Party level: to



Change class color:
Back to default color


Show pictures:



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

Support on Patreon


Contacts:
if you have any ideas, email me

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

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

Cover

Cover Cover, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Commoner

Commoner Medium Humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Save Throws:STR +0, DEX +0, CON +0, INT +0, WIS +0, CHA +0

Skills: Init +0, PB +2

Senses: Passive Perception 10

Languages: Common

Challenge:0 (10 xp)

Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill.

Actions

Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.

Noble

Noble Medium Humanoid (any race), any alignment 1/8 25 xp

  • Armor class 15 (breastplate)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON11 (0)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA16 (+3)

Save Throws:STR +0, DEX +1, CON +0, INT +1, WIS +2, CHA +3

Skills: Init +1, PB +2, Deception +5, Insight +4, Persuasion +5

Senses: Passive Perception 12

Languages: Common plus any two languages

Challenge: 1/8 (25 xp)

Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.

Gear: breastplate, rapier,

Actions

Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.

Guard Captain

Guard Captain Medium humanoid (any race), any alignment 4 1,100 xp

  • Armor class 18 (breastplate)
  • Hit points 75 (10d8 + 30)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA13 (+1)

Save Throws:STR +4, DEX +2, CON +3, INT +1, WIS +2, CHA +1

Skills: Init +4, PB +2, Athletics +6, Perception +4

Senses: Passive Perception 14

Languages: Common

Challenge:4 (1,100 xp)

Gear Breastplate, Javelins (6), Longsword, Shield

Actions

Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.

Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage.

Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.

Guard

Guard Medium humanoid (any race), any alignment 1/8 25 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Save Throws:STR +1, DEX +1, CON +1, INT +0, WIS +0, CHA +0

Skills: Init +2, PB +2, Perception +2

Senses: Passive Perception 12

Languages: Common

Challenge: 1/8 (25 xp)

Gear Chain Shirt, Shield, Spear

Actions

Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.

Stirge

Stirge Tiny Monstrosity, Unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 5 (2d4)
  • Speed 10 ft., fly 40 ft.
  • STR4 (-3)
  • DEX16 (+3)
  • CON11 (0)
  • INT2 (-4)
  • WIS8 (-1)
  • CHA6 (-2)

Save Throws:STR -3, DEX +3, CON +0, INT -4, WIS -1, CHA -2

Skills: Init +3, PB +2

Senses: Darkvision 60 ft., Passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

,,

Actions

Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can’t make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge’s turns.

The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action.

Constrictor Snake

Constrictor Snake Large Beast, Unaligned 1/4 50 xp

  • Armor class 13
  • Hit points 13 (2d10 + 2)
  • Speed 30 ft., swim 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Save Throws:STR +2, DEX +2, CON +1, INT -5, WIS +0, CHA -4

Skills: Init +2, PB +2

Senses: Blindsight 10 ft., Passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

,,

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.

Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).

Wolf

Wolf Medium Beast, Unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 11 (2d8 + 2)
  • Speed 40 ft.
  • STR14 (+2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA6 (-2)

Save Throws:STR +2, DEX +2, CON +1, INT -4, WIS +1, CHA -2

Skills: Init +2, PB +2, Perception +3, Stealth +4

Senses: Darkvision 60 ft., Passive Perception 15

Languages:

Challenge: 1/4 (50 xp)

Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. ,,

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition.

Hawk

Hawk Tiny Beast, Unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4 - 1)
  • Speed 10 ft., fly 60 ft.
  • STR5 (-3)
  • DEX16 (+3)
  • CON8 (-1)
  • INT2 (-4)
  • WIS14 (+2)
  • CHA6 (-2)

Save Throws:STR -3, DEX +3, CON -1, INT -4, WIS +2, CHA -2

Skills: Init +3, PB +2, Perception +6

Languages:

Challenge:0 (10 xp)

,,

Actions

Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.

Giant Wolf Spider

Giant Wolf Spider Medium Beast, Unaligned 1/4 50 xp

  • Armor class 13
  • Hit points 11 (2d8 + 2)
  • Speed 40 ft., climb 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON13 (+1)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA4 (-3)

Save Throws:STR +1, DEX +3, CON +1, INT -4, WIS +1, CHA -3

Skills: Init +3, PB +2, Perception +3, Stealth +7

Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13

Languages:

Challenge: 1/4 (50 xp)

Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. ,,

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage.

Darkmantle

Darkmantle Small Monstrosity, Unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6 + 5)
  • Speed 10 ft., fly 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +3, DEX +1, CON +1, INT -4, WIS +0, CHA -3

Skills: Init +3, PB +2, Stealth +3

Senses: Blindsight 60ft., Passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Actions

Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way.

While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.

A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.

Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.

Swarm of Bats

Swarm of Bats Large Swarm of Tiny Beasts, Unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 11 (2d10)
  • Speed 5 ft., fly 30 ft.
  • STR5 (-3)
  • DEX15 (+2)
  • CON10 (0)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA4 (-3)

Save Throws:STR -3, DEX +2, CON +0, INT -4, WIS +1, CHA -3

Skills: Init +2, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Blindsight 60 ft., Passive Perception 11

Languages:

Challenge: 1/4 (50 xp)

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 bat. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

Skeleton

Skeleton Medium Undead, Lawful Evil 1/4 50 xp

  • Armor class 14 (armor scraps)
  • Hit points 13 (2d8 + 4)
  • Speed 30 ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON15 (+2)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws:STR +0, DEX +3, CON +2, INT -2, WIS -1, CHA -3

Skills: Init +3, PB +2

Damage Immunities: 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)

Gear: Shortbow, Shortsword

Actions

Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.

Hobgoblin Warrior

Hobgoblin Warrior Medium Fey (Goblinoid), Lawful Evil 1/2 100 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA9 (-1)

Save Throws:STR +1, DEX +1, CON +1, INT +0, WIS +0, CHA -1

Skills:Init +3, PB +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Gear Half Plate Armor, Longbow, Longsword, Shield

Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage.

Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage.

Animated Object (Large)

Animated Object (Large) Large Construct, Unaligned 2 450 xp

  • Armor class 15
  • Hit points 39 (6d10 + 6)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON13 (+1)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Save Throws:STR +4, DEX -1, CON +1, INT -5, Wis -4, CHA -5

Skills: Init +1, PB +2

Damage Resistances:Imm: Poison, Psychic

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

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 6

Languages:

Challenge:2 (450 xp)

Antimagic Susceptibility. The object is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the object must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the object remains motionless, it is indistinguishable from a normal object.

Charge. If the object moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Zombie

Zombie Medium Undead, Neutral Evil 1/4 50 xp

  • Armor class 8
  • Hit points 15 (1d8 + 6)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws:STR +1, DEX -2, CON +3, INT -4, WIS +0, CHA -3

Skills: Init -2, PB +2

Damage Resistances: Imm: Poison

Condition Immunities: Exhausted, Poisoned

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common plus any one language, cannot speak

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

Actions

Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.

Bull / Cow

Bull / Cow Large Beast, Unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 15 (2d10 + 4)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Save Throws:STR +4, DEX +0, CON +2, INT -4, WIS +0, CHA -3

Skills: Init +2, PB +2

Senses: Passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Charge. If the bull/cow moves at least 20 ft straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) Piercing Damage.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) bludgeoning damage.

Swarm of Insects

Swarm of Insects Medium Swarm of Tiny beasts, Unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d8 + 6)
  • Speed 20 ft., climb or fly 20 ft.
  • STR3 (-4)
  • DEX13 (+1)
  • CON14 (+2)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA1 (-5)

Save Throws:STR -4, DEX +1, CON +2, INT -5, WIS -2, CHA -5

Skills: Init +1, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Blindsight 30 ft., Passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.

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. ,,

Actions

Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied.

Boar

Boar Medium Beast, Unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 13 (2d8 + 4)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX11 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS9 (-1)
  • CHA5 (-3)

Save Throws:STR +1, DEX +0, CON +2, INT -4, WIS -1, CHA -3

Skills: Init +0, PB +2

Senses: Passive Perception 9

Languages:

Challenge: 1/4 (50 xp)

Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls.

Actions

Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition.

Tree Blight

Tree Blight Huge Plant, Neutral Evil 7 2,900 xp

  • Armor class 15
  • Hit points 115 (10d12 + 50)
  • Speed 30 ft.
  • STR23 (+6)
  • DEX10 (0)
  • CON20 (+5)
  • INT6 (-2)
  • WIS10 (0)
  • CHA3 (-4)

Save Throws:STR +6, DEX +0, CON +5, INT -2, WIS +0, CHA -4

Skills: Init +3, PB +3

Damage Immunities: Fire

Condition Immunities: Deafened

Senses: Blindsight 60 ft., Passive Perception 10

Languages: Understands Common and Druidic but can’t speak

Challenge:7 (2,900 xp)

Actions



Multiattack. The blight makes two Branch attacks and uses Grasping Root.

Branch. Melee Attack Roll: +9, reach 15 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.

Grasping Root. Strength Saving Throw: DC 17, one Large or smaller creature the blight can see within 15 feet. Failure: The target is pulled up to 10 feet straight toward the blight and has the Grappled condition (escape DC 16) from one of six roots. Until the grapple ends, the target takes 13 (2d6 + 6) Bludgeoning damage at the start of each of its turns.

Bonus Actions
Gnash. Dexterity Saving Throw: DC 17, one creature Grappled by the blight. Failure: 19 (3d8 + 6) Piercing damage. Success: Half damage.

Hobgoblin Captain

Hobgoblin Captain Medium Fey (Goblinoid), Lawful Evil 3 700 xp

  • Armor class 17 (half plate)
  • Hit points 88 (9d8 + 18)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Save Throws:STR +2, DEX +2, CON +2, INT +1, WIS +0, CHA +1

Skills:Init +4, PB +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Goblin

Challenge:3 (700 xp)

Gear Javelins (9), Longsword, Plate Armor, Shield

Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn’t have the Incapacitated condition.

Actions

Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination.

Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.

Hobgoblin Warlord

Hobgoblin Warlord Medium Fey (Goblinoid), Lawful Evil 6 2,300 xp

  • Armor class 20 (plate armor)
  • Hit points 112 (15d8 + 45)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT14 (+2)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:STR +3, DEX +5, CON +3, INT +5, WIS +3, CHA +5

Skills:Init +5, PB +3

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Goblin

Challenge:6 (2,300 xp)

Reactions
Parry. Trigger: The hobgoblin is hit by a melee attack roll while holding a weapon: Response: The hobgoblin adds 3 to its AC against that attack, possibly causing it to miss.

Gear Greatsword, Half Plate Armor, Longbow

Aura of Authority. While in a 30-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn’t have the Incapacitated condition.

Actions

Multiattack. The hobgoblin makes three attacks, using Javelin or Longsword in any combination.

Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage, and the target’s Speed decreases by 10 feet until the start of the hobgoblin’s next turn.

Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Slashing damage.

Ghoul

Ghoul Medium Undead, Chaotic Evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON10 (0)
  • INT7 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws:STR +1, DEX +2, CON +0, INT -2, WIS +0, CHA -2

Skills: Init +2, PB +2

Damage Resistances: Imm: Poison

Condition Immunities: Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common

Challenge:1 (200 xp)

Actions

Multiattack. The ghoul makes two Bite attacks.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage.

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn’t an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.

Lizardfolk

Lizardfolk Medium Humanoid (Lizardfolk), Neutral 1/2 100 xp

  • Armor class 15 (natural armor, shield)
  • Hit points 22 (4d8 + 4)
  • Speed 30f ft., swim 30 ft.
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT7 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Save Throws:STR +2, DEX +0, CON +1, INT -2, WIS +1, CHR -2

Skills: Init +2, PB +2, Perception +3, Stealth +4, Survival +5

Senses: Passive Perception 13

Languages: Draconic

Challenge: 1/2 (100 xp)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shocker Lizard

Shocker Lizard Small Beast, Unaligned 2 450 xp

  • Armor class 16
  • Hit points 19 (3d10 + 3)
  • Speed 40 ft., climb 20 ft., swim 20 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON13 (+1)
  • INT2 (-4)
  • WIS13 (+1)
  • CHA6 (-2)

Save Throws:STR +0, DEX +2, CON +1, INT -4, WIS +1, CHA -2

Skills: Init +6, PB +2, Athletics +4, Perception +4

Damage Resistances: Imm: Electricity

Senses: Darkvision 60 ft., Passive Perception 14

Languages:

Challenge: 2 (450 xp)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 2 (1d4) Piercing damage.

Shocking Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage.

Gelatinous Cube

Gelatinous Cube Large Ooze, Unaligned 2 450 xp

  • Armor class 6
  • Hit points 63 (6d10 + 30)
  • Speed 15 ft.
  • STR14 (+2)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws:STR +2, DEX -4, CON +5, INT -5, WIS -2, CHA -5

Skills: Init -4, PB +2

Damage Resistances: Imm: Acid

Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses: Blindsight 60 ft., Passive Perception 8

Languages:

Challenge:2 (450 xp)

Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the saving throw.
Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time.
As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage.

Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn’t witnessed the cube move or otherwise act.

Actions

Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage.

Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can’t cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead.

Winged Kobold

Winged Kobold Small Dragon, Neutral 1/4 50 xp

  • Armor class 15
  • Hit points 10 (4d6 - 4)
  • Speed 30 ft., fly 30 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON9 (-1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Save Throws:STR -2, DEX +3, CON -1, INT -1, WIS -2, CHA -1

Skills: Init +3, PB +2

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/4 (50 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 doesn’t have the Incapacitated condition.

Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.

Actions

Dragon-Tooth Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Chromatic Spittle. Ranged Attack Roll: +5, range 30 ft. Hit: 6 (1d6 + 3) damage of a type chosen by the kobold: Acid, Cold, Fire, Lightning, or Poison.

Giant Rat

Giant Rat Small Beast, Unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 7 (2d6)
  • Speed 30 ft., climb 30 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON11 (0)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Save Throws:STR -2, DEX +5, CON +0, INT -4, WIS +0, CHA -3

Skills: Init +3, PB +2

Senses: Darkvision 60 ft., Passive Perception 12

Languages:

Challenge: 1/8 (25 xp)

Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage.

Rat

Rat Tiny Beast, Unaligned 0 10 xp

  • Armor class 10
  • Hit points 1 (1d4 - 1)
  • Speed 20 ft., climb 20 ft.
  • STR2 (-4)
  • DEX11 (0)
  • CON9 (-1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Save Throws:STR -4, DEX +0, CON -1, INT -4, WIS +0, CHA -3

Skills: Init +0, PB +2, Perception +2

Senses: Darkvision 30 ft., Passive Perception 12

Languages:

Challenge:0 (10 xp)

Agile. The rat doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.

Vargouille

Vargouille Tiny Fiend, Chaotic Evil 1 200 xp

  • Armor class 12
  • Hit points 18 (4d4 + 8)
  • Speed 5 ft., fly 40 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT4 (-3)
  • WIS7 (-2)
  • CHA2 (-4)

Save Throws:STR -2, DEX +2, CON +2, INT -3, WIS -2, CHR -4

Skills: Init +2, PB +2

Damage Resistances: Imm: Poison. Res: Cold, Fire, Lightning

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can’t speak

Challenge:1 (200 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.Abyssal Curse. The vargouille targets one incapacitated Humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell (don’t count that time). When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.

Stunning Shriek (Recharge 5–6). The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the vargouille until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.

Kobold Dragonshield

Kobold Dragonshield Small Dragon, Any Alignment 1 200 xp

  • Armor class 15 (leather, shield)
  • Hit points 44 (8d6 + 16)
  • Speed 20 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON14 (+2)
  • INT8 (-1)
  • WIS9 (-1)
  • CHA10 (0)

Save Throws:STR +1, DEX +2, CON +2, INT -1, WIS -1, CHR +0

Skills: Init +2, PB +2, 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 or copper), 3–4, cold (silver or white), 5–6, fire (brass, gold, or red), 7–8, lightning (blue or bronze), 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.

Actions

Multiattack. The kobold makes two Spear 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.

Homunculus

Homunculus Tiny Construct, Neutral 0 10 xp

  • Armor class 13
  • Hit points 4 (1d4 + 2)
  • Speed 20 ft., fly 40 ft.
  • STR4 (-3)
  • DEX15 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA7 (-2)

Save Throws:STR -3, DEX +2, CON +2, INT +0, WIS +2, CHA +0

Skills: Init +2, PB +2

Damage Resistances: Imm: Poison

Condition Immunities: Charmed, Poisoned

Senses: Darkvision 30 ft., Passive Perception 10

Languages:Understands Common plus one other language but can’t speak

Challenge:0 (10 xp)

Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus’s next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious condition, which ends early if the target takes any damage.

Hellhound

Hellhound Medium Fiend, Lawful Evil 3 700 xp

  • Armor class 15
  • Hit points 58 (9d8 + 18)
  • Speed 50 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON14 (+2)
  • INT6 (-2)
  • WIS13 (+1)
  • CHA6 (-2)

Save Throws:STR +3, DEX +1, CON +2, INT -2, WIS +1, CHA -2

Skills: Init +2, PB +2, Perception +5

Damage Resistances: Imm: Fire

Senses: Darkvision 60 ft., Passive Perception 15

Languages: Understands Infernal but can’t speak

Challenge: 3 (700 xp)

Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Multiattack. The hound makes two Bite attacks.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage.

Forge Spurned

Forge Spurned Medium Undead, Neutral Evil 5 1,800 xp

  • Armor class 16
  • Hit points 39 (6d12)
  • Speed 20 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON10 (0)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA12 (+1)

Save Throws:STR +4, DEX +0, CON +0, INT +1, WIS +2, CHA +1

Skills: Init +2, PB +3

Damage Resistances: Imm: Fire

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Common, Dwarven

Challenge: 5 (1,800 xp)

Eternal Damnation. As long as its chain remains, a forge spurned cannot be truly destroyed. A slain forge spurned rises again at full hit points on the next sundown unless its chain is broken (hardness 8, hp 25, Break DC 20). If a forge spurned’s chain is sundered, it is instantly slain (even if it has not yet been reduced to 0 hp), never to rise again. When a forge spurned’s chain is destroyed the souls bound within are released at long last.



Gear Adamantine Hammer, Soul Chain

Actions

Hammer Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d8 + 6)

Soul Chain Melee Attack Roll: +10, reach 10 ft. Hit: 14 (2d4 + 10) plus 3 (1d6) fire

Slurk

Slurk Medium Beast, Neutral 2 450 xp

  • Armor class 13
  • Hit points 16 (2d8 + 8)
  • Speed 30 ft., climb 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON18 (+4)
  • INT3 (-4)
  • WIS10 (0)
  • CHA10 (0)

Save Throws:STR +2, DEX +2, CON +4, INT -4, WIS +0, CHA +0

Skills: Init +2, PB +2, Acrobatics +6, Athletics +6

Senses: Darkvision 60 ft., Passive Perception 10

Languages:

Challenge:2 (450 xp)

A slurk has advantage on acrobatics and athletics checks.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 1) piercing damage.

Slime Squirt. Ranged Weapon Attack: +2 to hit, reach 30 ft., one target. A slurk’s back is crusted with thick, dry slime and dozens of nodules. A slurk can squirt a jet of this slime from one of these nodules as a ranged attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, entangling the foe. The hardened slime can be removed as an action and requires a DC 12 athletics check. Thanks to this slime, any creature using a slurk as a mount has advantage on checks to stay in the saddle.

Overrun. As part of its movement, a slurk can attempt to knock an opponent prone, or push them back. The target of the overrun must succeed on a DC 12 strength save. If they fail the slurk knocks them prone, or pushes them back 5 feet. The slurk can continue to push a target until it runs out of movement. The target must make an additional strength save for every 5 feet. If the target succeeds the slurk and the target stop moving. If a target would be pushed over an edge it gets one last save (at disadvantage) to stop moving. Anyone the slurk successfully overruns is automatically squirted with back slime. A slurk has advantage on checks to avoid similar attacks from enemies.

Belly Grease. The slurk exudes a slippery grease from its belly that grants it advantage on checks to avoid being restrained or grappled. Once per minute, a slurk may wallow on a solid surface as an action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.

Shadow

Shadow Medium Undead, Chaotic Evil 1/2 100 xp

  • Armor class 12
  • Hit points 27 (5d8 + 5)
  • Speed 40 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT6 (-2)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR -2, DEX +2, CON +1, INT -2, WIS +0, CHA -1

Skills: Init +2, PB +2

Damage Resistances: Imm: Necrotic, Poison. Res: Acid, Cold, Fire, Lightning, Thunder

Damage Immunities: Radiant

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

Senses: Darkvision 60 ft., Passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.

Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.

Actions

Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later.

Bonus Actions

Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.

Shrieker Fungus

Shrieker Fungus Medium Plant, Unaligned 0 10 xp

  • Armor class 5
  • Hit points 13 (3d8)
  • Speed 5 ft.
  • STR1 (-5)
  • DEX1 (-5)
  • CON10 (0)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Save Throws:STR -5, DEX -5, CON +0, INT -5, WIS -4, CHA -5

Skills: Init -5, PB +2

Condition Immunities: Blinded, Charmed, Deafened, Frightened

Senses: Blindsight 30 ft., Passive Perception 6

Languages:

Challenge:0 (10 xp)

Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies.

Actions

Shadow Demon

Shadow Demon Medium Fiend (Demon), Chaotic Evil 4 1,100 xp

  • Armor class 14
  • Hit points 66 (11d8 + 12)
  • Speed 30 ft., fly 30 ft.
  • STR1 (-5)
  • DEX17 (+3)
  • CON12 (+1)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:STR -5, DEX +5, CON +1, INT +2, WIS +1, CHA +4

Skills: Init +3, PB +2, Stealth +7

Damage Resistances: Imm: Necrotic, Poison. Res: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder

Damage Immunities: Radiant

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

Senses: Darkvision 120 ft., Passive Perception 11

Languages:

Challenge:4 (1,100 xp)

Demonic Restoration. If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Incorporeal Movement. The demon can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.

Actions

Umbral Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (3d8 + 3) Psychic damage.

Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.

Hill Giant

Hill Giant Huge Giant, Chaotic Evil 5 1,800 xp

  • Armor class 13
  • Hit points 105 (10d12 + 40)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX8 (-1)
  • CON19 (+4)
  • INT5 (-3)
  • WIS9 (-1)
  • CHA6 (-2)

Save Throws:STR +5, DEX -1, CON +4, INT -3, WIS -1, CHA -2

Skills: Init + 2, PB +3, Perception +2

Senses: Passive Perception 12

Languages: Giant

Challenge: 5 (1,800 xp)

Actions

Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination.

Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition..

Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn.

Harpy

Harpy Medium Monstrosity, Chaotic Evil 1 200 xp

  • Armor class 11
  • Hit points 38 (7d8 + 7)
  • Speed 20 ft., fly 40 ft.
  • STR12 (+1)
  • DEX13 (+1)
  • CON12 (+1)
  • INT7 (-2)
  • WIS10 (0)
  • CHA13 (+1)

Save Throws:STR +1, DEX +1, CON +1, INT -2, WIS +0, CHA +1

Skills: Init + 2, PB +2

Senses: Passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage.

Luring Song. The harpy sings a magical melody, which lasts until the harpy’s Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn’t avoid Opportunity Attacks

Legendary Actions

however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is immune to this harpy’s Luring Song for 24 hours.

Manticore

Manticore Large Monstrosity, Lawful Evil 3 700 xp

  • Armor class 14
  • Hit points 68 (8d10 + 24)
  • Speed 30 ft., fly 50 ft.
  • STR17 (+3)
  • DEX16 (+3)
  • CON17 (+3)
  • INT7 (-2)
  • WIS12 (+1)
  • CHA8 (-1)

Save Throws:STR +3, DEX +3, CON +3, INT -2, WIS +1, CHA -1

Skills: Init + 3, PB +2

Senses: Passive Perception 11

Languages: Common

Challenge: 3 (700 xp)

Actions

Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination.

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.

Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage.

Wyvern

Wyvern Large Dragon, Unaligned 6 2,300 xp

  • Armor class 14
  • Hit points 127 (15d10 + 45)
  • Speed 30 ft., fly 80 ft.
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT5 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Save Throws:STR +4, DEX +0, CON +3, INT -3, WIS +1, CHA -2

Skills: Init + 0, PB +3, Perception +4

Senses: Darkvision 120 ft., Passive Perception 14

Languages:

Challenge: 6 (2,300 xp)

Actions

Multiattack. The wyvern makes one Bite attack and one Sting attack.

Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage.

Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern’s next turn.

Animated Object (Small)

Animated Object (Small) Small Construct, Unaligned 1/2 100 xp

  • Armor class 14
  • Hit points 13 (2d10 + 2)
  • Speed 40 ft.
  • STR14 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Save Throws:STR +2, DEX +1, CON +1, INT -5, Wis -4, CHA -5

Skills: Init +3, PB +2

Damage Resistances:Imm: Poison, Psychic

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

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 6

Languages:

Challenge:1/2 (100 xp)

Antimagic Susceptibility. The object is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the object must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the object remains motionless, it is indistinguishable from a normal object.

Actions

Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Choker

Choker Small Aberration, Chaotic Evil 1 200 xp

  • Armor class 16
  • Hit points 13 (3d6 + 3)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA7 (-2)

Save Throws:STR +3, DEX +2, CON +1, INT -3, WIS +1, CHA -2

Skills: Init +2, PB +2, Stealth +6

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Deep Speech

Challenge:1 (200 xp)

Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.

Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.

Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The choker makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can’t use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.

Tatzylwyrm

Tatzylwyrm Medium Dragon, Unaligned 2 450 xp

  • Armor class 15
  • Hit points 22 (3d12 + 3)
  • Speed 30 ft., climb 30 ft.
  • STR16 (+3)
  • DEX18 (+4)
  • CON14 (+2)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Save Throws:STR +4, DEX +4, CON +2, INT -3, WIS +1, CHA -2

Skills: Perception +6

Condition Immunities: Paralyzed, Exhaustion

Senses: Passive Perception 15

Languages:

Challenge:2 (450 xp)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 3) piercing damage plus 2 (1d4) Poison damage.

Rake. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) slashing damage