Acolyte; Medium humanoid (any race); any alignment; 10; ; 9; 2d8; 30 ft.; 10; 10; 10; 10; 14; 11; ; Medicine +4, Religion +2; ; ; ; passive Perception 10; any one language (usually Common); 1/4; 50; ; Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.; ; Spellcasting.The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Bandit; Medium humanoid (any race); any non-lawful alignment; 12; leather armor; 11; 2d8+2; 30 ft.; 11; 12; 12; 10; 10; 10; ; ; ; ; ; passive Perception 10; any one language (usually Common); 1/8; 25; ; 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.
; ;
Bandit Captain; Medium humanoid (any race)); any non-lawful alignment; 15; studded leather; 65; 10d8 + 20; 30 ft.; 15; 16; 14; 14; 11; 14; Str + 4, Dex + 5, Wis + 2; Athletics +4, Deception +4; ; ; ; passive Perception 10; any two languages; 2; 450; ; 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.; ;
Berserker; Medium humanoid (any race); any chaotic alignment; 13; hide armor; 67; 9d8+27; 30 ft.; 16; 12; 17; 9; 11; 9; ; ; ; ; ; passive Perception 10; any one Language (usually Common); 2; 450; ; Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.; ; Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Commoner; Medium humanoid (any race); any alignment; 10; ; 4; 1d8; 30 ft.; 10; 10; 10; 10; 10; 10; ; ; ; ; ; passive Perception 10; any one Language (usually Common); 0; 10; ; Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.; ;,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Crocodile; Large beast; unaligned; 12; natural armor; 19; 3d10+3; 20 ft., swim 30 ft.; 15; 10; 13; 2; 10; 5; ; Stealth +2; ; ; ; passive Perception 10; ; 1/2; 100; ; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.; ; Hold Breath. The crocodile can hold its breath for 15 minutes.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Cult Fanatic; Medium humanoid (any race); any non-good alignment; 13; leather; 33; 6d8+6; 30 ft.; 11; 14; 12; 10; 13; 14; ; Deception +4, Persuasion +4, Religion +2; ; ; ; PP 10; any one language (usually Common); 2; 450; ; Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.; ; Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Cultist; Medium humanoid (any race); any non-good alignment; 12; leather armor; 9; 2d8; 30 ft.; 11; 12; 10; 10; 11; 10; ; Deception +2, Religion +2; ; ; ; passive Perception 10; any one language (usually Common); 1/8; 25; ; Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.; ; Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Ghoul; Medium undead; chaotic evil; 12; ; 22; 5d8; 30 ft.; 13; 15; 10; 7; 10; 6; ; ; ; poison; charmed, exhaustion, poisoned; darkvision 60 ft., passive Perception 10; Common; 1; 200; ; Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 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 target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.; ; ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Giant Centipede; Small beast; unaligned; 13; natural armor; 4; 1d6+1; 30 ft., climb 30 ft.; 5; 14; 12; 1; 7; 3; ; ; ; ; ; blindsight 30 ft., passive Perception 8; ; 1/4; 50; ; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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.
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Giant Fire Beetle; small beast; unaligned; 13; natural; 4; 1d6+1; 30 ft.; 8; 10; 12; 1; 7; 3; ; ; ; ; ; blindsight 30 ft., passive Perception 8; --; 0; 10; ; Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6- 1) slashing damage.; ; Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Giant Frog; Medium beast; unaligned; 11; ; 18; 4d8; 30 ft., swim 30 ft.; 12; 13; 11; 2; 10; 3; ; Perception +2, Stealth +3; ; ; ; darkvision 30 ft., passive Perception 12; ; 1/4; 50; ; Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.; ; Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Giant Lizard; Large beast; unaligned; 12; natural armor; 19; 3d10+3; 30 ft., climb 30 ft.; 15; 12; 13; 2; 10; 5; ; ; ; ; ; darkvision 30 ft., passive Perception 10; ; 1/4; 50; ; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.; ;,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Giant Spider; Large beast; unaligned; 14; natural Armor; 26; 4d10+4; 30 ft., climb 30 ft.; 14; 16; 12; 2; 11; 4; ; Stealth +7; ; ; ; blindsight 10 ft., darkvision 60 ft., passive Perception 10; ; 1; 200; ; 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).; ; 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.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Giant Vulture; Large beast; neutral evil; 10; ; 22; (3d10 + 6); 10 ft., fly 60 ft.; 15; 10; 15; 6; 12; 7; ; Perception +3; ; ; ; passive Perception 13; understands Common but can't speak; 1; 200; Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.; Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.; ; ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Gladiator; Medium humanoid (any race); any alignment; 16; studded leather, shield; 112; 15d8+45; 30 ft.; 18; 15; 16; 10; 12; 15; Str +7, Dex +5, Con +6; Athletics +10, Intimidation +5; ; ; ; passive Perception 11; any one language (usually Common); 5; 1800; Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).; Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
REACTIONS:
Parry: The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and we wielding a weapon.; ;
Goblin; Small humanoid (goblinoid); neutral evil;15; leather armor, shield;7; 2d6; 30ft;8;14;10;10;8;8; ; Stealth +6; ; ; ; darkvision 60ft, PP 9; Common, Goblin; 1/4;50; ; Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. 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,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Guard; Medium humanoid (any race); any alingment;16; chain shirt, shield;11; 2d8 + 2; 30ft;13;12;12;10;11;10; ; Perception +2; ; ; ; PP 12; any one language (usually Common); 1/8;25; ; Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft, or range 20/60ft, one target. Hit: 4 (1d6 + 1) piercing damage.; ; ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Knight; Medium humanoid (any race); any alignment; 18; plate; 52; 8d8+16; 30 ft.; 16; 11; 14; 11; 11; 15; Con +4, Wis +2; ; ; ; ; passive Perception 10; any one language (usually Common); 3; 700; ; Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit:5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, 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.
REACTIONS
Parry. The knight adds 2 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.; ;,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Kobold; Small humanoid (kobold); lawful evil; 12; ; 5; 2d6-2; 30 ft.; 7; 15; 9; 8; 7; 8; ; ; ; ; ; darkvision 60 ft., passive Perception 8; Common, Draconic; 1/8; 25; ; Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit:4 (1d4 + 2) bludgeoning damage.
; ; 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.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Otyugh; Large aberration; neutral; 14; natural armor; 114; 12d10+48; 30 ft.; 16; 11; 19; 6; 13; 6; Con +7; ; ; ; ; darkvision 120 ft., passive Perception 11; Otyugh; 5; 1,800; ; Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
; ; Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Priest; Medium humanoid (any race); any alignment; 13; chain shirt; 27; 5d8+5; 25 ft.; 10; 10; 12; 13; 16; 13; ; Medicine +7, Persuasion +3, Religion +4; ; ; ; passive Perception 13; any two languages; 2; 450; ; Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit:3 (1d6) bludgeoning damage.; ; Divine Eminence.As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting.The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light,sacred flame, thaumaturgy
1st level (4 slots): cure wounds,guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Pseudodragon; Tiny dragon; netural good; 13; natural; 7; 2d4+2; 15 ft., fly 60 ft.; 6; 15; 13; 10; 12; 10; ; Perception +3, Stealth +4; ; ; ; blindsight 10 ft., darkvision 60 ft., PP 13; understands Common and Draconic but can't speak; 1/4; 50; ; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.; ; Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy. The pseudodragon can magically
communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it that can understand a language.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Scout; Medium humanoid (any race); any alignment; 13; leather armor; 16; 3d8+3; 30 ft.; 11; 14; 12; 11; 13; 11; ; Nature +4, Perception +5, Stealth +6, Survival +5; ; ; ; passive Perception 15; any one language (usually Common; 1/2; 100; ; Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
; ; Keen Hearing and Sight.The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Skeleton; Medium undead; lawful evil; 13; armor scraps; 13; 2d8+4; 30 ft.; 10; 14; 15; 6; 8; 5; ; ; ; poison; exhaustion, poisoned; darkvision 60 ft., passive Perception 9; understands all languages it knew in life but can't speak; 1/4; 50; ; 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
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Spy; Medium humanoid (any race); any alignment; 12; ; 27; 6d8; 30 ft.; 10; 15; 10; 12; 14; 16; ; Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4; ; ; ; passive Perception 16; any two languages; 1; 200; ; Multiattack.The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
; ; Cunning Action.On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn).The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Swarm of Insects; Medium swarm of Tiny beasts; unaligned; 12; natural armor; 22; 5d8; 20 ft., climb 20 ft.; 3; 13; 10; 1; 7; 1; ; ; bludgeoning, piercing, slashing; ; charmed, frightened, paralyzed, petrified, prone, restrained, stunned; blindsight 10 ft., passive Perception 8; ; 1/2; 100; ; Bites. Melee Weapon Attack:+3 to hit, reach 0 ft., one target in the swarm's space.
Hit:10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.; ; Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Swarm of Quippers; Medium swarm of Tiny beasts; unaligned; 13; ; 28; 8d8-8; 0ft., 40ft.; 13; 16; 9; 1; 7; 2; ; ; bludgeoning, piercing, slashing; ; charmed, frightened, paralyzed, petrified, prone, restrained, stunned; darkvision 60ft., passive Perception 8; --; 1; 200; ; Bites. Melee Weapon Attack: +5 to hit, reach 0 ft ., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.; ; Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe on ly underwater.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Swarm of Rats; Medium swarm of Tiny beasts; unaligned; 10; ; 24; 7d8-7; 30 ft.; 9; 11; 9; 2; 10; 3; ; ; bludgeoning, piercing, slashing Condition Immunitiescharmed, frightened, paralyzed, petrified, prone, restrained, stunned; ; ; darkvision 30 ft., passive Perception 10; ; 1/4; 50; ; Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space.
Hit:7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.; ; Keen Smell.The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Swashbuckler; Medium humanoid (any race); any non-lawful alignment; 17; leather armour; 66; 12d8 + 12; 30 ft.; 12; 18; 12; 14; 11; 15; ; Acrobatics +8, Athletics +5, Persuasion +6; ; ; ; passive Perception 10; any one language (usually Common); 3; 700; ; Multiattack. The swashbuckler makes three attacks: one with a dagger, and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.; ; Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or no armour and wielding no shield, its AC includes its Charisma modifier.
Thug; Medium humanoid (any race); any non-good alignment; 11; leather armour; 32; 5d8+10; 30ft.; 15; 11; 14; 10; 10; 11; ; Intimidation +2; ; ; ; passive Perception 10; any one language (usually Common); 1/2; 100; Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.; Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.; ;
Veteran; Medium humanoid (any race); any alignment; 17; splint; 58; 9d8+18; 30 ft.; 16; 13; 14; 10; 11; 10; ; Athletics +5, Perception +2; ; ; ; passive Perception 12; any one language (usually Common); 3; 700; ; Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.
Hit:5 (1d10) piercing damage.; ;,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Yuan-ti Pureblood; Medium humanoid (yuan-ti); neutral evil; 11; ; 40; 9d8; 30 ft.; 11; 12; 11; 13; 12; 14; ; Deception +6, Perception +3, Stealth +3; ; poison; poisoned; darkvision 60 ft., passive Perception 13; Abyssal, Common, Draconic; 1; 200; ; Multiattack.The yuan-ti makes two melee attacks.
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit:4 (1d6 + 1) slashing damage.
Shortbow. Ranged Weapon Attack:+3 to hit, range 80/320 ft., one target. Hit:4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage.; ;
Innate Spellcasting.The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day each: poison spray, suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,