves' tools or it's broken. AC 15, HP 10, Damage Threshhold 5.

Legendary Actions

Restrained. A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.

Chaos Paladin, CR 4

Chaos Paladin, CR 4 Medium Aasimar, Loot Value 75, Lawful Neutral CR 4 1,100 xp

  • Armor class 20 (Plate, Shield)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., 30ft (Flying, 1min)
  • STR18 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT8 (-1)
  • WIS8 (-1)
  • CHA18 (+4)

Save Throws:WIS +1, CHA +6,

Skills:Athletics + 6, History + 1, Perception + 3, Performance + 1, Persuasion + 6,

Damage Resistances:Necrotic, Radiant

Condition Immunities:Disease

Senses:Psv Per 13, Bluff DC 13, Bribe DC 17, 300 gp, Carry 270lbs., Push 540lbs.

Languages:Celestial, Common, Dwarvish

Challenge:CR 4 (1,100 xp)


Abilities:

Aura of Hate & Protection.The Chaos Paladin adds +4 to the damage and saving throws of all allies within 10ft.

Sentinel. Any creature entering the Paladin's threatened area provokes a Shove attack, and must make a DC 14 STR Save or be knocked prone. They must have half their movement remaining to stand up.

Actions

2x Longsword Multiattack.

Longsword. Melee Weapon Attack. +6 to hit.
Hit. 13 (1d8+8) Slashing damage.

Thunder Smite (Recharge 5-6). Melee Attack. +6 to hit.
Hit. 17 (2d8+8) Slashing Plus 14 (4d6) Radiant damage.
Creatures hit by this attack must make a DC 14 STR Save or be knocked back 20 ft. Failure by 5 or more and they are also knocked prone.

Hoplite Guard, CR 1

Hoplite Guard, CR 1 Medium Humanoid, Loot Value 10, Loot Value 20, Unaligned CR 1 200 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 38 (5d10+10)
  • Speed 30ft., Climb 20ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS12 (+1)
  • CHA8 (-1)

Save Throws:STR +4, DEX +4, CON +4,

Skills:Athletics + 6, Acrobatics + 4, Insight + 3, Medicine + 3, Perception + 3, Intimidation + 4,

Senses:Psv Per 13, Bluff DC 10, Bribe DC 14, 50 gp, Carry 210lbs.

Languages:

Challenge:CR 1 (200 xp)


Abilities:

Protection. The Hoplite can use it's reaction to add +2 to the AC of any friendlies within 5ft

Polearm Master. Entering the Hoplite's threat area incurrs an opportunity attack.

Improved Critical. The Hoplite scores a critical hit on a 19 or 20.

Actions

Multiattack. The guard makes 1 attack with its spear and shoves on hit.

Spear:Melee Weapon: +4 to hit, 5 ft.,
Thrown: 20/60 ft.
Hit: 6 (1d6 + 2) piercing damage.

Shield Bash Bonus Attack:If hit by the spear, the target must make a DC 14 STR Save or be knocked prone or pushed 5ft.

Chaos Cultist, CR 2

Chaos Cultist, CR 2 Medium Humanoid, Loot Value 30, Chaotic Evil CR 2 450 xp

  • Armor class 16 (Mage Armor)
  • Hit points 22 (4d8+4)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:DEX +4, CHA +6,

Skills:Stealth + 4, Perception + 3,

Senses:Psv Per 13, Bluff DC 15, Bribe DC 19, 100 gp, Carry 150lbs.

Languages:

Challenge:CR 2 (450 xp)


Abilities:

Mage Armor. The Cultist protects itself with a special Mage Armor, cast at Spell Level 2. If dispelled, the Cultist's AC becomes 12.

Mage Slayer. The Cultist may make an opportunity attack against a creature that casts a spell within 10ft. Creatures hit by this attack have disadvantage on concentration checks until the end of their next turn.

Actions

Chaos Bolt. Ranged Spell Attack. +6 to hit, Range 30/60 ft.
Hit. 9 (2d4+1d6) Elemental damage.
If the first two damage dice match, the bolt hits a second target within 20 ft.
Roll a d4 for Resistances. Damage is either Fire, Cold, Poison, or Thunder.

Shocking Grasp. Melee Spell Attack. +6 to hit, Range 5 ft.
Hit. 9 (2d8) Lightning damage.
Target cannot take Reactions until the end of their next turn.

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

Legendary Actions


Death Burst.5% of Cultists have an explosive rune carved in their skull that explodes on their death. If triggered, it explodes in a burst of Fire. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 21 (6d6) Force damage on a failed save, or half as much damage on a successful one.
Failure by 5 or more and creatures are knocked prone or pushed back 5ft.

Counterspell. (2/day) As a reaction, the cultist can attempt to interrupt a creature casting a spell. Spells of Level 2 or lower automatically fail. Spells Level 3 and higher require an ability check of DC 10+ the spells level, using a modifier of +4.

Young Green Dragon, CR 10

Young Green Dragon, CR 10 Large Dragon, Loot Value 750, Lawful Evil CR 10 5,900 xp

  • Armor class 18 (Natural)
  • Hit points 181 (19d10+76)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR19 (+4)
  • DEX12 (+1)
  • CON19 (+4)
  • INT16 (+3)
  • WIS13 (+1)
  • CHA15 (+2)

Save Throws:DEX +4, CON +7, WIS +4, CHA +5,

Skills:Stealth + 4, Perception + 4, Deception + 5,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Blindsight, 30ft., Darkvision, 60ft.,Psv Per 14, Bluff DC 13, Bribe DC 19, 4,000 gp, Carry 570lbs., Push 1,140lbs.

Languages:Common, Draconic

Challenge:CR 10 (5,900 xp)


Abilities:

Aura of Sickness (Concentration). While the Dragon is not incapacitated, creatures that start their turn within 5ft of the dragon must make a DC 15 CON save or be poisoned until the start of their next turn.

Dragon Rage. If the dragon begins its turn with less than 91hp it gains resistance to all non-magical piercing, bludgeoning, and slashing damage.

Actions

Multiattack. The dragon makes 3 attacks. One with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +7 to hit, Reach 10ft.
Hit. 10 (1d10+4) piercing damage plus 4 (1d6) Poison damage.

Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft.
Hit: 8 (1d6+4) slashing damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Cone. Each creature in that area must make a DC 15 CON Save, taking 28 (8d6) Poison damage on a failed save, or half as much damage on a successful one.
For every 5 below the save, failing creatures incur a random condition: Blindness, Poisoned, Incapacitated, or fall Prone at the end of every turn. This condition lasts for 1 minute or until they make the save at the end of their turn.

Ray of Sickness. Level 3 Spell, Range 60ft.
A ray of energy lashes out toward a creature within range. Target takes 18 (3d8) Poison damage and must make a DC 13 CON Save or be poisoned until the end of their next turn.

Chaos Paladin, CR 6

Chaos Paladin, CR 6 Medium Aasimar, Loot Value 200, Lawful Neutral CR 6 2,300 xp

  • Armor class 20 (Plate, Shield)
  • Hit points 90 (12d8+36)
  • Speed 30 ft., 30ft (Flying, 1min)
  • STR20 (+5)
  • DEX11 (0)
  • CON16 (+3)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA20 (+5)

Save Throws:WIS +1, CHA +7,

Skills:Athletics + 7, History + 1, Perception + 3, Performance + 1, Persuasion + 7,

Damage Resistances:Necrotic, Radiant

Condition Immunities:Disease

Senses:Psv Per 13, Bluff DC 14, Bribe DC 18, 750 gp, Carry 300lbs., Push 600lbs.

Languages:Celestial, Common, Dwarvish

Challenge:CR 6 (2,300 xp)


Abilities:

Aura of Hate & Protection.The Chaos Paladin adds +5 to the damage and saving throws of all allies within 10ft.

Sentinel. Any creature entering the Paladin's threatened area provokes a Shove attack, and must make a DC 15 STR Save or be knocked prone. They must have half their movement remaining to stand up.

Actions

2x Longsword Multiattack.

Longsword. Melee Weapon Attack. +7 to hit.
Hit. 19 (2d8+10) Slashing damage.

Thunder Smite (Recharge 5-6). Melee Attack. +7 to hit.
Hit. 28 (4d8+10) Slashing Plus 18 (5d6) Radiant damage.
Creatures hit by this attack must make a DC 15 STR Save or be knocked back 25 ft. Failure by 5 or more and they are also knocked prone.

Chaos Cultist, CR 3

Chaos Cultist, CR 3 Medium Humanoid, Loot Value 50, Chaotic Evil CR 3 700 xp

  • Armor class 16 (Mage Armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:DEX +5, CHA +7,

Skills:Stealth + 5, Perception + 4,

Damage Resistances:WIS +4

Senses:Psv Per 14, Bluff DC 15, Bribe DC 21, 200 gp, Carry 150lbs.

Languages:

Challenge:CR 3 (700 xp)


Abilities:

Mage Armor. The Cultist protects itself with a special Mage Armor, cast at Spell Level 3. If dispelled, the Cultist's AC becomes 12.

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

Actions

Chaos Bolt. Ranged Spell Attack. +7 to hit, Range 40/80 ft.
Hit. 12 (2d4+2d6) Elemental damage.
If the first two damage dice match, the bolt hits a second target within 30 ft.
Roll a d4 for Resistances. Damage is either Fire, Cold, Poison, or Thunder.

Shocking Grasp. Melee Spell Attack. +7 to hit, Range 5 ft.
Hit. 27 (6d8) Lightning damage.
Target cannot take Reactions until the end of their next turn.

2x Scimitar Multiattack. Melee Weapon: +5 to hit, reach 5ft.
Hit.
13 (3d6+2) slashing damage.

Legendary Actions


Death Burst.5% of Cultists have an explosive rune carved in their skull that explodes on their death. If triggered, it explodes in a burst of Fire. Each creature within 15 feet of it must make a DC 12 Dexterity saving throw, taking 25 (7d6) Force damage on a failed save, or half as much damage on a successful one.
Failure by 5 or more and creatures are knocked prone or pushed back 5ft.

Counterspell. (3/day) As a reaction, the cultist can attempt to interrupt a creature casting a spell. Spells of Level 3 or lower automatically fail. Spells Level 4 and higher require an ability check of DC 10+ the spells level, using a modifier of +4.

Mercenary Archer, CR 2

Mercenary Archer, CR 2 Medium Humanoid, Loot Value 20, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 15 (Leather)
  • Hit points 38 (5d10+10)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Athletics + 4, Acrobatics + 6, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 100 gp,
Lifting. Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 2 (450 xp)


Abilities:

Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.

Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.

Actions

Longbow. Ranged Weapon: +6 to hit, Range 150ft.
Hit: 13 (2d8+4) Piercing damage.

Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 11 (2d6+4) Piercing damage.

Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 11 (2d6+4) Piercing damage.

Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 15 (2d10+4) Piercing damage.

Knight, CR 4

Knight, CR 4 Medium humanoid (any race), Loot Value 50, Loot Value 75, any alignment CR 4 1,100 xp

  • Armor class 18 (Plate)
  • Hit points 68 (9d8+27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:CON +5, WIS +2,

Skills:Athletics + 5, Animal Handling + 2,

Senses:Psv Per 10, Bluff DC 12, Bribe DC 16, 300 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 4 (1,100 xp)


Abilities:

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

Leadership. As a Reaction, 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.



Actions

2x Greatsword Multiattack.

Greatsword. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 17 (4d6+3) slashing damage.

Heavy Crossbow. Ranged Weapon: +2 to hit, Range 100/400 ft.,
Hit. 22 (4d10) piercing damage.

=== Reactions ===

Parry. The knight adds 4 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.)

Warhorse

Warhorse Large Beast, Loot Value 10, unaligned CR 1/2 100 xp

  • Armor class 11 (Natural)
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Senses:Passive Perception 11

Languages:

Challenge:CR 1/2 (100 xp)


Abilities:

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.

Mercenary Lancer

Mercenary Lancer Medium Humanoid, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 64 (8d10+16)
  • Speed 30ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR + 6,

Skills:Acrobatics +4, Athletics +8, Intimidation +6,

Senses:Passive Perception 14, Bluff DC 12, Bribe DC 11, 1000gp,

Languages:Humanoid

Challenge:CR 2 (450 xp)


Abilities:

Mounted Combatant.The Lancer has advantage on melee attack rolls against any unmounted creature that is smaller than it's mount, and can force attacks targeting their mount to hit them instead.

Mount EvasionAny affect that subjects the Lancer's mount to a DEX save for half only deals half damage on failure, and no damage on success.

Actions


Lance:Melee Weapon Attack: +6 to hit, 5-10 ft.
Hit: 11 (1d12 + 4) piercing damage.

Longsword:Melee Weapon Attack: +6 to hit, 5 ft.
Hit: 9 (1d8 + 4) slashing damage.

Javelin:Melee Weapon Attack: +6 to hit, 5 ft.,
Thrown: 30/120 ft.
Hit: 8 (1d6 + 4) piercing damage.

Legendary Actions

Mounted Combat.
- The lancer must spend half of it's movement to mount or dismount.
- If an effect moves the mount against it's will, the lancer must succeed a DC 10 STR Save or be knocked off.

Mercenary Archer, CR 1

Mercenary Archer, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Lawful Evil CR 1 200 xp

  • Armor class 15 (Leather)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Athletics + 4, Acrobatics + 6, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 50 gp,
Lifting. Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Abilities:

Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.

Actions

Longbow. Ranged Weapon: +6 to hit, Range 150ft.
Hit: 9 (1d8+4) Piercing damage.

Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 8 (1d6+4) Piercing damage.

Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 8 (1d6+4) Piercing damage.

Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.

Knight, CR 4

Knight, CR 4 Medium humanoid (any race), Loot Value 50, Loot Value 75, any alignment CR 4 1,100 xp

  • Armor class 18 (Plate)
  • Hit points 68 (9d8+27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:CON +5, WIS +2,

Skills:Athletics + 5, Animal Handling + 2,

Senses:Psv Per 10, Bluff DC 12, Bribe DC 16, 300 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 4 (1,100 xp)


Abilities:

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

Leadership. As a Reaction, 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.



Actions

2x Greatsword Multiattack.

Greatsword. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 17 (4d6+3) slashing damage.

Heavy Crossbow. Ranged Weapon: +2 to hit, Range 100/400 ft.,
Hit. 22 (4d10) piercing damage.

=== Reactions ===

Parry. The knight adds 4 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.)

Warhorse

Warhorse Large Beast, Loot Value 10, unaligned CR 1/2 100 xp

  • Armor class 11 (Natural)
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Senses:Passive Perception 11

Languages:

Challenge:CR 1/2 (100 xp)


Abilities:

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.

Mercenary Archer, CR 1

Mercenary Archer, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Lawful Evil CR 1 200 xp

  • Armor class 15 (Leather)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Athletics + 4, Acrobatics + 6, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 50 gp,
Lifting. Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Abilities:

Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.

Actions

Longbow. Ranged Weapon: +6 to hit, Range 150ft.
Hit: 9 (1d8+4) Piercing damage.

Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 8 (1d6+4) Piercing damage.

Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 8 (1d6+4) Piercing damage.

Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.

Mercenary Infantry, CR 2

Mercenary Infantry, CR 2 Medium Humanoid, Loot Value 20, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 16 (Chain Mail, Shield)
  • Hit points 43 (5d10+15)
  • Speed 30ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 100 gp, Carry 270lbs.

Languages:Humanoid

Challenge:CR 2 (450 xp)


Abilities:

Shield Bash. If the infantryman hits with a shield attack, they can Shove as a Bonus Action. The target is either pushed back 5ft or knocked prone.

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Actions

Longsword. Melee Weapon: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.

Javelin: Thrown Weapon: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.

Draft Horse

Draft Horse Large Beast, Loot Value 10, unaligned CR 1/2 100 xp

  • Armor class 10 (Natural)
  • Hit points 25 (4d10+4)
  • Speed 50 ft.
  • STR24 (+7)
  • DEX10 (0)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA4 (-3)

Save Throws:CON +3

Skills:Athletics +11

Senses:Passive Perception 11

Languages:

Challenge:CR 1/2 (100 xp)


Abilities:

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit: 11 (2d4+6) bludgeoning damage.

Large Ballista

Large Ballista Large Object, Unaligned CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 50 (5d10+0)
  • Speed Weight 400lbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:
Damage Threshold: 10

Damage Immunities:Poison, Psychic

Languages:

Challenge:CR 2 (450 xp)


A ballista is a massive crossbow that fires heavy bolts.

Abilities:

Crew Weapon Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Actions

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit. 16 (3d10) piercing damage.

Blind Bolt. Ranged Weapon Ability, Range 150ft.
All creatures in a 10ft line of the target area take 16 (3d10) piercing damage.
Creatures can make a DC 14 DEX Save for half damage. Failure by 5 and they are pushed back to the end of the impact zone. Failure by 10 or more and they are pushed back and land prone.

Goblin Archer, CR 4

Goblin Archer, CR 4 Small humanoid (goblinoid), Loot Value 5, Loot Value 75, neutral evil CR 4 1,100 xp

  • Armor class 19 (Leather)
  • Hit points 77 (14d6+28)
  • Speed 30ft
  • STR8 (-1)
  • DEX20 (+5)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA8 (-1)

Save Throws:DEX +8

Skills:Stealth + 11,

Senses:Darkvision 90ft. Psv Per 10, Bluff DC 9, Bribe DC 15, 300 gp, Carry 60lbs.

Languages: Common, Goblin

Challenge:CR 4 (1,100 xp)


Abilities:

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

Sharpshooter The Goblin ignores cover, and add +10 to it's ranged weapon damage if it takes a -5 penalty to the the attack rolls.

Actions

3x Light Weapon Multiattack.

Scimitar. Melee Weapon: +8 to hit, reach 5ft.
Hit.
9 (1d6+5) slashing damage.

Shortbow. Ranged Weapon: +8 to hit, range 80/320ft,
Hit.
9 (1d6 +5) piercing damage.

Crossbow +1 (One attack AND Bonus Action). Ranged Weapon attack. +9 to hit, Range 120ft.
Hit. 20 (3d8+6) Piercing Damage.

Grung, CR 2

Grung, CR 2 Small Humanoid, Loot Value 5, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 68 (8d6+40)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON20 (+5)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

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

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 12, Bluff DC 10, Bribe DC 14, 100 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 2 (450 xp)


Abilities:

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 15 CON Save or become poisoned for 1 minute.

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

Any creature hit by one of the Grung's weapon attacks must make a DC 15 CON Save or take an additional 7 (2d6) poison damage. The creature also suffers one of the below affects for every 16 points it failed by until it succeds a save at the end of its turn.

2x Dagger Multiattack.
Dagger.. +5 to hit, Thrown Range 20/60ft.
Hit. 8 (2d4+3) Piercing damage.

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.

Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Grung Wildling, CR 3

Grung Wildling, CR 3 Small Humanoid, Loot Value 20, Loot Value 50, Lawful Evil CR 3 700 xp

  • Armor class 16 (Barkskin, AC 14 if dispelled.)
  • Hit points 65 (10d6+30)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX18 (+4)
  • CON17 (+3)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6

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

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 14, Bluff DC 12, Bribe DC 16, 200 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 3 (700 xp)


Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 12 to spot.

Abilities:

Poisonous Skin. Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 13 CON Save or become poisoned for 1 minute.

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

Actions

Any creature hit by one of the Grung's weapon attacks must make a DC 13 CON Save or take an additional 5 (2d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.

Dagger. 2x Multiattack. +6 to hit, Range 20/60 ft.
Hit. 7 (1d4+4) Piercing damage.

Shortbow. Ranged Weapon. +6 to hit, Range 80/320 ft.
Hit. 11 (2d6+4) Piercing damage.

Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 9 (2d8) HP.

Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 20ft Radius take 5 (2d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 12 Perception check.

Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.

Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Grung Elite Warrior, CR 2

Grung Elite Warrior, CR 2 Small Humanoid, Loot Value 30, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 44 (8d6+16)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws:DEX +5,

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

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 12, Bluff DC 11, Bribe DC 15, 100 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 2 (450 xp)


Abilities:

Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 12 CON Save or become poisoned for 1 minute.

Standing Leap.The Grung Elite Warrior’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Dripping Poison If the Grung takes damage, it may use its reaction to poison creatures within 5ft of it.

Actions

Any creature hit by one of the Grung's weapon attacks must make a DC 12 CON Save or take an additional 5 (2d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.

Dagger . +5 to hit, Range 20/60 ft.
Hit. 6 (1d4+3) Piercing damage.

Shortbow. Ranged Weapon. +5 to hit, Range 80/320 ft.
Hit. 7 (1d6+3) Piercing 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 11 WIS Save or be stunned until the end of the grung’s next turn.

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.

Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Chaos Paladin, CR 4

Chaos Paladin, CR 4 Medium Aasimar, Loot Value 75, Lawful Neutral CR 4 1,100 xp

  • Armor class 20 (Plate, Shield)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., 30ft (Flying, 1min)
  • STR18 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT8 (-1)
  • WIS8 (-1)
  • CHA18 (+4)

Save Throws:WIS +1, CHA +6,

Skills:Athletics + 6, History + 1, Perception + 3, Performance + 1, Persuasion + 6,

Damage Resistances:Necrotic, Radiant

Condition Immunities:Disease

Senses:Psv Per 13, Bluff DC 13, Bribe DC 17, 300 gp, Carry 270lbs., Push 540lbs.

Languages:Celestial, Common, Dwarvish

Challenge:CR 4 (1,100 xp)


Abilities:

Aura of Hate & Protection.The Chaos Paladin adds +4 to the damage and saving throws of all allies within 10ft.

Sentinel. Any creature entering the Paladin's threatened area provokes a Shove attack, and must make a DC 14 STR Save or be knocked prone. They must have half their movement remaining to stand up.


Actions.

2x Longsword Multiattack.

Longsword. Melee Weapon Attack. +6 to hit.
Hit. 13 (1d8+8) Slashing damage.

Thunder Smite (Recharge 5-6). Melee Attack. +6 to hit.
Hit. 17 (2d8+8) Slashing Plus 14 (4d6) Radiant damage.
Creatures hit by this attack must make a DC 14 STR Save or be knocked back 20 ft. Failure by 5 or more and they are also knocked prone.

Actions

SWAT Guard, CR 2

SWAT Guard, CR 2 Medium humanoid (any race), Loot Value 5, Loot Value 30, any alingment CR 2 450 xp

  • Armor class 17 (Chain Shirt)
  • Hit points 45 (6d8+18)
  • Speed 30ft
  • STR18 (+4)
  • DEX18 (+4)
  • CON16 (+3)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA12 (+1)

Skills:Athletics + 6, Acrobatics + 6, Perception + 3,

Senses:Psv Per 13, Bluff DC 12, Bribe DC 16, 100 gp, Carry 270lbs.

Languages: any one language (usually Common)

Challenge:CR 2 (450 xp)


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.


Actions.

Billy Club. Melee Weapon: +6 to hit, reach 5ft,
Hit. 9 (1d8+4) Bludgeoning damage.

Sidearm. Ranged Weapon: +6 to hit, reach 5ft,
Hit. 9 (1d8+6) Piercing damage.

Net. Thrown Weapon: +8 to hit, Range 10ft. Restrains target on hit.

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.

Handcuffs. Melee Weapon: DC 16 DEX Save. On failure, target's hands are bound until freed with a DC 14 check with thieves' tools or it's broken. AC 15, HP 10, Damage Threshhold 5.

Actions

Legendary Actions

Restrained. A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.

SWAT Guard, CR 1

SWAT Guard, CR 1 Medium humanoid (any race), Loot Value 5, Loot Value 20, any alingment CR 1 200 xp

  • Armor class 17 (Chain Shirt)
  • Hit points 26 (4d8+8)
  • Speed 30ft
  • STR16 (+3)
  • DEX16 (+3)
  • CON15 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Skills:Athletics + 5, Acrobatics + 5, Perception + 3,

Senses:Psv Per 13, Bluff DC 11, Bribe DC 15, 50 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 1 (200 xp)


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.


Actions.

Billy Club. Melee Weapon: +5 to hit, reach 5ft,
Hit. 8 (1d8+3) Bludgeoning damage.

Sidearm. Ranged Weapon: +5 to hit, reach 5ft,
Hit. 8 (1d8+5) Piercing damage.

Net. Thrown Weapon: +7 to hit, Range 10ft. Restrains target on hit.

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.

Handcuffs. Melee Weapon: DC 15 DEX Save. On failure, target's hands are bound until freed with a DC 14 check with thieves' tools or it's broken. AC 15, HP 10, Damage Threshhold 5.

Actions

Legendary Actions

Restrained. A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.

Chaos Paladin, CR 4

Chaos Paladin, CR 4 Medium Aasimar, Loot Value 75, Lawful Neutral CR 4 1,100 xp

  • Armor class 20 (Plate, Shield)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., 30ft (Flying, 1min)
  • STR18 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT8 (-1)
  • WIS8 (-1)
  • CHA18 (+4)

Save Throws:WIS +1, CHA +6,

Skills:Athletics + 6, History + 1, Perception + 3, Performance + 1, Persuasion + 6,

Damage Resistances:Necrotic, Radiant

Condition Immunities:Disease

Senses:Psv Per 13, Bluff DC 13, Bribe DC 17, 300 gp, Carry 270lbs., Push 540lbs.

Languages:Celestial, Common, Dwarvish

Challenge:CR 4 (1,100 xp)


Abilities:

Aura of Hate & Protection.The Chaos Paladin adds +4 to the damage and saving throws of all allies within 10ft.

Sentinel. Any creature entering the Paladin's threatened area provokes a Shove attack, and must make a DC 14 STR Save or be knocked prone. They must have half their movement remaining to stand up.


Actions.

2x Longsword Multiattack.

Longsword. Melee Weapon Attack. +6 to hit.
Hit. 13 (1d8+8) Slashing damage.

Thunder Smite (Recharge 5-6). Melee Attack. +6 to hit.
Hit. 17 (2d8+8) Slashing Plus 14 (4d6) Radiant damage.
Creatures hit by this attack must make a DC 14 STR Save or be knocked back 20 ft. Failure by 5 or more and they are also knocked prone.

Actions

Hoplite Guard, CR 1

Hoplite Guard, CR 1 Medium Humanoid, Loot Value 10, Loot Value 20, Unaligned CR 1 200 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 38 (5d10+10)
  • Speed 30ft., Climb 20ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS12 (+1)
  • CHA8 (-1)

Save Throws:STR +4, DEX +4, CON +4,

Skills:Athletics + 6, Acrobatics + 4, Insight + 3, Medicine + 3, Perception + 3, Intimidation + 4,

Senses:Psv Per 13, Bluff DC 10, Bribe DC 14, 50 gp, Carry 210lbs.

Languages:

Challenge:CR 1 (200 xp)


Abilities:

Protection. The Hoplite can use it's reaction to add +2 to the AC of any friendlies within 5ft

Polearm Master. Entering the Hoplite's threat area incurrs an opportunity attack.

Improved Critical. The Hoplite scores a critical hit on a 19 or 20.


Actions.

Multiattack. The guard makes 1 attack with its spear and shoves on hit.

Spear:Melee Weapon: +4 to hit, 5 ft.,
Thrown: 20/60 ft.
Hit: 6 (1d6 + 2) piercing damage.

Shield Bash Bonus Attack:If hit by the spear, the target must make a DC 14 STR Save or be knocked prone or pushed 5ft.

Actions

Chaos Cultist, CR 2

Chaos Cultist, CR 2 Medium Humanoid, Loot Value 30, Chaotic Evil CR 2 450 xp

  • Armor class 16 (Mage Armor)
  • Hit points 22 (4d8+4)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:DEX +4, CHA +6,

Skills:Stealth + 4, Perception + 3,

Senses:Psv Per 13, Bluff DC 15, Bribe DC 19, 100 gp, Carry 150lbs.

Languages:

Challenge:CR 2 (450 xp)


Abilities:

Mage Armor. The Cultist protects itself with a special Mage Armor, cast at Spell Level 2. If dispelled, the Cultist's AC becomes 12.

Mage Slayer. The Cultist may make an opportunity attack against a creature that casts a spell within 10ft. Creatures hit by this attack have disadvantage on concentration checks until the end of their next turn.


Actions.

Chaos Bolt. Ranged Spell Attack. +6 to hit, Range 30/60 ft.
Hit. 9 (2d4+1d6) Elemental damage.
If the first two damage dice match, the bolt hits a second target within 20 ft.
Roll a d4 for Resistances. Damage is either Fire, Cold, Poison, or Thunder.

Shocking Grasp. Melee Spell Attack. +6 to hit, Range 5 ft.
Hit. 9 (2d8) Lightning damage.
Target cannot take Reactions until the end of their next turn.

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

Actions

Legendary Actions


Death Burst.5% of Cultists have an explosive rune carved in their skull that explodes on their death. If triggered, it explodes in a burst of Fire. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 21 (6d6) Force damage on a failed save, or half as much damage on a successful one.
Failure by 5 or more and creatures are knocked prone or pushed back 5ft.

Counterspell. (2/day) As a reaction, the cultist can attempt to interrupt a creature casting a spell. Spells of Level 2 or lower automatically fail. Spells Level 3 and higher require an ability check of DC 10+ the spells level, using a modifier of +4.

Young Green Dragon, CR 10

Young Green Dragon, CR 10 Large Dragon, Loot Value 750, Lawful Evil CR 10 5,900 xp

  • Armor class 18 (Natural)
  • Hit points 181 (19d10+76)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR19 (+4)
  • DEX12 (+1)
  • CON19 (+4)
  • INT16 (+3)
  • WIS13 (+1)
  • CHA15 (+2)

Save Throws:DEX +4, CON +7, WIS +4, CHA +5,

Skills:Stealth + 4, Perception + 4, Deception + 5,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Blindsight, 30ft., Darkvision, 60ft.,Psv Per 14, Bluff DC 13, Bribe DC 19, 4,000 gp, Carry 570lbs., Push 1,140lbs.

Languages:Common, Draconic

Challenge:CR 10 (5,900 xp)


Abilities:

Aura of Sickness (Concentration). While the Dragon is not incapacitated, creatures that start their turn within 5ft of the dragon must make a DC 15 CON save or be poisoned until the start of their next turn.

Dragon Rage. If the dragon begins its turn with less than 91hp it gains resistance to all non-magical piercing, bludgeoning, and slashing damage.


Actions.

Multiattack. The dragon makes 3 attacks. One with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +7 to hit, Reach 10ft.
Hit. 10 (1d10+4) piercing damage plus 4 (1d6) Poison damage.

Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft.
Hit: 8 (1d6+4) slashing damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Cone. Each creature in that area must make a DC 15 CON Save, taking 28 (8d6) Poison damage on a failed save, or half as much damage on a successful one.
For every 5 below the save, failing creatures incur a random condition: Blindness, Poisoned, Incapacitated, or fall Prone at the end of every turn. This condition lasts for 1 minute or until they make the save at the end of their turn.

Ray of Sickness. Level 3 Spell, Range 60ft.
A ray of energy lashes out toward a creature within range. Target takes 18 (3d8) Poison damage and must make a DC 13 CON Save or be poisoned until the end of their next turn.

Actions

Chaos Paladin, CR 6

Chaos Paladin, CR 6 Medium Aasimar, Loot Value 200, Lawful Neutral CR 6 2,300 xp

  • Armor class 20 (Plate, Shield)
  • Hit points 90 (12d8+36)
  • Speed 30 ft., 30ft (Flying, 1min)
  • STR20 (+5)
  • DEX11 (0)
  • CON16 (+3)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA20 (+5)

Save Throws:WIS +1, CHA +7,

Skills:Athletics + 7, History + 1, Perception + 3, Performance + 1, Persuasion + 7,

Damage Resistances:Necrotic, Radiant

Condition Immunities:Disease

Senses:Psv Per 13, Bluff DC 14, Bribe DC 18, 750 gp, Carry 300lbs., Push 600lbs.

Languages:Celestial, Common, Dwarvish

Challenge:CR 6 (2,300 xp)


Abilities:

Aura of Hate & Protection.The Chaos Paladin adds +5 to the damage and saving throws of all allies within 10ft.

Sentinel. Any creature entering the Paladin's threatened area provokes a Shove attack, and must make a DC 15 STR Save or be knocked prone. They must have half their movement remaining to stand up.


Actions.

2x Longsword Multiattack.

Longsword. Melee Weapon Attack. +7 to hit.
Hit. 19 (2d8+10) Slashing damage.

Thunder Smite (Recharge 5-6). Melee Attack. +7 to hit.
Hit. 28 (4d8+10) Slashing Plus 18 (5d6) Radiant damage.
Creatures hit by this attack must make a DC 15 STR Save or be knocked back 25 ft. Failure by 5 or more and they are also knocked prone.

Actions

Chaos Cultist, CR 3

Chaos Cultist, CR 3 Medium Humanoid, Loot Value 50, Chaotic Evil CR 3 700 xp

  • Armor class 16 (Mage Armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:DEX +5, CHA +7,

Skills:Stealth + 5, Perception + 4,

Damage Resistances:WIS +4

Senses:Psv Per 14, Bluff DC 15, Bribe DC 21, 200 gp, Carry 150lbs.

Languages:

Challenge:CR 3 (700 xp)


Abilities:

Mage Armor. The Cultist protects itself with a special Mage Armor, cast at Spell Level 3. If dispelled, the Cultist's AC becomes 12.

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

Chaos Bolt. Ranged Spell Attack. +7 to hit, Range 40/80 ft.
Hit. 12 (2d4+2d6) Elemental damage.
If the first two damage dice match, the bolt hits a second target within 30 ft.
Roll a d4 for Resistances. Damage is either Fire, Cold, Poison, or Thunder.

Shocking Grasp. Melee Spell Attack. +7 to hit, Range 5 ft.
Hit. 27 (6d8) Lightning damage.
Target cannot take Reactions until the end of their next turn.

2x Scimitar Multiattack. Melee Weapon: +5 to hit, reach 5ft.
Hit.
13 (3d6+2) slashing damage.

Actions

Legendary Actions


Death Burst.5% of Cultists have an explosive rune carved in their skull that explodes on their death. If triggered, it explodes in a burst of Fire. Each creature within 15 feet of it must make a DC 12 Dexterity saving throw, taking 25 (7d6) Force damage on a failed save, or half as much damage on a successful one.
Failure by 5 or more and creatures are knocked prone or pushed back 5ft.

Counterspell. (3/day) As a reaction, the cultist can attempt to interrupt a creature casting a spell. Spells of Level 3 or lower automatically fail. Spells Level 4 and higher require an ability check of DC 10+ the spells level, using a modifier of +4.

Mercenary Archer, CR 2

Mercenary Archer, CR 2 Medium Humanoid, Loot Value 20, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 15 (Leather)
  • Hit points 38 (5d10+10)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Athletics + 4, Acrobatics + 6, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 100 gp,
Lifting. Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 2 (450 xp)


Abilities:

Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.

Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Actions.

Longbow. Ranged Weapon: +6 to hit, Range 150ft.
Hit: 13 (2d8+4) Piercing damage.

Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 11 (2d6+4) Piercing damage.

Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 11 (2d6+4) Piercing damage.

Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 15 (2d10+4) Piercing damage.

Actions

Knight, CR 4

Knight, CR 4 Medium humanoid (any race), Loot Value 50, Loot Value 75, any alignment CR 4 1,100 xp

  • Armor class 18 (Plate)
  • Hit points 68 (9d8+27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:CON +5, WIS +2,

Skills:Athletics + 5, Animal Handling + 2,

Senses:Psv Per 10, Bluff DC 12, Bribe DC 16, 300 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 4 (1,100 xp)


Abilities:

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

Leadership. As a Reaction, 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.


Actions.

2x Greatsword Multiattack.

Greatsword. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 17 (4d6+3) slashing damage.

Heavy Crossbow. Ranged Weapon: +2 to hit, Range 100/400 ft.,
Hit. 22 (4d10) piercing damage.

=== Reactions ===

Parry. The knight adds 4 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.)

Actions

Warhorse

Warhorse Large Beast, Loot Value 10, unaligned CR 1/2 100 xp

  • Armor class 11 (Natural)
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Senses:Passive Perception 11

Languages:

Challenge:CR 1/2 (100 xp)


Abilities:

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.


Actions.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.

Actions

Mercenary Lancer

Mercenary Lancer Medium Humanoid, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 64 (8d10+16)
  • Speed 30ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR + 6,

Skills:Acrobatics +4, Athletics +8, Intimidation +6,

Senses:Passive Perception 14, Bluff DC 12, Bribe DC 11, 1000gp,

Languages:Humanoid

Challenge:CR 2 (450 xp)


Abilities:

Mounted Combatant.The Lancer has advantage on melee attack rolls against any unmounted creature that is smaller than it's mount, and can force attacks targeting their mount to hit them instead.

Mount EvasionAny affect that subjects the Lancer's mount to a DEX save for half only deals half damage on failure, and no damage on success.


Actions.


Lance:Melee Weapon Attack: +6 to hit, 5-10 ft.
Hit: 11 (1d12 + 4) piercing damage.

Longsword:Melee Weapon Attack: +6 to hit, 5 ft.
Hit: 9 (1d8 + 4) slashing damage.

Javelin:Melee Weapon Attack: +6 to hit, 5 ft.,
Thrown: 30/120 ft.
Hit: 8 (1d6 + 4) piercing damage.

Actions

Legendary Actions

Mounted Combat.
- The lancer must spend half of it's movement to mount or dismount.
- If an effect moves the mount against it's will, the lancer must succeed a DC 10 STR Save or be knocked off.

Mercenary Archer, CR 1

Mercenary Archer, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Lawful Evil CR 1 200 xp

  • Armor class 15 (Leather)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Athletics + 4, Acrobatics + 6, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 50 gp,
Lifting. Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Abilities:

Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Actions.

Longbow. Ranged Weapon: +6 to hit, Range 150ft.
Hit: 9 (1d8+4) Piercing damage.

Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 8 (1d6+4) Piercing damage.

Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 8 (1d6+4) Piercing damage.

Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.

Actions

Knight, CR 4

Knight, CR 4 Medium humanoid (any race), Loot Value 50, Loot Value 75, any alignment CR 4 1,100 xp

  • Armor class 18 (Plate)
  • Hit points 68 (9d8+27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:CON +5, WIS +2,

Skills:Athletics + 5, Animal Handling + 2,

Senses:Psv Per 10, Bluff DC 12, Bribe DC 16, 300 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 4 (1,100 xp)


Abilities:

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

Leadership. As a Reaction, 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.


Actions.

2x Greatsword Multiattack.

Greatsword. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 17 (4d6+3) slashing damage.

Heavy Crossbow. Ranged Weapon: +2 to hit, Range 100/400 ft.,
Hit. 22 (4d10) piercing damage.

=== Reactions ===

Parry. The knight adds 4 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.)

Actions

Warhorse

Warhorse Large Beast, Loot Value 10, unaligned CR 1/2 100 xp

  • Armor class 11 (Natural)
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Senses:Passive Perception 11

Languages:

Challenge:CR 1/2 (100 xp)


Abilities:

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.


Actions.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.

Actions

Mercenary Archer, CR 1

Mercenary Archer, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Lawful Evil CR 1 200 xp

  • Armor class 15 (Leather)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Athletics + 4, Acrobatics + 6, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 50 gp,
Lifting. Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Abilities:

Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Actions.

Longbow. Ranged Weapon: +6 to hit, Range 150ft.
Hit: 9 (1d8+4) Piercing damage.

Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 8 (1d6+4) Piercing damage.

Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 8 (1d6+4) Piercing damage.

Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.

Actions

Mercenary Infantry, CR 2

Mercenary Infantry, CR 2 Medium Humanoid, Loot Value 20, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 16 (Chain Mail, Shield)
  • Hit points 43 (5d10+15)
  • Speed 30ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 100 gp, Carry 270lbs.

Languages:Humanoid

Challenge:CR 2 (450 xp)


Abilities:

Shield Bash. If the infantryman hits with a shield attack, they can Shove as a Bonus Action. The target is either pushed back 5ft or knocked prone.

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Actions.

Longsword. Melee Weapon: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.

Javelin: Thrown Weapon: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.

Actions

Draft Horse

Draft Horse Large Beast, Loot Value 10, unaligned CR 1/2 100 xp

  • Armor class 10 (Natural)
  • Hit points 25 (4d10+4)
  • Speed 50 ft.
  • STR24 (+7)
  • DEX10 (0)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA4 (-3)

Save Throws:CON +3

Skills:Athletics +11

Senses:Passive Perception 11

Languages:

Challenge:CR 1/2 (100 xp)


Abilities:

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.


Actions.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit: 11 (2d4+6) bludgeoning damage.

Actions

Large Ballista

Large Ballista Large Object, Unaligned CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 50 (5d10+0)
  • Speed Weight 400lbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:
Damage Threshold: 10

Damage Immunities:Poison, Psychic

Languages:

Challenge:CR 2 (450 xp)


A ballista is a massive crossbow that fires heavy bolts.

Abilities:

Crew Weapon Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Actions.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit. 16 (3d10) piercing damage.

Blind Bolt. Ranged Weapon Ability, Range 150ft.
All creatures in a 10ft line of the target area take 16 (3d10) piercing damage.
Creatures can make a DC 14 DEX Save for half damage. Failure by 5 and they are pushed back to the end of the impact zone. Failure by 10 or more and they are pushed back and land prone.

Actions

Goblin Archer, CR 4

Goblin Archer, CR 4 Small humanoid (goblinoid), Loot Value 5, Loot Value 75, neutral evil CR 4 1,100 xp

  • Armor class 19 (Leather)
  • Hit points 77 (14d6+28)
  • Speed 30ft
  • STR8 (-1)
  • DEX20 (+5)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA8 (-1)

Save Throws:DEX +8

Skills:Stealth + 11,

Senses:Darkvision 90ft. Psv Per 10, Bluff DC 9, Bribe DC 15, 300 gp, Carry 60lbs.

Languages: Common, Goblin

Challenge:CR 4 (1,100 xp)


Abilities:

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

Sharpshooter The Goblin ignores cover, and add +10 to it's ranged weapon damage if it takes a -5 penalty to the the attack rolls.


Actions.

3x Light Weapon Multiattack.

Scimitar. Melee Weapon: +8 to hit, reach 5ft.
Hit.
9 (1d6+5) slashing damage.

Shortbow. Ranged Weapon: +8 to hit, range 80/320ft,
Hit.
9 (1d6 +5) piercing damage.

Crossbow +1 (One attack AND Bonus Action). Ranged Weapon attack. +9 to hit, Range 120ft.
Hit. 20 (3d8+6) Piercing Damage.

Actions

Grung, CR 2

Grung, CR 2 Small Humanoid, Loot Value 5, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 68 (8d6+40)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON20 (+5)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

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

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 12, Bluff DC 10, Bribe DC 14, 100 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 2 (450 xp)


Abilities:

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 15 CON Save or become poisoned for 1 minute.

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.

Any creature hit by one of the Grung's weapon attacks must make a DC 15 CON Save or take an additional 7 (2d6) poison damage. The creature also suffers one of the below affects for every 16 points it failed by until it succeds a save at the end of its turn.

2x Dagger Multiattack.
Dagger.. +5 to hit, Thrown Range 20/60ft.
Hit. 8 (2d4+3) Piercing damage.

Actions

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.

Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Grung Wildling, CR 3

Grung Wildling, CR 3 Small Humanoid, Loot Value 20, Loot Value 50, Lawful Evil CR 3 700 xp

  • Armor class 16 (Barkskin, AC 14 if dispelled.)
  • Hit points 65 (10d6+30)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX18 (+4)
  • CON17 (+3)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6

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

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 14, Bluff DC 12, Bribe DC 16, 200 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 3 (700 xp)


Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 12 to spot.

Abilities:

Poisonous Skin. Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 13 CON Save or become poisoned for 1 minute.

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


Actions.

Any creature hit by one of the Grung's weapon attacks must make a DC 13 CON Save or take an additional 5 (2d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.

Dagger. 2x Multiattack. +6 to hit, Range 20/60 ft.
Hit. 7 (1d4+4) Piercing damage.

Shortbow. Ranged Weapon. +6 to hit, Range 80/320 ft.
Hit. 11 (2d6+4) Piercing damage.

Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 9 (2d8) HP.

Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 20ft Radius take 5 (2d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 12 Perception check.

Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.

Actions

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.

Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Grung Elite Warrior, CR 2

Grung Elite Warrior, CR 2 Small Humanoid, Loot Value 30, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 44 (8d6+16)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws:DEX +5,

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

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 12, Bluff DC 11, Bribe DC 15, 100 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 2 (450 xp)


Abilities:

Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 12 CON Save or become poisoned for 1 minute.

Standing Leap.The Grung Elite Warrior’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Dripping Poison If the Grung takes damage, it may use its reaction to poison creatures within 5ft of it.
Actions.

Any creature hit by one of the Grung's weapon attacks must make a DC 12 CON Save or take an additional 5 (2d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.

Dagger . +5 to hit, Range 20/60 ft.
Hit. 6 (1d4+3) Piercing damage.

Shortbow. Ranged Weapon. +5 to hit, Range 80/320 ft.
Hit. 7 (1d6+3) Piercing 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 11 WIS Save or be stunned until the end of the grung’s next turn.

Actions

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.

Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.