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Abominable Yeti

Abominable Yeti Huge Monstrosity, chaotic evil 9 5,000 xp

  • Armor class 15 (Natural Armor)
  • Hit points 137 (11d12+66)
  • Speed 40 ft., climb 40 ft.
  • STR 24 (+7)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 9 (-1)

Skills: Perception +5, Stealth +4

Damage Immunities: Cold

Senses: Darkvision 60 ft., Passive Perception 15

Languages: Yeti

Challenge: 9 (5,000 xp)

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.

Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to this yeti’s gaze for 1 hour.

Cold Breath (Recharge 6). The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Adult White Dragon

Adult White Dragon Huge Dragon, chaotic evil 13 10 xp

  • Armor class 18 (Natural Armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
  • STR 22 (+6)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: DEX +5, CON +11, WIS +6, CHA +6

Skills: Perception +11, Stealth +5

Damage Immunities: Cold

Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21

Languages: Common, Draconic

Challenge: 13 (10 xp)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Azer

Azer Medium Elemental, lawful neutral 2 450 xp

  • Armor class 17 (Natural Armor, Shield)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 10 (0)

Save Throws: CON +4

Damage Immunities: Fire, Poison

Condition Immunities: Poisoned

Senses: Passive Perception 11

Languages: Ignan

Challenge: 2 (450 xp)

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

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

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Bandit Captain

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.

Bandit

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)

Skills: 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.

Battlehammer Dwarf

Battlehammer Dwarf Medium Humanoid (dwarf), lawful good 1/2 100 xp

  • Armor class 13 (Leather Armor)
  • Hit points 16 (3d8+3)
  • Speed 25 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

Damage Resistances: Poison

Senses: Darkvision 60 ft., Passive Perception 15

Languages: Common, Dwarvish

Challenge: 1/2 (100 xp)

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

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

Actions

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

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) piercing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Bheur Hag

Bheur Hag Medium Fey, chaotic evil 7 2,900 xp

  • Armor class 17 (Natural Armor)
  • Hit points 91 (14d8+28)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 16 (+3)

Save Throws: WIS +4

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

Damage Immunities: Cold

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Auran, Common, Giant

Challenge: 7 (2,900 xp)

Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.

Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra movement.

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: hold person,* ray of frost

3/day each: cone of cold,* ice storm,* wall of ice*

1/day each: control weather

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage.

Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish, the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.

Coldlight Walker

Coldlight Walker Medium undead, chaotic evil 5 1,800 xp

  • Armor class 13 (Natural Armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 8 (-1)

Save Throws: INT +2, WIS +3

Damage Immunities: Cold

Condition Immunities: Blinded, Charmed, Exhaustion, Paralyzed, Petrified, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages:

Challenge: 5 (1,800 xp)

Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker’s next turn.

Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.

Unusual Nature. The walker doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The walker makes two attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 14 (4d6) cold damage.

Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 25 (4d10 + 3) cold damage.

Dire Wolf

Dire Wolf Large Beast, unaligned 1 200 xp

  • Armor class 14 (Natural Armor)
  • Hit points 37 (5d10+10)
  • Speed 50 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4

Senses: Passive Perception 12

Languages:

Challenge: 1 (200 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Duke Zalto

Duke Zalto Huge Giant, lawful evil 9 5,000 xp

  • Armor class 18 (Plate)
  • Hit points 221 (13d12+78)
  • Speed 30 ft.
  • STR 25 (+7)
  • DEX 9 (-1)
  • CON 23 (+6)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: DEX +3, CON _10, CHA +5

Skills: Athletics +11, Perception +6

Damage Resistances: Lightning

Damage Immunities: Fire

Senses: Passive Perception 16

Languages: Common, Elvish, Giant

Challenge: 9 (5,000 xp)

Equipment. Duke Zalto wears a ring of lightning resistance.

Actions

Multiattack. Duke Zalto makes two attacks with his Giant Iron Maul.

Giant Iron Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Fire Brand Kobold Champion

Fire Brand Kobold Champion Small Humanoid (kobold), lawful evil 1/2 100 xp

  • Armor class 14 (Toughened Scales)
  • Hit points 17 (5d6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/2 (100 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.

Savage Slashes. The kobold champion wields its twin daggers as though they were a single weapon

Impossible Speed. The kobold champion takes one free action at the start of any combat, irrespective of initiative order.

Actions

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

Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Fire Elemental

Fire Elemental Large Elemental, neutral 5 1,800 xp

  • Armor class 13
  • Hit points 102 (12d10+36)
  • Speed 50 ft.
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Fire, Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Ignan

Challenge: 5 (1,800 xp)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Fire Giant Dreadnought

Fire Giant Dreadnought Huge Giant, lawful evil 14 11 xp

  • Armor class 21 (Plate, Shield)
  • Hit points 187 (15d12+90)
  • Speed 30 ft.
  • STR 27 (+8)
  • DEX 9 (-1)
  • CON 23 (+6)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 11 (0)

Save Throws: DEX +4, CON +11, CHA +5

Skills: Athletics +13, Perception +5

Damage Immunities: Fire

Senses: Passive Perception 15

Languages: Giant

Challenge: 14 (11 xp)

Dual Shields. The giant carries two shields, each of which is accounted for in the giant’s AC. The giant must stow or drop one of its shields to hurl rocks.

Actions

Multiattack. The giant makes two fireshield attacks.

Fireshield. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.

Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Shield Charge. The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.

Fire Giant

Fire Giant Huge Giant, lawful evil 9 5,000 xp

  • Armor class 18 (Plate)
  • Hit points 162 (13d12+78)
  • Speed 30 ft.
  • STR 25 (+7)
  • DEX 9 (-1)
  • CON 23 (+6)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: DEX +3, CON +10, CHA +5

Skills: Athletics +11, Perception +6

Damage Immunities: Fire

Senses: Passive Perception 16

Languages: Giant

Challenge: 9 (5,000 xp)

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Frost Giant

Frost Giant Huge Giant, neutral evil 8 3,900 xp

  • Armor class 15 (Patchwork Armor)
  • Hit points 138 (12d12+60)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: CON +8, WIS +3, CHA +4

Skills: Athletics +9, Perception +3

Damage Immunities: Cold

Senses: Passive Perception 13

Languages: Giant

Challenge: 8 (3,900 xp)

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Giant Spider

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).

Griffon

Griffon Large Monstrosity, unaligned 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 30 ft., fly 80 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Senses: Darkvision 60 ft., Passive Perception 15

Languages:

Challenge: 2 (450 xp)

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Grimfang Orc Cook

Grimfang Orc Cook Medium humanoid (orc), chaotic neutral 1 200 xp

  • Armor class 15 (Hide Armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: STR +6

Skills: Intimidation +2

Damage Resistances: Bludgeoning

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 1 (200 xp)

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

Always Hungry. Orc cooks are the greediest of their kind and they eat almost constantly. As a bonus action, the cook can scoff a leg of lamb or a haunch of venison in a single bit, restoring 1d6hit points.

Actions

Meat Saw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) Slashing damage.

Grimfang Orc Gladiator

Grimfang Orc Gladiator Medium humanoid (orc), chaotic neutral 1 200 xp

  • Armor class 12 (Thick Skin)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: DEX +4

Skills: Intimidation +2

Damage Resistances: Cold

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 1 (200 xp)

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

Actions

Multiattack. The orc gladiator makes two sword attacks.

Sword. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

Grimfang Orc Grog Master

Grimfang Orc Grog Master Medium humanoid (orc), chaotic neutral 1 200 xp

  • Armor class 14 (Hide Armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 19 (+4)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: CON +6

Skills: Intimidation +2

Damage Resistances: Bludgeoning

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 1 (200 xp)

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

One for the Road. Swigging wildly from its tankard, the grog master barely feels pain. As long as they are within 5 ft. of a grog barrel, grog masters take half damage from all successful attacks.

Actions

Tankard Smash. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Grimfang Orc King

Grimfang Orc King Medium humanoid (orc), chaotic neutral 4 1,100 xp

  • Armor class 18 (Chain Mail and Heavy Furs)
  • Hit points 110 (13d8+52)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: STR +6, CON +6, WIS +2

Skills: Intimidation +5

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 4 (1,100 xp)

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

Murderous Frenzy. The orc king deals and extra 4 (1d8) damage when it hits with a melee weapon attack.

Love of Battle. In melee combat, if the orc king is facing multiple opponents, he gains an additional attack as a bonus action.

Actions

Multiattck. The orc king makes two War Hammer attacks.

War Hammer. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d12+7) bludgeoning damage.

Grimfang Orc Shaman

Grimfang Orc Shaman Medium humanoid (orc), chaotic neutral 2 450 xp

  • Armor class 16 (Stout Hide Armor)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Intimidation +3, Religion +1

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 2 (450 xp)

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

Murderous Frenzy. The shaman deals an extra 4 (1d8) damage when it hits with a melee weapon attack,

Spellcasting. A Grimfang Orc Shaman is a 3rd level spellcaster. Its casting attack bonus is +3 and he knows the following spells.

Cantrips (at will): Guidance, Resistance, Thaumaturgy

1st level (4 slots): Bless, Command

2nd level (2 slots): Augury,* Spiritual Weapon

Actions

Sacrificial Spike. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d6+7) piercing damage.

Grimfang Orc

Grimfang Orc Medium humanoid (orc), chaotic neutral 1/2 100 xp

  • Armor class 13 (Hide Armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

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

Actions

Spear. Melee or ranged weapon attack: +5 to hit, reach 10 ft. or thrown range 20/60., one target. Hit: 5 (1d6+3) piercing damage.

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

Ice Shelf Polar Bear

Ice Shelf Polar Bear Large Beast, unaligned 2 450 xp

  • Armor class 12 (Natural Armor)
  • Hit points 42 (5d10+15)
  • Speed 40 ft., swim 30 ft.
  • STR 20 (+5)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages:

Challenge: 2 (450 xp)

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

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Ice Spider Queen

Ice Spider Queen Large Beast, unaligned 2 450 xp

  • Armor class 14 (Natural Armor)
  • Hit points 44 (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: 2 (450 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.

Cold Aura. Any creature that starts its turn within 5 feet of the queen takes 5 (2d4) cold damage.

Actions

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. While restrained in the ice spider queen’s web, a creature takes 2 (1d4) cold damage at the start of each of its turns. 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 poison, and psychic damage).

Ice Spider

Ice 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

Damage Resistances: Cold

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. While restrained in an ice spider’s web, a creature takes 1 cold damage at the start of each of its turns. 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 poison, and psychic damage).

Icewind Kobold

Icewind Kobold Small Humanoid (kobold), any alignment 1/8 25 xp

  • Armor class 14 (Hide Armor)
  • Hit points 9 (2d6+2)
  • Speed 30 ft, climb 20 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 8 (-1)
  • CHA 8 (-1)

Save Throws: DEX +4, CON +3

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

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

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.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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.

Javelin. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1 (1d6 − 2) piercing damage.

Jarl Storvald

Jarl Storvald Huge Giant, neutral evil 8 3,900 xp

  • Armor class 15 (Patchwork Armor)
  • Hit points 189 (12d12+60)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 16 (+3)
  • CHA 16 (+3)

Save Throws: CON +8, WIS +6, CHA +6

Skills: Athletics +9, Perception +3

Damage Immunities: Cold

Senses: Passive Perception 12

Languages: Common, Giant, Giant Owl

Challenge: 8 (3,900 xp)

Spellcasting. Storvald is a 9th-level spellcaster. His spellcasting ability is Wisdom. He knows the following ranger spells:

1st level (4 slots): hunter’s mark, jump

2nd level (3 slots): locate animals or plants, locate object

3rd level (2 slots): water breathing, water walk

Equipment. He has a blod stone bolted to a 50-pound iron chain that he wears around his neck.

Actions

Multiattack. Storvald makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Kobold Dragonshield

Kobold Dragonshield Small Humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 (Leather, Shield)
  • Hit points 44 (8d6+16)
  • Speed 20 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 8 (-1)
  • WIS 9 (-1)
  • CHA 10 (0)

Skills: Perception +1

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Common, Draconic

Challenge: 1 (200 xp)

Dragon’s Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black), 3–4, cold (white), 5–6, fire (red), 7–8, lightning (blue), 9–10, poison (green).

Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.

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.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The kobold makes two melee attacks.

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

Magmin

Magmin Small Elemental, chaotic neutral 1/2 100 xp

  • Armor class 14 (Natural Armor)
  • Hit points 9 (2d6+2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Fire

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Ignan

Challenge: 1/2 (100 xp)

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Mother Krangor

Mother Krangor Small Humanoid (kobold), lawful evil 4 1,100 xp

  • Armor class 18
  • Hit points 62 (10d12+2)
  • Speed 30 ft., fly 30 ft.
  • STR 10 (0)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 16 (+3)
  • WIS 18 (+4)
  • CHA 16 (+3)

Save Throws: DEX +5, INT +5, WIS +6

Damage Resistances: Cold

Damage Immunities: Fire

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common, Draconic

Challenge: 4 (1,100 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.

Spellcasting. Mother Krangor is an 8th level Cleric. Her casting ability is Wisdom. Her spellcasting attack bonus is +6 and a spell save of DC18. She knows the following spells:
✔ Cantrips (at will): Light, Mending, Resistance, Sacred Flame
✔ 1st Level (4): Guiding Bolt, Healing Word, Inflict Wounds, Shield of Faith
✔ 2nd Level (3): Continual Flame, Hold Person, Prayer of Healing, Spiritual Weapon
✔ 3rd Level (3): Bestow Curse, Dispel Magic, Revivify, Spirit Guardians
✔ 4th Level (2): Death Ward, Stone Shape

Actions

Multiattack. Mother Krangor makes three attacks per turn: two with her sickle-staff and one with her wings buffet

Sickle-staff. Melee Weapon Attack: +5 attack. Reach 5ft. One target Hit: 12 (4d6) piercing damage

Wing Buffet. Melee Weapon Attack: +5 attack. Reach 10ft. Multiple targets. Hit: 10 (2d6+4) bludgeoning damage

Necromancer

Necromancer Medium Humanoid (any race), any alignment 9 5,000 xp

  • Armor class 12 (15 with Mage Armor)
  • Hit points 66 (12d8+12)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: INT +7, WIS +5

Skills: Arcana +7, History _+7

Damage Resistances: Necrotic

Senses: Passive Perception 11

Languages: any four languages

Challenge: 9 (5,000 xp)

Spellcasting. The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending

1st level (4 slots): false life,* mage armor, ray of sickness*

2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web

3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*

4th level (3 slots): blight,* dimension door, stoneskin

5th level (2 slots): Bigby’s hand, cloudkill

6th level (1 slot): circle of death*

*Necromancy spell of 1st level or higher

Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

Actions

Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

Orc Blade of Ilneval

Orc Blade of Ilneval Medium Humanoid (orc), chaotic evil 4 1,100 xp

  • Armor class 18 (Chain Mail, Shield)
  • Hit points 60 (8d8+24)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 17 (+3)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: WIS +3

Skills: Insight +3, Intimidation +4, Perception +3

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Common, Orc

Challenge: 4 (1,100 xp)

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

Foe Smiter of Ilneval. The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).

Actions

Multiattack. The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use it after these attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage when used with two hands.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Ilneval’s Command (Recharge 4–6). Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.

Orc War Chief

Orc War Chief Medium Humanoid (orc_, chaotic evil 4 1,100 xp

  • Armor class 16 (Chain Mail)
  • Hit points 93 (11d8+44)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: STR +6, CON +6, WIS +2

Skills: Intimidation +5

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 4 (1,100 xp)

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

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Actions

Multiattack. The orc makes two attacks with its greataxe or its spear.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 4 plus 1d8) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/Day). Each creature of the war chief’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.

Orc

Orc Medium Humanoid (orc), chaotic evil 1/2 100 xp

  • Armor class 13 (Hide Armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

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

Actions

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

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Priest of the Bloody Flame

Priest of the Bloody Flame Small Humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15
  • Hit points 30 (5d10+5)
  • Speed 40 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: WIS +4

Damage Immunities: Fire, Vulnerable: Cold

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Common, Draconic

Challenge: 1 (200 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.

Spellcasting. A Priest of the Bloody Flame is a 3rd level Cleric. His casting ability is Wisdom. His spellcasting attack bonus is +4and he knows the following spells:
✔ Cantrips: Sacred Flame, Mending, Light
✔ 1st Level: Healing Word, Guiding Bolt, Inflict Wounds, Shield of Faith
✔ 2nd Level: Prayer of Healing, Continual Flame

Actions

Staff Smash. Melee Weapon Attack: +2 attack. Reach 5ft. One target. Hit: 4(1d6) bludgeoning damage.

Reduced-threat Remorhaz

Reduced-threat Remorhaz Large Monstrosity, unaligned 7 2,900 xp

  • Armor class 17 (Natural Armor)
  • Hit points 97 (17d12-12)
  • Speed 30 ft., burrow 20 ft.
  • STR 24 (+7)
  • DEX 13 (+1)
  • CON 21 (+5)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Immunities: Cold, Fire

Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10

Languages:

Challenge: 7 (2,900 xp)

Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.

If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Remorhaz

Remorhaz Huge Monstrosity, unaligned 11 7,200 xp

  • Armor class 17 (Natural Armor)
  • Hit points 195 (17d12+85)
  • Speed 30 ft., burrow 20 ft.
  • STR 24 (+7)
  • DEX 13 (+1)
  • CON 21 (+5)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Immunities: Cold, Fire

Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10

Languages:

Challenge: 11 (7,200 xp)

Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.

If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Skeleton

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, Vulnerable: Bludgeoning

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)

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.

Slaughter Kin Orog

Slaughter Kin Orog Medium humanoid (orc), chaotic neutral 2 450 xp

  • Armor class 18 (Plate)
  • Hit points 42 (5d8+20)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Intimidation +5, Survival +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Orc

Challenge: 2 (450 xp)

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

Actions

Multiattack. The orog makes two Massive Morningstar attacks

Massive Morningstar. Melee Weapon Attack: +6 to hit,, one target. Hit: 10 (1d12+4) piercing damage. (+2 to attack roll. 1d12+mod)

Javelin. Melee or ranged weapon attack: +6 to hit, reach 5 ft. or thrown range 30/120., one target. Hit: 7 (1d6+4) piercing damage.

Snowy Owlbear

Snowy Owlbear Large Monstrosity, unaligned 3 700 xp

  • Armor class 13 (Natural Armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft., swim 30 ft.
  • STR 20 (+5)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Darkvision 60 ft., Passive Perception 13

Languages:

Challenge: 3 (700 xp)

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

Actions

Multiattack. The snowy owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Uthgardt barbarian leader

Uthgardt barbarian leader Medium Humanoid (human), chaotic neutral 2 450 xp

  • Armor class 14 (Hide Armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 15 (+2)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: Passive Perception 10

Languages: Bothii, Common, Elvish

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.

Oathbow. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus an extra 10 (3d6) piercing damage against a sworn enemy.

White Dragon Wyrmling

White Dragon Wyrmling Medium Dragon, chaotic evil 2 450 xp

  • Armor class 16 (Natural Armor)
  • Hit points 32 (5d8+10)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 11 (0)

Save Throws: DEX +2, CON +4, WIS +2, CHA +2

Skills: Perception +4, Stealth +2

Damage Immunities: Cold

Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14

Languages: Draconic

Challenge: 2 (450 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

Winter Wolf

Winter Wolf Large Monstrosity, neutral evil 3 700 xp

  • Armor class 13 (Natural Armor)
  • Hit points 75 (10d10+20)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +5, Stealth +3

Senses: Passive Perception 15

Languages: Common, Giant, Winter Wolf

Challenge: 3 (700 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Yeti Tyke

Yeti Tyke Small Monstrosity, chaotic evil 1/8 25 xp

  • Armor class 11 (Natural Armor)
  • Hit points 9 (2d6+2)
  • Speed 20 ft., climb 20 ft.
  • STR 10 (0)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: Cold

Senses: Dark Vision 60 ft., Passive Perception 9

Languages: understands Yeti but can’t speak

Challenge: 1/8 (25 xp)

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

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

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

Yeti

Yeti Large Monstrosity, chaotic evil 3 700 xp

  • Armor class 12 (Natural Armor)
  • Hit points 51 (6d10+18)
  • Speed 40 ft., climb 40 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +3

Damage Immunities: Cold

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Yeti

Challenge: 3 (700 xp)

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.