Bugbear; Medium humanoid (goblinoid); chaotic evil; 16; hide armor, shield; 27; 5d8 + 5; 30 ft.; 15; 14; 13; 8; 11; 9; ; Stealth +6, Survival +2.; ; ; ; darkvision 60 ft., passive Perception 10.; Common, Goblin.; 1; 200; Bugbears are cruel and unruly humanoids that live to bully the weak and dislike being bossed arround. Despite their intimidating builds, bugbears move with surprising stealth and are fond of setting ambushes.
; Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) piercing damage.; ; Brute. When the bugbear hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included below).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Commoner; Medium humanoid (any race); any alignment; 10; ; 4; 1d8; 30 ft.; 10; 10; 10; 10; 10; 10; ; ; ; ; ; passive Perception 10; any one (usually Common); 0; 10; Commoners include peasants and serfs, slaves and servants, pilgrims, merchants, artisans, and hermits.; Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.; ;
Ghoul; Medium undead; chaotic evil; 12; ; 22; 5d8; 30 ft.; 13; 15; 10; 7; 10; 6; ; ; ; poison; charmed, poisoned; darkvision 60 ft., passive Perception 10; Common; 1; 200; Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Like the maggots or carrion beetles, they thrive in places rank with decay and death.; Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.; ;
Goblin; Medium Humanoid (goblinoid); neutral evil; 15; leather armor, shield; 7; 2d6; 30 ft.; 8; 14; 10; 10; 8; 8; ; Stealth +6; ; darkvision 60 ft., passive Perception 9; ; ; Common, Goblin; 1/4; 50; Goblins are black-hearted, gather in overwhelming numbers, and crave power, which they abuse.
; Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.; ; Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Hobgoblin; Medium humanoid (goblinoid); lawful evil; 18; chain mail, shield; 11; 2d8+2; 30 ft.; 13; 12; 12; 10; 10; 9; ; ; ; ; ; darkvision 60 ft., passive Perception 10; Common, Goblin; 1/2; 100; Hobgoblins are cunning, disciplined warriors who crave conquest. They impose a strict military hierarchy and are often found in the company of goblins and bugbears.
; Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target.
Hit:5 (1d8 + 1) piercing damage.; ; Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
Mormesk the Wraith; Medium undead; neutral evil; 13; ; 45; 6d8 + 18; 0 ft., fly 60 ft.; 6; 16; 16; 12; 14; 15; ; ; acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered; necrotic, poison; charmed, grappled, paralyzed, petrified, poisoned, prone, restrained; darkvision 60 ft., passive Perception 12; Common, Infernal; 3; 700; A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead.
; Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.; ; Incorporeal Movement. The wraith can move through an object or another creature, but cannot stop there.
Sunlight Sensitivity. Whilke in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Ogre; Large giant; chaotic evil; 11; hide armor; 59; 7d10+21; 40 ft.; 19; 8; 16; 5; 7; 7; ; ; ; ; ; darkvision 60 ft., passive Perception 8; Common, Giant; 2; 450; Ogres are lazy, angry, ten-foot-tall giants that live by raiding and scavenging.; Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.; ;
Orc; Medium humanoid (orc); chaotic evil; 13; hide armor; 15; 2d8 + 6; 30 ft.; 16; 12; 16; 7; 11; 10; ; Intimidation +2; ; ; ; darkvision 60 ft., passive Perception 10; Common, Orc; 1/2; 100; Orcs are renowned for their barbarism. They have stooped postures, low foreheads, and piglike faces with prominent lower canines that resemble a boar's tusks.
; 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.; ; Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Skeleton; Medium undead; lawful evil; 13; armor scraps; 13; 2d8 + 4; 30 ft.; 10; 14; 15; 6; 8; 5; ; ; ; poison; poisoned; darkvision 60 ft., passive Perception 9; understands languages it knew in life but can't speak; 1/4; 50; Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
; 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.; ; Damage Vulnerabilities. bludgeoning.
Stirge; Tiny beast; unaligned; 14; natural armor; 2; 1d4; 10 ft., fly 40 ft.; 4; 16; 11; 2; 8; 6; ; ; ; ; ; darkvision 60 ft., passive Perception 9; ; 1/8; 25; A stirge is a winged pest that feeds on the blood of living creatures, drawing sustenance through its proboscis, which it uses to pierce a victim's flesh while clutching onto its prey with hooked claws.; Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.; ;
Wolf; Medium beast; unaligned; 13; natural armor; 11; 2d8+2; 40 ft.; 12; 15; 12; 3; 12; 6; ; Perception +3, Stealth +4; ; ; ; passive Perception 13; -; 1/4; 50; Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests.
; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strenght saving throw or be knocked prone.; ; 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.
Zombie; Medium undead; neutral evil; 8; ; 22; 3d8 + 9; 20 ft.; 13; 6; 16; 3; 6; 5; Wis +0; ; ; poison; poisoned; darkvision 60 ft., passive Perception 8; understands the languages it knew in life but can't speal; 1/4; 50; Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
; Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.; ; Undead Fortitude. If damage reduces the zombie to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.