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.; ;,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
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.
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 (usually Common); 1/8;25; Cultists swear allegiance to dark powers. They conceal their activities to avoid being ostracized, imprisoned, or executed for their beliefs.
; Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.; ; Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Doppelganger; Medium monstrosity (shapechanger); neutral;14; ;52; 8d8+16; 30 ft.;11;18;14;11;12;14; ; Deception +6, Insight +3; ; ; Charmed; darkvision 60 ft., passive Perception 11; Common;3;700; Doppelgangers take on the appearence of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise.
; Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.; ; Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Evil Mage; Medium humanoid (human); lawful evil;12; ;22; 5d6; 30 ft.;9;14;11;17;12;11; Int +5, Wis +3; Arcana +5, History +5; ; ; ; passive Perception 11; Common, Draconic, Dwarvish, Elvish;1;200; Evil mages hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.
; Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage.; ; Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:
- Cantrips (at will): light, mage hand, shocking grasp.
- 1st Level (4 slots): charm person, magic missile.
- 2nd Level (3 slots): hold person, misty step.
Flameskull; Tiny undead; neutral evil;13; ;40; 9d4 + 18; 0 ft., fly 40 ft.;1;17;14;16;10;11; ; Arcana +5, Perception +2; lightning, necrotic, piercing; cold, fire, poison; charmed, frightened, paralyzed, poisoned; darkvision 60 ft., passive Perception 12; Common;4;1100; Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
; Multiattack. The flameskull makes two attacks with its Fire Ray.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 10 (3d6) fire damage.
Spellcasting. The flameskull is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The flameskull knows the following spells from the wizard's spell list:
- Cantrips (at will): mage hand.
- 1st Level (3 slots): magic missile, shield.
- 2nd Level (2 slots): blur, flaming sphere.
- 3rd level (1 slot): fireball; ; Illumination. The flameskull sheds either dim light in a 15-ft. radius, or a bright light in a 15-ft. radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.
Rejuvenation.The the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprikled on its remains or a dispel magic or remove curse spell is cast on them.
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.; ;
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; Usually found underground, the lair of a giant spider is often festooned with webs holding helpless victims.
; 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 of any sort.
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.
Grick; Medium monstrosity; neutral;14; natural armor;27; 6d8; 30 ft., climb 30 ft.;14;14;11;3;14;5; ; ; bludgeoning, piercing, and slashing damage from nonmagical weapons; ; ; darkvision 60 ft., passive Perception 12; -;2;450; The wormlike grick blends in with the stonework of its lair. Only when prey comes near does it rear up, its four tentacles unfurling to reveal a hungry, snapping beak.
; Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (id6 + 2) piercing damage.; ; Stone Camouflage. The grick has advantage on its dexterity (Stealth) check when it attempts to hide in rocky terrain.
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.
Nezznar the Black Spider; Medium humanoid (elf); neutral evil;11; 14 with mage armor;27; 6d8; 30 ft.;9;13;10;16;14;13; Int +5, Wis +4; Arcana +5, Perception +4, Stealth +3; ; ; ; darkvision 120 ft., passive Perception 14; Elvish, Undercommon;2;450; Drow (dark elves) are a devious, scheming subterranean race that worships Loth, the Demon Queen of Spiders. Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards.
; Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d6 - 1) bludgeoning damage plus 3 (1d6) poison damage.
Spellcasting. Nezznar is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Nezznar has the following spells from prepared from the wizard's spell list:
- Cantrips (at will): mage hand, ray of frost, shocking grasp
- 1st Level (4 slots): mage armor, magic missile, shield
- 2nd Level (3 slots): invisibility, suggestion; ; Special Equipment. Nezznar has a spider staff.
Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:
- At will: dancing lights
- 1/day each: darkness, faerie fire (save DC 12)
Nothic; Medium aberration; neutral evil;15; natural armor;45; 6d8 + 18; 30 ft.;14;16;16;13;10;8; ; Arcana +3, Insight +4, Perception +2, Stealth +5; ; ; ; truesight 120 ft., passive Perception 12; Undercommon;2;450; Nothics were once wizards who dared to unlock magical secrets they couldn't fathom. Thought gifted with strange cosmic insight that allows them to extract knowledge from other creatures, nothics are no longer the wizards they once were and have no memories of theis previous lives.
; Multiattack. The nothic makes two attacks with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic chooses one creature within 30 feet of it that it can see. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic chooses one creature within 30 feet of it that it can see. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature.; ; Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Ochre Jelly; Large ooze; unaligned;8; ;45; 6d10 + 12; 10 ft., climb 10 ft.;15;6;14;2;6;1; ; ; acid; lightning, slashing; blinded, charmed, deafened, frightened, prone; blindsight 60 ft. (blind beyond this radius), passive Perception 8; -;2;450; Ochre jellies stalk and consume organic creatures, and they have enought bestial cunning to avoid large groups.
; Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.Reactions
Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.
; ; Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the spectator can choose another creature within 30 feet of it that it can see. The spell affects the chosen creature instead of the spectator.
; ; Hover. The spectator hovers as long as it is alive.