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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

Archpriest

Archpriest Medium/Small Humanoid, Neutral 12 8 xp

  • Armor class 16
  • Hit points 240 (32d8 + 96)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT14 (+2)
  • WIS21 (+5)
  • CHA14 (+2)

Save Throws: ST +3, DX +1, CN +3, IN +2, WS +5, CH +2

Skills: Init +5, PB +4, Insight +9, Medicine +9, Perception +9, Religion +10

Senses:Passive Perception 19

Languages:Common plus two others

Challenge:12 (8 xp)

Gear: Chain Mail, Holy Symbol

Spellcasting. The archpriest casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17):
At Will: Light, Thaumaturgy
1/Day Each: Flame Strike (level 6 version), Greater Restoration, Raise Dead, Zone of Truth

Actions

Multiattack. The archpriest makes three Radiant Burst attacks.

Radiant Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 60 ft. Hit: 27 (4d10 + 5) Radiant damage.

Holy Word (Recharge 4–6). Wisdom Saving Throw: DC 17, each enemy in a 20-foot Emanation originating from the archpriest. Failure: 21 (6d6) Radiant damage, and the target has the Stunned condition until the end of the archpriest’s next turn. Success: Half damage only.

Bonus Actions:
Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.

Assassin

Assassin Medium/Small Humanoid, Neutral 8 3,900 xp

  • Armor class 16 (studded leather)
  • Hit points 97 (15d8 + 30)
  • Speed 30 ft.
  • STR11 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT16 (+3)
  • WIS11 (0)
  • CHA10 (0)

Save Throws:ST +0, DX +7, CN +2, IN +6, WS +0, CH +0

Skills: Init +10, PB +4, Acrobatics +7, Perception +6, Stealth +10

Damage Resistances: Poison

Senses: Passive Perception 16

Languages: Common, Thieves' Cant

Challenge:8 (3,900 xp)

Gear Light Crossbow, Shortsword, Studded Leather Armor

Evasion. If the bandit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the bandit instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.


Bonus Actions
Cunning Action. The assassin takes the Dash, Disengage, or Hide action.

Actions

Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.

Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin’s next turn.

Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage.

Bandit Captain

Bandit Captain Medium/Small Humanoid, Any non-Lawful 2 450 xp

  • Armor class 15
  • Hit points 52 (8d8 + 16)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT14 (+2)
  • WIS11 (0)
  • CHA14 (+2)

Save Throws:ST +4, DX +5, CN +2, IN +2, WS +2, CH +2

Skills: Init +3, PB +2, Athletics +4, Deception +4

Senses: Passive Perception 10

Languages: Common, Thieves' Cant

Challenge:2 (450 xp)

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

Gear Pistol, Scimitar, Studded Leather Armor

Actions

Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.

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

Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.

Bandit Crime Lord

Bandit Crime Lord Medium/Small Humanoid, Any non-Lawful 11 7,200 xp

  • Armor class 17
  • Hit points 169 (26d8 + 52)
  • Speed 30 ft.
  • STR10 (0)
  • DEX20 (+5)
  • CON14 (+2)
  • INT18 (+4)
  • WIS14 (+2)
  • CHA15 (+2)

Save Throws:ST +0, DX +9, CN +6, IN +4, WS +2, CH +2

Skills: Init +9, PB +4, Acrobatics +9, Perception +10, Stealth +13

Senses: Passive Perception 20

Languages: Common, Thieves' Cant

Challenge:11 (7,200 xp)

Gear Pistols (2), Scimitar, Studded Leather Armor

Evasion. If the bandit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the bandit instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Actions

Multiattack. The bandit makes three attacks, using Scimitar or Pistol in any combination.

Scimitar. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 14 (4d6) Poison damage.

Pistol. Ranged Attack Roll: +9, range 30/90 ft. Hit: 10 (1d10 + 5) Piercing damage plus 14 (4d6) Poison damage.

Bonus Actions
Deadly Aim. The bandit gives itself Advantage on the next attack roll it makes during the current turn. If that attack hits, the target takes an extra 28 (8d6) Poison damage.

Bandit Deceiver

Bandit Deceiver Medium/Small Humanoid, Any non-Lawful 7 2,900 xp

  • Armor class 16
  • Hit points 130 (20d8 + 40)
  • Speed 30 ft.
  • STR8 (-1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws:ST -1, DX +6, CN +2, IN +6, WS +1, CH +3

Skills: Init +6, PB +3, Athletics +6, Perception +4, Stealth +9

Senses: Passive Perception 14

Languages: Common, Thieves' Cant

Challenge:7 (2,900 xp)

Gear Daggers (6), Wand

Spellcasting. The bandit casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Disguise Self, Mage Hand, Minor Illusion
1/Day Each: Hold Person (level 4 version), Mage Armor (included in AC), Major Image

Actions

Multiattack. The bandit makes three Dagger attacks.

Dagger. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 8 (2d4 + 3) Piercing damage plus 10 (3d6) Poison damage.

Blinding Flash (Recharge 4–6). Constitution Saving Throw: DC 14, each creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3) Radiant damage, and the target has the Blinded condition until the start of the bandit’s next turn. Success: Half damage only.

Berserker

Berserker Medium/Small Humanoid, Any Chaotic 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT9 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Save Throws:ST +3, DX +1, CN +3, IN -1, WS +0, CH -1

Skills: Init +1, PB +2

Senses: Passive Perception 10

Languages: Common

Challenge:2 (450 xp)

Gear Greataxe, Hide Armor

Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.

Actions

Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage.

Berserker Commander

Berserker Commander Medium/Small Humanoid, Neutral 8 3,900 xp

  • Armor class 16
  • Hit points 136 (16d8 + 64)
  • Speed 40 ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON19 (+4)
  • INT10 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Save Throws:ST +7, DX +2, CN +7, IN +0, WS +2, CH -1

Skills: Init +5, PB +3, Athletics +7, Perception +5

Condition Immunities: Charmed, Frightened

Senses: Passive Perception 15

Languages: Common, Thieves' Cant

Challenge:8 (3,900 xp)

Gear Greataxe, Javelins (6)

Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.

Bonus Actions

Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without provoking Opportunity Attacks. The berserker can also move up to half its Speed without provoking Opportunity Attacks.

Actions

Multiattack. The berserker makes three attacks, using Greataxe or Javelin in any combination.

Greataxe. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage, plus 10 (3d6) Thunder damage to the target or another creature within 5 feet of the target.

Javelin. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 30/120 ft. Hit: 18 (4d6 + 4) Piercing damage, and the target’s Speed decreases by 5 feet until the start of the berserker’s next turn.

Commoner

Commoner Medium/Small Humanoid, 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:ST +0, DX +0, CN +0, IN +0, WS +0, CH +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.

Cultist

Cultist Medium/Small Humanoid, Neutral 1/8 25 xp

  • Armor class 12
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON10 (0)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Save Throws: ST +0, DX +1, CN +0, IN +0, WS +0, CH +0

Skills: Init +1, PB +2, Deception +2, Religion +2

Senses:Passive Perception 10

Languages:Common

Challenge: 1/8 (25 xp)

Gear Leather Armor, Sickle

Actions

Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.

Cultist Fanatic

Cultist Fanatic Medium/Small Humanoid, Neutral 2 450 xp

  • Armor class 13
  • Hit points 44 (8d8 + 8)
  • Speed 30 ft.
  • STR11 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA13 (+1)

Save Throws: ST +0, DX +2, CN +1, IN +0, WS +2, CH +1

Skills: Init +2, PB +2, Deception +3, Persuasion +3, Religion +2

Senses:Passive Perception 12

Languages:Common

Challenge:2 (450 xp)

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Light, Thaumaturgy
2/Day: Command
1/Day: Hold Person

Actions

Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.

Bonus Actions
Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.

Cultist Hierophant

Cultist Hierophant Medium/Small Humanoid, Neutral 10 5 xp

  • Armor class 16
  • Hit points 144 (17d8 + 68)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON18 (+4)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA20 (+5)

Save Throws: ST +2, DX +4, CN +4, IN +1, WS +3, CH +5

Skills: Init +8, PB +4, Perception +7, Persuasion +9, Religion +5

Senses:Passive Perception 17

Languages:Celestial, Common

Challenge:10 (5 xp)

Gear Breastplate, Holy Symbol

Actions

Multiattack.

Pact Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 18 (4d8) Radiant damage.

Radiant Ray. Ranged Attack Roll: +9, range 120 ft. Hit: 31 (4d12 + 5) Radiant damage.

Death Cultist

Death Cultist Medium/Small Humanoid, Neutral Evil 8 3 xp

  • Armor class 17
  • Hit points 127 (15d8 + 60)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA14 (+2)

Save Throws: ST +4, DX +1, CN +4, IN +1, WS +3, CH +2

Skills: Init +4, PB +3, Insight +6, Perception +6, Religion +4

Senses:Passive Perception 16

Languages:Common

Challenge:8 (3 xp)

Gear Splint Armor

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At Will: Speak with Dead, Thaumaturgy

Actions

Multiattack. The cultist makes three attacks, using Dread Scythe or Deathly Ray in any combination.

Dread Scythe. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic damage, and the target can’t regain Hit Points until the end of its next turn.

Deathly Ray. Ranged Attack Roll: +6, range 120 ft. Hit: 22 (4d10) Necrotic damage.

Bonus Actions
Spirit Wail (Recharge 5–6). Wisdom Saving Throw: DC 14, each creature in a 20-foot Emanation originating from the cultist. Failure: 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.

Elemental Cultist

Elemental Cultist Medium/Small Humanoid, Chaotic Evil 8 3 xp

  • Armor class 16
  • Hit points 135 (18d8 + 54)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT14 (+2)
  • WIS18 (+4)
  • CHA12 (+1)

Save Throws: ST +4, DX +1, CN +3, IN +2, WS +4, CH +1

Skills: Init +4, PB +3, Arcana +5, Perception +7, Religion +5

Senses:Passive Perception 17

Languages:Common, Primordial

Challenge:8 (3 xp)

Gear: Chain Mail

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Elementalism, Mage Hand

Actions

Multiattack. The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination.

Elemental Flail. Melee Attack Roll: +7, reach 5 ft. Hit: 25 (6d6 + 4) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder.

Elemental Claw. Ranged Attack Roll: +7, range 120 ft. Hit: 22 (4d10) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder. If the target is a Medium or smaller creature, the cultist moves the target up to 10 feet straight toward or away from itself.

Reactions
Elemental Absorption (1/Day). Trigger: The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage. Response: The cultist gives itself Resistance to that instance of damage and gains 10 Temporary Hit Points.

Fiend Cultist

Fiend Cultist Medium/Small Humanoid, Neutral Evil 8 3 xp

  • Armor class 16
  • Hit points 127 (17d8 + 51)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS18 (+4)
  • CHA10 (0)

Save Throws: ST +4, DX +2, CN +3, IN +1, WS +4, CH +0

Skills: Init +5, PB +3, Perception +7, Religion +4

Senses: Darkvision 90 ft. (unimpeded by magical Darkness), Passive Perception 17

Languages:Abyssal, Common, Primordial

Challenge:8 (3 xp)

Gear: Breastplate

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At Will: Scorching Ray (level 5 version), Thaumaturgy
2/Day: Fireball (level 6 version)

Actions

Multiattack. The cultist makes three Pact Axe attacks.

Pact Axe. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage plus 13 (3d8) Fire damage.

Reactions
Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.

Guard

Guard Medium/Small Humanoid, 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:ST +1, DX +1, CN +1, IN +0, WS +0, CH +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.

Guard Captain

Guard Captain Medium/Small Humanoid, 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:ST +4, DX +2, CN +3, IN +1, WS +2, CH +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.

Knight

Knight Medium/Small Humanoid, Neutral 3 700 xp

  • Armor class 18
  • Hit points 52 (8d8 + 16)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws: ST +3, DX +0, CN +2, IN +0, WS +0, CH +2

Skills: Init +0, PB +2

Senses:Passive Perception 10

Languages:Common plus on other

Challenge:3 (700 xp)

Gear: Greatsword, Heavy Crossbow, Plate Armor

Actions

Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.

Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.

Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.

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

Mage

Mage Medium/Small Humanoid, Neutral 6 2 xp

  • Armor class 15
  • Hit points 81 (18d8)
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws: ST -1, DX +2, CN +0, IN +3, WS +1, CH +0

Skills: Init +2, PB +3, Arcana +6, History +6, Perception +4

Senses:Passive Perception 14

Languages:Common and any three languages

Challenge:6 (2 xp)

Gear: Wand

Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fireball (level 4 version), Invisibility
1/Day Each: Cone of Cold, Fly

Actions

Multiattack. The mage makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage.

Bonus Actions
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions:
Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Mage Apprentice

Mage Apprentice Medium/Small Humanoid, Neutral 2 450 xp

  • Armor class 15
  • Hit points 49 (9d8 + 9)
  • Speed 30 ft.
  • STR8 (-1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT16 (+3)
  • WIS13 (+1)
  • CHA10 (0)

Save Throws: ST -1, DX +2, CN +1, IN +3, WS +1, CH +0

Skills: Init +2, PB +2, Arcana +5, Perception +3

Senses:Passive Perception 13

Languages:Common and on other language

Challenge:2 (450 xp)

Gear: Component Pouch

Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At Will: Mage Hand, Prestidigitation
1/Day Each: Disguise Self, Ice Knife, Mage Armor (included in AC), Thunderwave

Actions

Arcane Burst. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 120 ft. Hit: 14 (2d10 + 3) Force damage.

Noble

Noble Medium/Small Humanoid, 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:ST +0, DX +1, CN +0, IN +1, WS +2, CH +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.

Priest

Priest Medium/Small Humanoid, Neutral 2 450 xp

  • Armor class 13
  • Hit points 38 (7d8 + 7)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA13 (+1)

Save Throws: ST +3, DX +0, CN +1, IN +1, WS +3, CH +1

Skills: Init +0, PB +2, Medicine +7, Perception +5, Religion +5

Senses:Passive Perception 15

Languages:Common plus one other

Challenge:2 (450 xp)

Gear: Chain Shirt, Holy Symbol, Mace

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Light, Thaumaturgy
1/Day: Spirit Guardians

Actions

Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination.

Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage.

Radiant Flame. Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant damage.

Bonus Actions:
Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.

Priest Acolyte

Priest Acolyte Medium/Small Humanoid, Neutral 1/4 50 xp

  • Armor class 13
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX10 (0)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA11 (0)

Save Throws:ST +2, DX +0, CN +1, IN +0, WS +2, CH +0

Skills: Init +0, PB +2, Medicine +4, Religion +2

Senses: Passive Perception 12

Languages: Common

Challenge: 1/4 (50 xp)

Gear Chain Shirt, Holy Symbol, Mace

Bonus Actions
Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting.

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability:
At Will: Light, Thaumaturgy

Actions



Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage.

Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage.

Scout

Scout Medium/Small Humanoid, Neutral 1/2 100 xp

  • Armor class 13
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft.
  • STR11 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT11 (0)
  • WIS13 (+1)
  • CHA11 (0)

Save Throws: ST +0, DX +2, CN +1, IN +0, WS +1, CH +0

Skills: Init +2, PB +2, Nature +4, Perception +5, Stealth +6, Survival +5

Senses:Passive Perception 15

Languages:Common plus one other

Challenge: 1/2 (100 xp)

Gear: Leather Armor, Longbow, Shortsword

Actions

Multiattack. The scout makes two attacks, using Shortsword and Longbow in any combination.

Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

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

Scout Captain

Scout Captain Medium/Small Humanoid, Neutral 3 700 xp

  • Armor class 15
  • Hit points 66 (12d8 + 12)
  • Speed 30 ft., climb 30 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON12 (+1)
  • INT14 (+2)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws: ST +0, DX +3, CN +1, IN +2, WS +2, CH +0

Skills: Init +5, PB +2, Perception +6, Stealth +7, Survival +6

Senses:Passive Perception 16

Languages:Common plus one other

Challenge:3 (700 xp)

Gear: Longbow, Shortsword, Studded Leather Armor

Actions

Multiattack. The scout makes two attacks, using Shortsword and Longbow in any combination.

Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

Longbow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 7 (1d8 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

Bonus Actions:
Aim. The scout has Advantage on the next attack roll it makes during the current turn.

Reactions:
Uncanny Dodge. Trigger: The scout is hit by an attack roll. Response: The scout halves the damage (round down) it takes from that attack.

Spy

Spy Medium/Small Humanoid, Neutral 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft., climb 20 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON10 (0)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA16 (+3)

Save Throws: ST +0, DX +2, CN +0, IN +1, WS +2, CH +3

Skills: Init +4, PB +2, Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6

Senses:Passive Perception 16

Languages:Common plus one other

Challenge:1 (200 xp)

Gear: Hand Crossbow, Shortsword, Thieves’ Tools

Actions

Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.

Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.

Bonus Actions:
Cunning Action. The spy takes the Dash, Disengage, or Hide action.

Spy Master

Spy Master Medium/Small Humanoid, Neutral 10 5 xp

  • Armor class 19
  • Hit points 137 (25d8 + 25)
  • Speed 30 ft., climb 30 ft.
  • STR10 (0)
  • DEX20 (+5)
  • CON12 (+1)
  • INT18 (+4)
  • WIS16 (+3)
  • CHA16 (+3)

Save Throws: ST +0, DX +5, CN +1, IN +4, WS +3, CH +3

Skills: Init +9, PB +4, Deception +7, Insight +7, Investigation +8, Perception +11, Sleight of Hand +9, Stealth +13

Senses:Passive Perception 21

Languages:Common plus two other

Challenge:10 (5 xp)

Gear: Hand Crossbow, Rapier, Thieves’ Tools

Actions

Multiattack. The spy makes three attacks, using Rapier or Hand Crossbow in any combination.

Rapier. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage plus 7 (2d6) Poison damage.

Hand Crossbow. Ranged Attack Roll: +9, range 30/120 ft. Hit: 12 (2d6 + 5) Piercing damage plus 9 (2d8) Poison damage.

Smoke Bomb (1/Day). The spy throws a bomb to a point it can see within 30 feet of itself. Constitution Saving Throw: DC 16, each creature in a 20-foot-radius Sphere centered on that point. Failure: 28 (8d6) Poison damage, and the target has the Blinded condition until the end of the spy’s next turn. Success: Half damage only.

Bonus Actions:
Cunning Action. The spy takes the Dash, Disengage, or Hide action.

Warrior Veteran

Warrior Veteran Medium/Small Humanoid, Neutral 3 700 xp

  • Armor class 17
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX13 (+1)
  • CON14 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Save Throws: ST +3, DX +1, CN +2, IN +0, WS +0, CH +0

Skills: Init +3, PB +2, Athletics +5, Perception +2

Senses:Passive Perception 12

Languages:Common plus one other

Challenge:3 (700 xp)

Gear: Greatsword, Heavy Crossbow, Splint Armor

Actions

Multiattack. The warrior makes two Greatsword or Heavy Crossbow attacks.

Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.

Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage.

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

Bandit

Bandit Medium/Small Humanoid, Any non-Lawful 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Save Throws:ST +0, DX +1, CN +1, IN +0, WS +0, CH +0

Skills: Init +2, PB +2

Senses: Passive Perception 10

Languages: Common, Thieves' Cant

Challenge: 1/8 (25 xp)



Gear Leather Armor, Light Crossbow, Scimitar

Actions

Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.

Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage.

Spectral Companion

Spectral Companion Medium Undead, Neutral Good 1 200 xp

  • Armor class 12
  • Hit points 78 (12d8 + 12)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT5 (-3)
  • WIS7 (-2)
  • CHA8 (-1)

Save Throws: ST +3, DX +2, CN +1, IN -3, WS -2, CH -1

Skills: Init +2, PB +2

Senses: Darkvision 60 ft., Passive Perception 12

Languages:

Challenge:1 (200 xp)

Silent Movement. The spectral companion moves through diffi cult terrain and solid objects as if it were normal terrain. The creature takes 4 (1d8) damage if it ends its turn inside an object.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Animated Object (Medium)

Animated Object (Medium) Medium Construct, Unaligned 1 200 xp

  • Armor class 13
  • Hit points 26 (4d10 + 4)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON13 (+1)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Save Throws:ST +3, DX +0, CN +1, IN -5, WS -4, CH -5

Skills: Init +2, 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 (200 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

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) bludgeoning damage.

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:ST +2, DX +1, CN +1, IN -5, WS -4, CH -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.

Gigantic Mouse

Gigantic Mouse Medium Beast, Unaligned 1/8 25 xp

  • Armor class 14
  • Hit points 16 (3d8 + 3)
  • Speed 25 ft., climb 25 ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON12 (+1)
  • INT2 (-4)
  • WIS14 (+2)
  • CHA4 (-3)

Save Throws: ST +0, DX +4, CN +1, IN -4, WS +2, CH -3

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

Senses: Darkvision 60 ft., Passive Perception 16

Languages:

Challenge: 1/8 (25 xp)

Actions

Bite. Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

Skittish (1/Round). Trigger: Gigantic Mouse is hit by a melee attack Response: After the attack is resolved, the mouse takes a 5 ft. step away from its attacked. This does not provoke an opportunity attack.

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:ST +4, DX -1, CN +1, IN -5, WS -4, CH -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.

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:ST +2, DX +2, CN +1, IN -5, WS +0, CH -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).

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:ST +3, DX +1, CN +1, IN -4, WS +0, CH -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.

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:ST +1, DX +3, CN +1, IN -4, WS +1, CH -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.

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:ST -3, DX +3, CN -1, IN -4, WS +2, CH -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.

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:ST +1, DX +1, CN +1, IN +0, WS +0, CH -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.

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:ST +0, DX +3, CN +2, IN -2, WS -1, CH -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.

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:ST -3, DX +3, CN +0, IN -4, WS -1, CH -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.

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:ST -3, DX +2, CN +0, IN -4, WS +1, CH -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.

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:ST +4, DX +4, CN +2, IN -3, WS +1, CH -2

Skills: Init +2, PB +2, 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

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:ST +2, DX +2, CN +1, IN -4, WS +1, CH -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.

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:ST +1, DX -2, CN +3, IN -4, WS +0, CH -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.

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:ST +1, DX +0, CN +2, IN -4, WS -1, CH -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.

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:ST +4, DX +0, CN +2, IN -4, WS +0, CH -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.

Gulthias Blight

Gulthias Blight Gargantuan Plant, Neutral Evil 16 15,000 xp

  • Armor class 20
  • Hit points 264 (16d20 + 96)
  • Speed 50 ft.
  • STR25 (+7)
  • DEX10 (0)
  • CON22 (+6)
  • INT10 (0)
  • WIS18 (+4)
  • CHA12 (+1)

Save Throws:ST +7, DX +0, CN +6, IN +0, WS +4, CH +1

Skills: Init +5, PB +5, Perception +9

Damage Resistances: Fire, Necrotic

Condition Immunities: Deafened

Senses: Blindsight 120 ft., Passive Perception 19

Languages: Common, Druidic

Challenge:16 (15,000 xp)

Blight Seeds. When it finishes a Long Rest, the blight expels 1d6 seeds into unoccupied spaces on the ground within 30 feet of itself. After 24 hours, the seeds become creatures under the blight’s control. Roll 1d8 for each seed to determine the creature it becomes: on 1–4, Twig Blight, on 5–6, Needle Blight, on 7–8, Vine Blight.

Actions

Multiattack. The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses Life-Draining Root.

Slam. Melee Attack Roll: +12, reach 10 ft. Hit: 25 (4d8 + 7) Bludgeoning damage.

Thorn Volley. Ranged Attack Roll: +12, range 60/180 ft. Hit: 20 (3d8 + 7) Piercing damage.

Life-Draining Root. Constitution Saving Throw: DC 20, one Huge or smaller creature the blight can see within 30 feet. Failure: 14 (2d6 + 7) Necrotic damage, and the target has the Grappled condition (escape DC 17) from one of six roots. Until the grapple ends, the target has the Restrained condition and takes 14 (4d6) Necrotic damage at the start of each of its turns. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains Hit Points equal to that amount.

Needle Blight

Needle Blight Medium Plant, Neutral Evil 1/4 50 xp

  • Armor class 12
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX12 (+1)
  • CON13 (+1)
  • INT4 (-3)
  • WIS8 (-1)
  • CHA3 (-4)

Save Throws:ST +1, DX +1, CN +1, IN -3, WS -1, CH -4

Skills: Init +2, PB +2

Senses: Blindsight 60 ft., Passive Perception 9

Languages: Understands Common but can’t speak

Challenge: 1/4 (50 xp)

Actions

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

Needles. Ranged Attack Roll: +3, range 30/60 ft. Hit: 6 (2d4 + 1) Piercing damage.

Razorvine Blight

Razorvine Blight Medium Plant, Neutral Evil 1 200 xp

  • Armor class 12
  • Hit points 27 (5d8 + 3)
  • Speed 30 ft., climb 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON13 (+1)
  • INT5 (-3)
  • WIS10 (0)
  • CHA3 (-4)

Save Throws:ST +0, DX +2, CN +1, IN -3, WS +0, CH -4

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

Condition Immunities: Blinded, Deafened

Senses: Blindsight 60 ft., Passive Perception 10

Languages: Understands Common but can’t speak

Challenge:1 (200 xp)

False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. If a creature hasn’t observed the blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.

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

Actions

Multiattack. The blight makes two Claw attacks.

Claw. Melee Weapon Attack: +4 to hit (with advantage if the target is missing any of its hit points), reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Life-Draining Vines (Recharge 6). Snaking vines erupt from the blight. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 9 (2d8) slashing damage on failed save, or half as much damage on a successful one. If at least one of the creatures that failed this save isn’t a Construct or an Undead, the blight regains 9 hit points.

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:ST -4, DX +1, CN +2, IN -5, WS -2, CH -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.

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:ST +6, DX +0, CN +5, IN -2, WS +0, CH -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.

Twig Blight

Twig Blight Small Plant, Neutral Evil 1/8 25 xp

  • Armor class 14
  • Hit points 7 (2d6)
  • Speed 20 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON11 (0)
  • INT4 (-3)
  • WIS8 (-1)
  • CHA3 (-4)

Save Throws:ST -2, DX +2, CN +0, IN -3, WS -1, CH -4

Skills: Init +2, PB +2

Damage Immunities: Fire

Condition Immunities: Deafened

Senses: Blindsight 60 ft., Passive Perception 9

Languages: Understands Common but can’t speak

Challenge: 1/8 (25 xp)

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

Actions

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

Vine Blight

Vine Blight Medium Plant, Neutral Evil 1/2 100 xp

  • Armor class 12
  • Hit points 19 (3d8 + 6)
  • Speed 20 ft.
  • STR15 (+2)
  • DEX8 (-1)
  • CON14 (+2)
  • INT5 (-3)
  • WIS10 (0)
  • CHA3 (-4)

Save Throws:ST +2, DX -1, CN +2, IN -3, WS +0, CH -4

Skills: Init +2, PB +2, Stealth +1

Condition Immunities: Deafened

Senses: Blindsight 60 ft., Passive Perception 10

Languages: Common

Challenge: 1/2 (100 xp)

Actions

Constricting Vine. Melee Attack Roll: +4, reach 10 ft. Hit: 6 (1d8 + 2) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the target takes 4 (1d8) Bludgeoning damage at the start of each of its turns, and the blight can’t make Constricting Vine attacks.

Entangling Plants (Recharge 5–6). The blight casts the Entangle spell, using Constitution as the spellcasting ability (spell save DC 12).

Frog/Toad

Frog/Toad Tiny Beast, Unaligned 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4 - 1)
  • Speed 20 ft., swim 20 ft.
  • STR1 (-5)
  • DEX13 (+1)
  • CON8 (-1)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA3 (-4)

Save Throws:ST -5, DX +1, CN -1, IN -5, WS -1, CH -4

Skills: Init +1, PB +2, Perception +1, Stealth +3

Senses: Darkvision 30 ft., Passive Perception 11

Languages:

Challenge:0 (10 xp)

Amphibious. The frog can breathe air and water.

Standing Leap. The frog’s Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start.

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing 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:ST +1, DX +2, CN +0, IN -2, WS +0, CH -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.

Giant Frog

Giant Frog Medium Beast, Unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
  • STR12 (+1)
  • DEX13 (+1)
  • CON11 (0)
  • INT2 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Save Throws:ST +1, DX +1, CN +0, IN -4, WS +0, CH -4

Skills: Init +1, PB +2, Perception +2, Stealth +2

Senses: Darkvision 30 ft., Passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

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.

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11).

Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn’t Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can’t use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.
At the end of the frog’s next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn’t kill it, the frog disgorges it, causing it to exit Prone.

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:ST +2, DX +2, CN +2, IN +1, WS +0, CH +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:ST +3, DX +5, CN +3, IN +5, WS +3, CH +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.

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:ST +2, DX +0, CN +1, IN -2, WS +1, CH -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.

Allip

Allip Medium Undead, Neutral Evil 5 1,800 xp

  • Armor class 13
  • Hit points 40 (9d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR6 (-2)
  • DEX15 (+2)
  • CON10 (0)
  • INT15 (+2)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:ST -2, DX +3, CN +0, IN +3, WS +2, CH +3

Skills: Init +3, PB +3, Perception +5, Stealth +6

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

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

Senses:Darkvision 60 ft., Passive Perception 15

Languages: Any it knew in life

Challenge:5 (1,800 xp)

Incorporeal Movement. The allip 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.

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

Actions

Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and Undead are immune to this effect.

Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and Undead are immune to this effect.

Allip (Lesser)

Allip (Lesser) Medium Undead, Neutral Evil 3 700 xp

  • Armor class 12
  • Hit points 35 (5d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR6 (-2)
  • DEX15 (+2)
  • CON10 (0)
  • INT15 (+2)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:ST -2, DX +1, CN +0, IN +2, WS +1, CH +2

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

Damage Resistances: Cold, Necrotic, Poison, Bludgeoning, Piercing, Slashing

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

Senses:Darkvision 60 ft., Passive Perception 15

Languages: Any it knew in life

Challenge:3 (700 xp)

Incorporeal Movement. The allip 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.

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

Actions

Maddening Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) psychic damage.

Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 12 Wisdom saving throw. On a failed save, a target takes 8 (1d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and Undead are immune to this effect.

Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 12 Wisdom saving throw, or it takes 8 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and Undead are immune to this effect.

Assassin Vine

Assassin Vine Large Plant, Unaligned 3 700 xp

  • Armor class 13
  • Hit points 85 (10d10 + 30)
  • Speed 5 ft., climb 5 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:ST +4, DX +0, CN +3, IN -4, WS +0, CH -4

Skills: Init +0, PB +2

Damage Resistances:Cold, Fire

Condition Immunities: Blinded, Deafened, Exhaustion, Prone

Senses: Blindsight 30 ft., Passive Perception 10

Languages:

Challenge:3 (700 xp)

False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant.

Actions

Constrict.
Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Assassin Vine (Lesser)

Assassin Vine (Lesser) Medium Plant, Unaligned 2 450 xp

  • Armor class 12
  • Hit points 30 (4d10 + 6)
  • Speed 5 ft., climb 5 ft.
  • STR14 (+2)
  • DEX10 (0)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:ST +2, DX +0, CN +1, IN -4, WS +0, CH -4

Skills: Init +0, PB +2

Damage Resistances:Cold, Fire

Condition Immunities: Blinded, Deafened, Exhaustion, Prone

Senses: Blindsight 30 ft., Passive Perception 10

Languages:

Challenge:2 (450 xp)

False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant.

Actions

Constrict.
Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: The target takes 7 (1d6 + 4) bludgeoning damage, and it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and it takes 12 (3d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 10-foot square within 20 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 12 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 12 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Bugbear Stalker

Bugbear Stalker Medium Fey (Goblinoid), Chaotic Evil 3 700 xp

  • Armor class 15 (chain shirt)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:ST +3, DX +2, CN +4, IN +0, WS +3, CH +0

Skills: Init +2, PB +2, Stealth +6, Survival +3

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Common, Goblin

Challenge:3 (700 xp)

Bonus Actions

Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13).



Gear: Chain Shirt, Javelins (6), Morningstar

Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.

Actions

Multiattack. The bugbear makes two Javelin or Morningstar attacks.

Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.

Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage.

Bugbear Warrior

Bugbear Warrior Medium Fey (Goblinoid), Chaotic Evil 1 200 xp

  • Armor class 14 (hide armor)
  • Hit points 33 (6d8 + 6)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Save Throws:ST +2, DX +2, CN +1, IN -1, WS +0, CH -1

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

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Goblin

Challenge:1 (200 xp)

Gear: Hide Armor, Light Hammers (3)

Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.

Actions

Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).

Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 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:ST +3, DX +2, CN +1, IN -3, WS +1, CH -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.

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:ST +4, DX +0, CN +0, IN +1, WS +2, CH +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

Gargoyle

Gargoyle Medium Elemental, Chaotic Evil 2 450 xp

  • Armor class 15
  • Hit points 52 (7d8+12)
  • Speed 30 ft., fly 60 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Save Throws:ST +2, DX +0, CN +3, IN -2, WS +0, CH -2

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

Damage Resistances:Imm: Poison

Condition Immunities: Exhaustion, Petrified, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Primordial (Terran)

Challenge:2 (450 xp)

Flyby. The gargoyle doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.

Actions

Multiattack. The gargoyle makes two Claw attacks.

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing 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:ST +2, DX -4, CN +5, IN -5, WS -2, CH -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.

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:ST -2, DX +5, CN +0, IN -4, WS +0, CH -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.

Grick

Grick Medium Aberration, Unaligned 2 450 xp

  • Armor class 14
  • Hit points 54 (12d8)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Save Throws:ST +2, DX +2, CN +0, IN -4, WS +2, CH -3

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

Senses: Darkvision 60 ft., Passive Perception 12

Languages:

Challenge: 2 (450 xp)

Actions

Multiattack. The grick makes one Beak attack and one Tentacles attack.

Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage.

Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles.

Grick Ancient

Grick Ancient Large Aberration, Unaligned 7 2,900 xp

  • Armor class 18
  • Hit points 135 (18d10 + 36)
  • Speed 30 ft., climb 30 ft.
  • STR18 (+4)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA9 (-1)

Save Throws:ST +4, DX +3, CN +2, IN -3, WS +2, CH -1

Skills: Init +3, PB +3, Stealth +6

Senses: Darkvision 60 ft., Passive Perception 12

Languages:

Challenge: 7 (2,900 xp)

Actions

Multiattack. The grick makes one Beak attack, one Slam attack, and one Tentacles attack.

Beak. Melee Attack Roll: +7, reach 10 ft. Hit: 22 (4d8 + 4) Piercing damage.

Slam. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Tentacles. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from all four tentacles.

Grick Hatchling

Grick Hatchling Small Aberration, Unaligned 1/4 50 xp

  • Armor class 14
  • Hit points 18 (2d8)
  • Speed 30 ft., climb 30 ft.
  • STR12 (+1)
  • DEX14 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Save Throws:ST +1, DX +2, CN +0, IN -4, WS +2, CH -3

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

Senses: Darkvision 60 ft., Passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Actions

Multiattack. The grick makes one Beak attack and one Tentacles attack.

Beak. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

Tentacles. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (1d10) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from all four tentacles.

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:ST +1, DX +1, CN +1, IN -2, WS +0, CH +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. 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.

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:ST +3, DX +1, CN +2, IN -2, WS +1, CH -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.

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:ST +5, DX -1, CN +4, IN -3, WS -1, CH -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.

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:ST -3, DX +2, CN +2, IN +0, WS +2, CH +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.

Imp

Imp Tiny Fiend (Devil), Lawful Evil 1 200 xp

  • Armor class 13
  • Hit points 21 (6d4 + 6)
  • Speed 20 ft., fly 40 ft.
  • STR6 (-2)
  • DEX17 (+3)
  • CON13 (+1)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:ST -2, DX +3, CN +1, IN +0, WS +1, CH +2

Skills: Init +3, PB +2, Deception +5, Insight +4, Persuasion +5

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

Condition Immunities: Poisoned

Senses: Senses Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 11

Languages: Common, Infernal

Challenge:1 (200 xp)

Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.

Actions

Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.

Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

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:ST +1, DX +2, CN +2, IN -1, WS -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.

Kobold Slave

Kobold Slave Small Dragon, Neutral 1/8 25 xp

  • Armor class 13
  • Hit points 3 (2d6 - 2)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON9 (-1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Save Throws:ST -2, DX +2, CN -1, IN -1, WS -2, CH -1

Skills: Init +2, PB +2

Senses: Darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Gear. Sling

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

Sling. Ranged Attack Roll: +4, range 20/60 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.

Kobold Sorcerer

Kobold Sorcerer Small Dragon, Neutral 1 200 xp

  • Armor class 15
  • Hit points 27 (5d6 + 10)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS9 (-1)
  • CHA14 (+2)

Save Throws:ST -2, DX +2, CN +2, IN +0, WI -1, CH +2

Skills: Init +2, PB +2, Arcana +2, Medicine +1

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Draconic

Challenge:1 (200 xp)

Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.

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

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

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, mage hand, mending, poison spray
1st level (4 slots): charm person, chromatic orb, expeditious retreat
2nd level (2 slots): scorching ray

Kobold Warrior

Kobold Warrior Small Dragon, Neutral 1/8 25 xp

  • Armor class 14
  • Hit points 7 (3d6 - 3)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON9 (-1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Save Throws:ST -2, DX +2, CN -1, IN -1, WS -2, CH -1

Skills: Init +2, PB +2

Senses: Darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Gear. Daggers (3)

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

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

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:ST +3, DX +3, CN +3, IN -2, WS +1, CH -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.

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:ST -4, DX +0, CN -1, IN -4, WS +0, CH -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.

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:ST -2, DX +2, CN +1, IN -2, WS +0, CH -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.

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:ST -5, DX +5, CN +1, IN +2, WS +1, CH +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.

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:ST +0, DX +2, CN +1, IN -4, WS +1, CH -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.

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:ST -5, DX -5, CN +0, IN -5, WS -4, CH -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

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:ST +2, DX +2, CN +4, IN -4, WS +0, CH +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.

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:ST -2, DX +2, CN +2, IN -3, WS -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.

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:ST -2, DX +3, CN -1, IN -1, WS -2, CH -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.

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:ST +4, DX +0, CN +3, IN -3, WS +1, CH -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.

Wolf, Ghoul

Wolf, Ghoul Medium Undead, Neutral Evil 2 450 xp

  • Armor class 14
  • Hit points 26 (4d12)
  • Speed 50 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON10 (0)
  • INT6 (-2)
  • WIS14 (+2)
  • CHA10 (0)

Save Throws: ST +3, DX +2, CN +0, IN -2, WS +2, CH +0

Skills: Init +2, PB +2, Perception + 8, Stealth + 4, Survival +4

Senses: Darkvision 60 ft., Passive Perception 18

Languages:

Challenge:2 (450 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: +6, reach 5 ft. Hit: 5 (1d6 + 4) Piercing 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.

Worg

Worg Large Fey, Neutral Evil 1/2 100 xp

  • Armor class 13
  • Hit points 26 (4d10 + 4)
  • Speed 50 ft.
  • STR16 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT7 (-2)
  • WIS11 (0)
  • CHA8 (-1)

Save Throws: ST +3, DX +1, CN +1, IN -2, WS +0, CH -1

Skills: Init +1, PB +2, Perception +4

Senses: Darkvision 60 ft., Passive Perception 14

Languages:Goblin, Worg

Challenge: 1/2 (100 xp)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg’s next turn has Advantage.

Lion

Lion Large Beast, Unaligned 1 200 xp

  • Armor class 12
  • Hit points 22 (4d10)
  • Speed 50 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA8 (-1)

Save Throws: ST +3, DX +2, CN +0, IN -4, WS +1, CH -1

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

Senses: Darkvision 60 ft., Passive Perception 13

Languages:

Challenge:1 (200 xp)

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

Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet.

Actions

Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar.

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

Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.

Earth Elemental

Earth Elemental Large Elemental, Neutral 5 1 xp

  • Armor class 17
  • Hit points 147 (14d10 + 70)
  • Speed 30 ft., burrow 30 ft.
  • STR20 (+5)
  • DEX8 (-1)
  • CON20 (+5)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws: ST +5, DX -1, CN +5, IN -3, WS +0, CH -3

Skills: Init -1, PB +3

Damage Resistances: Imm: Poison.

Damage Immunities: Thunder

Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

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

Languages:Primordial (Terran)

Challenge:5 (1 xp)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination.

Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.

Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Giant Greed Grub

Giant Greed Grub Large Monstrosity, Neutral Evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 85 (10d10 + 30)
  • Speed 20 ft., climb 20 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT6 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: ST +5, DX +2, CN +3, IN -2, WS +0, CH -2

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

Damage Resistances: Bludgeoning

Damage Immunities: Slashing

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 12

Languages:Dwarvish but can't speak

Challenge:3 (700 xp)

Semi-amorphous: The grub can move through a space sized for Tiny creatures or larger without squeezing.

Actions

Multiattack: The giant greed grub makes one bite or acidic spittle attack, and a tail slap attack.

Bite: Melee Weapon Attack: +7 to hit, one target. Hit 9 (1d8+5) piercing damage.Acidic Spittle: Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit:43 (1d4+2) acid damage, and the target must succeed in a DC 12 Dexterity save or have his armor (01-75 on a d%) or weapon (76-00 on a d%) dissolved. Wood or stone armor and weapons are unaffected.

Tail Slap: Melee Weapon Attack: +7 to hit, reach 10 ft.,

Tail Slap: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

Slapped Furniture. Ranged Weapon Attack +2 to hit, range 30/60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage, and the target must succeed in a DC 10 Dexter ity save or be knocked prone.

Greed Grub

Greed Grub Medium Monstrosity, Neutral Evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 22 (3d8 + 9)
  • Speed 30 ft., climb 20 ft.
  • STR14 (+2)
  • DEX12 (+1)
  • CON16 (+3)
  • INT6 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: ST +2, DX +1, CN +3, IN -2, WS +0, CH -2

Skills: Init +1, PB +2, Perception +2

Damage Resistances: Bludgeoning

Damage Immunities: Slashing

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 12

Languages:Dwarvish but can't speak

Challenge:2 (450 xp)

Semi-amorphous: The grub can move through a space sized for Tiny creatures or larger without squeezing.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6+2) piercing damage.Acidic Spittle: Ranged Weapon Attack: +3 to hit, range 15/30 ft., one target. Hit: 3 (1d4+1) acid damage, and the target must succeed in a DC 11 Dexterity save or have his armor (01-75 on a d%) or weapon (76-00 on a d%) damaged. Damaged weapons and armor suffer a -1 penalty to either attack and damage rolls or base AC each time they are damaged. If the acid damage reduces the target’s base AC to 10 or less, the armor is destroyed. If the penalty reduces a weapon’s damage result to 0 or less, the weapon is destroyed. Wood or stone armor and weapons are unaffected.

Sword Wraith Warrior

Sword Wraith Warrior Medium Undead, Lawful Evil 3 0 xp

  • Armor class 16
  • Hit points 45 (6d8 + 18)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON17 (+3)
  • INT6 (-2)
  • WIS9 (-1)
  • CHA10 (0)

Save Throws: ST +4, DX +1, CN +3, IN -2, WS -1, CH +0

Skills: Init +1, PB +2

Damage Resistances: Imm: Poison. Res: Necrotic, Bludgeoning, Piercing, Slashing

Damage Immunities: Fire

Condition Immunities: Exhaustion, Frightened, Poisoned, Unconscious

Senses: Darkvision 60 ft., Passive Perception 9

Languages:

Challenge:3 (0 xp)

Gear: Studded Leather Armor

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

Actions

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 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.

Bonus Actions
Martial Fury.

Wight

Wight Medium Undead, Neutral Evil 3 700 xp

  • Armor class 14
  • Hit points 82 (11d8 + 33)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS13 (+1)
  • CHA15 (+2)

Save Throws: ST +2, DX +2, CN +3, IN +0, WS +1, CH +2

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

Damage Resistances: Imm: Poison. Res: Necrotic

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 13

Languages:Common plus one other

Challenge:3 (700 xp)

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

Actions

Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain.

Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.

Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.


Life Drain.
Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target’s Hit Point maximum decreases by an amount equal to the damage taken.
A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight’s control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time.

Blood Hawk

Blood Hawk Small Beast, Unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 10 ft., fly 60 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON10 (0)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Save Throws:ST -2, DX +2, CN +0, IN -4, WS +2, CH -3

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

Senses: Passive Perception 16

Languages:

Challenge: 1/8 (25 xp)

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

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

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

Actions

Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied.

Giant Boar

Giant Boar Large Beast, Unaligned 2 450 xp

  • Armor class 13
  • Hit points 42 (5d10 + 15)
  • Speed 40 ft.
  • STR17 (+3)
  • DEX10 (0)
  • CON16 (+3)
  • INT2 (-4)
  • WIS7 (-2)
  • CHA5 (-3)

Save Throws:ST +5, DX +0, CN +3, IN -4, WS -2, CH -3

Skills: Init +0, PB +2

Senses: Passive Perception 8

Languages:

Challenge:2 (450 xp)

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

Actions

Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition.

Giant Spider

Giant Spider Large Beast, Unaligned 1 200 xp

  • Armor class 14
  • Hit points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON12 (+1)
  • INT2 (-4)
  • WIS11 (0)
  • CHA4 (-3)

Save Throws:ST +2, DX +3, CN +1, IN -4, WS +0, CH -3

Skills: Init +3, PB +2, Perception +4, Stealth +7

Senses: Darkvision 60 ft., Passive Perception 14

Languages:

Challenge:1 (200 xp)

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

Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.

Actions

Bite. Melee Attack Roll: +5 , reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.

Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10, HP 5, Vulnerability to Fire damage, Immunity to Poison and Psychic damage).

Air Elemental

Air Elemental Large Elemental, Neutral 5 1 xp

  • Armor class 15
  • Hit points 90 (12d10 + 24)
  • Speed 10 ft., fly 90 ft. (hover)
  • STR14 (+2)
  • DEX20 (+5)
  • CON14 (+2)
  • INT6 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: ST +2, DX +5, CN +2, IN -2, WS +0, CH -2

Skills: Init +5, PB +3

Damage Resistances: Imm: Poison, Thunder. Res: Bludgeoning, Lightning, Piercing, Slashing

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

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Primordial (Auran)

Challenge:5 (1 xp)

Air Form. The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

Actions

Multiattack. The elemental makes two Thunderous Slam attacks.

Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage.

Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental’s space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only.

Dao

Dao Large Elemental, Neutral 11 7 xp

  • Armor class 18
  • Hit points 200 (16d10 + 112)
  • Speed 30 ft., burrow 30 ft., fly 30 ft. (hover)
  • STR23 (+6)
  • DEX12 (+1)
  • CON24 (+7)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA18 (+4)

Save Throws: ST +6, DX +1, CN +7, IN +1, WS +1, CH +4

Skills: Init +1, PB +4

Condition Immunities: Petrified

Senses: Darkvision 120 ft., Passive Perception 11

Languages:Primordial (Terran)

Challenge:11 (7 xp)

Actions

See Monster Manual, page 89

Djinni

Djinni Large Elemental, Chaotic Good 11 7 xp

  • Armor class 17
  • Hit points 218 (19d10 + 114)
  • Speed 30 ft., fly 90 ft. (hover)
  • STR21 (+5)
  • DEX15 (+2)
  • CON22 (+6)
  • INT15 (+2)
  • WIS16 (+3)
  • CHA20 (+5)

Save Throws: ST +5, DX +2, CN +6, IN +2, WS +3, CH +5

Skills: Init +2, PB +4

Damage Resistances: Imm: Lightning, Thunder.

Senses: Darkvision 120 ft., Passive Perception 13

Languages:Primordial (Auran)

Challenge:11 (7 xp)

Actions

See Monster Manual, page 99

Efreeti

Efreeti Large Elemental, Neutral 11 7 xp

  • Armor class 17
  • Hit points 212 (17d10 + 119)
  • Speed 30 ft., fly 60 ft. (hover)
  • STR22 (+6)
  • DEX12 (+1)
  • CON24 (+7)
  • INT16 (+3)
  • WIS15 (+2)
  • CHA19 (+4)

Save Throws: ST +6, DX +1, CN +7, IN +3, WS +2, CH +4

Skills: Init +1, PB +4

Damage Resistances: Imm: Fire.

Senses: Darkvision 120 ft., Passive Perception 12

Languages:Primordial (Ignan)

Challenge:11 (7 xp)

Actions

See Monster Manual, page 109

Fire Elemental

Fire Elemental Large Elemental, Neutral 5 1 xp

  • Armor class 13
  • Hit points 93 (11d10 + 33)
  • Speed 50 ft.
  • STR10 (0)
  • DEX17 (+3)
  • CON16 (+3)
  • INT6 (-2)
  • WIS10 (0)
  • CHA7 (-2)

Save Throws: ST +0, DX +3, CN +3, IN -2, WS +0, CH -2

Skills: Init +3, PB +3

Damage Resistances: Imm: Fire, Poison. Res: Bludgeoning, Piercing, Slashing

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

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Primordial (Ignan)

Challenge:5 (1 xp)

Fire Aura. At the end of each of the elemental’s turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning.

Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) Fire damage.

Illumination. The elemental sheds Bright Light in a 30- foot radius and Dim Light for an additional 30 feet.

Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.

Actions

Multiattack. The elemental makes two Burn attacks.

Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.

Galeb Duhr

Galeb Duhr Medium Elemental, Neutral 6 2 xp

  • Armor class 16
  • Hit points 123 (13d8 + 65)
  • Speed 15 ft., (30 ft. when rolling, 60 ft. rolling downhill)
  • STR20 (+5)
  • DEX14 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws: ST +5, DX +2, CN +5, IN +0, WS +1, CH +0

Skills: Init +2, PB +3

Damage Resistances: Imm: Poison.

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

Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11

Languages:Primordial (Terran)

Challenge:6 (2 xp)

Actions

Avalanche Slam. Melee Attack Roll: +8, reach 5 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature and the galeb duhr moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Bludgeoning damage and has the Prone condition.

Animate Boulders (1/Day). The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores of 1 and lacks this action. The boulder takes its turn immediately after the galeb duhr on the same Initiative count, and it obeys the galeb duhr. A boulder remains animate for 1 minute or until it or the galeb duhr dies.

Marid

Marid Large Elemental, Chaotic Neutral 11 7 xp

  • Armor class 17
  • Hit points 229 (17d10 + 136)
  • Speed 30 ft., fly 60 ft., swim 90 ft.
  • STR22 (+6)
  • DEX12 (+1)
  • CON26 (+8)
  • INT18 (+4)
  • WIS17 (+3)
  • CHA18 (+4)

Save Throws: ST +6, DX +1, CN +8, IN +4, WS +3, CH +4

Skills: Init +5, PB +4

Damage Resistances: Acid, Cold, Lightning

Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 13

Languages:Primordial (Aquan)

Challenge:11 (7 xp)

Actions

See Monster Manual, page 203

Salamander

Salamander Large Elemental, Neutral Evil 5 1 xp

  • Armor class 15
  • Hit points 90 (12d10 + 24)
  • Speed 30 ft., climb 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON15 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws: ST +4, DX +2, CN +2, IN +0, WS +0, CH +1

Skills: Init +2, PB +3

Damage Resistances: Imm: Fire.

Damage Immunities: Cold

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Primordial (Ignan)

Challenge:5 (1 xp)

Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage.

Actions

Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict.

Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander’s hand immediately after a ranged attack.

Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.

Water Elemental

Water Elemental Large Elemental, Neutral 5 1 xp

  • Armor class 14
  • Hit points 114 (12d10 + 48)
  • Speed 30 ft., swim 90 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws: ST +4, DX +2, CN +4, IN -3, WS +0, CH -1

Skills: Init +2, PB +3

Damage Resistances: Imm: Poison. Res: Acid, Fire

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

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Primordial (Aquan)

Challenge:5 (1 xp)

Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.

Water Form. The elemental can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

Actions

Multiattack. The elemental makes two Slam attacks.

Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.

Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the elemental’s space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental’s turns. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.

Water Weird

Water Weird Large Elemental, Neutral 3 700 xp

  • Armor class 13
  • Hit points 65 (10d10 + 10)
  • Speed 5 ft., swim 60 ft.
  • STR17 (+3)
  • DEX16 (+3)
  • CON13 (+1)
  • INT11 (0)
  • WIS10 (0)
  • CHA10 (0)

Save Throws: ST +3, DX +3, CN +1, IN +0, WS +0, CH +0

Skills: Init +3, PB +2

Damage Resistances: Imm: Poison. Res: Fire

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

Senses: Blindsight 30 ft., Passive Perception 10

Languages:Primordial but can’t speak

Challenge:3 (700 xp)

Invisible in Water. The water weird has the Invisible condition while fully immersed in water.

Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.

Actions

Surge. Melee Attack Roll: +5, reach 10 ft. Hit: 13 (3d6 + 3) Cold damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.

Xorn

Xorn Medium Elemental, Neutral 5 1 xp

  • Armor class 19
  • Hit points 84 (8d8 + 48)
  • Speed 20 ft., burrow 20 ft.
  • STR17 (+3)
  • DEX10 (0)
  • CON22 (+6)
  • INT11 (0)
  • WIS10 (0)
  • CHA11 (0)

Save Throws: ST +3, DX +0, CN +6, IN +0, WS +0, CH +0

Skills: Init +0, PB +3

Damage Resistances: Imm: Poison.

Condition Immunities: Paralyzed, Petrified, Poisoned

Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16

Languages:Primordial (Terran)

Challenge:5 (1 xp)

Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through.

Treasure Sense. The xorn can pinpoint the location of precious metals and stones within 60 feet of itself.

Actions

Multiattack. The xorn makes one Bite attack and three Claw attacks.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.

Bonus Actions:
Charge. The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense.

Goblin Boss

Goblin Boss Small Fey, Chaotic Neutral 1 200 xp

  • Armor class 17
  • Hit points 21 (6d6)
  • Speed 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA10 (0)

Save Throws: ST +0, DX +2, CN +0, IN +0, WS -1, CH +0

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

Senses: Darkvision 60 ft., Passive Perception 9

Languages:Common, Goblin

Challenge:1 (200 xp)

Gear: Chain Shirt, Scimitar, Shield, Shortbow

Actions

Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions:
Nimble Escape. The goblin takes the Disengage or Hide action.'

Reactions:
Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.

Goblin Hexer

Goblin Hexer Small Fey, Chaotic Neutral 3 700 xp

  • Armor class 13
  • Hit points 45 (10d6 + 10)
  • Speed 30 ft.
  • STR8 (-1)
  • DEX16 (+3)
  • CON12 (+1)
  • INT16 (+3)
  • WIS10 (0)
  • CHA10 (0)

Save Throws: ST -1, DX +3, CN +1, IN +3, WS +0, CH +0

Skills: Init +3, PB +2, Sleight of Hand +5, Stealth +7

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Common, Goblin

Challenge:3 (700 xp)

Spellcasting. The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Minor Illusion
1/Day Each: Blindness/Deafness, Faerie Fire, Grease

Actions

Multiattack. The goblin makes two Hex Stick attacks. It can replace one attack with a use of Spellcasting.

Hex Stick. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. Hit: 12 (2d8 + 3) Psychic damage.

Reactions:
Jinx. Trigger: A creature the goblin can see hits it with an attack roll. Response—Wisdom Saving Throw: DC 13, the triggering creature. Failure: The attack misses instead.

Goblin Minion

Goblin Minion Small Fey, Chaotic Neutral 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR8 (-1)
  • DEX15 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Save Throws: ST -1, DX +2, CN +0, IN +0, WS -1, CH -1

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

Senses: Darkvision 60 ft., Passive Perception 9

Languages:Common, Goblin

Challenge: 1/8 (25 xp)

Gear: Daggers (3)

Actions

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

Bonus Actions:
Nimble Escape. The goblin takes the Disengage or Hide action.

Goblin Warrior

Goblin Warrior Small Fey, Chaotic Neutral 1/4 50 xp

  • Armor class 15
  • Hit points 10 (3d6)
  • Speed 30 ft.
  • STR8 (-1)
  • DEX15 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Save Throws: ST -1, DX +2, CN +0, IN +0, WS -1, CH -1

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

Senses: Darkvision 60 ft., Passive Perception 9

Languages:Common, Goblin

Challenge: 1/4 (50 xp)

Gear: Leather Armor, Scimitar, Shield, Shortbow

Actions

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions:
Nimble Escape. The goblin takes the Disengage or Hide action.

Gnoll Demoniac

Gnoll Demoniac Medium Fiend, Chaotic Evil 8 3 xp

  • Armor class 16
  • Hit points 135 (18d8 + 54)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT14 (+2)
  • WIS15 (+2)
  • CHA17 (+3)

Save Throws: ST +3, DX +1, CN +3, IN +2, WS +2, CH +3

Skills: Init +4, PB +3, Perception +5

Senses: Darkvision 60 ft., Passive Perception 15

Languages:Common, Abyssal, Gnoll

Challenge:8 (3 xp)

Actions

Multiattack. The gnoll makes two Abyssal Strike attacks.

Abyssal Strike. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 60 ft. Hit: 20 (5d6 + 3) Poison damage.

Hunger of Yeenoghu (Recharge 5–6). The gnoll conjures a 30-foot Cube of magical Darkness originating from a point it can see within 60 feet, which lasts for 1 minute or until the gnoll’s Concentration ends on it. This area is Difficult Terrain. Dexterity Saving Throw: DC 14, any creature that starts its turn in this area or enters it for the first time on a turn. Failure: 28 (8d6) Necrotic damage, and the gnoll or a creature of its choice it can see gains 10 Temporary Hit Points. Success: Half damage only.

Bonus Actions
Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Abyssal Strike attack.

Gnoll Fang of Yeenoghu

Gnoll Fang of Yeenoghu Medium Fiend, Chaotic Evil 4 1 xp

  • Armor class 14
  • Hit points 71 (11d8 + 22)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA13 (+1)

Save Throws: ST +3, DX +2, CN +2, IN +0, WS +0, CH +1

Skills: Init +4, PB +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Common

Challenge:4 (1 xp)

Actions

Multiattack. The gnoll makes one Bite attack and two Bone Flail attacks.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of the gnoll’s next turn.

Bone Flail. Melee Attack Roll: +5, reach 10 ft. Hit: 7 (1d8 + 3) Piercing damage.

Bonus Actions
Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Bite attack.

Gnoll Pack Lord

Gnoll Pack Lord Medium Fiend, Chaotic Evil 2 450 xp

  • Armor class 15
  • Hit points 49 (9d8 + 9)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Save Throws: ST +3, DX +2, CN +1, IN -1, WS +0, CH -1

Skills: Init +4, PB +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Gnoll

Challenge:2 (450 xp)

Actions

Multiattack. The gnoll makes two attacks, using Bone Whip or Bone Javelin in any combination, and it uses Incite Rampage if available.

Bone Whip. Melee Attack Roll: +5, reach 10 ft. Hit: 8 (2d4 + 3) Slashing damage.

Bone Javelin. Ranged Attack Roll: +5, range 30/120 ft. Hit: 7 (1d8 + 3) Piercing damage.

Incite Rampage (Recharge 5–6). The gnoll targets another creature it can see within 60 feet of itself that has the Rampage Bonus Action. The target can take a Reaction to make one melee attack.

Bonus Actions
Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Bone Whip attack.

Gnoll Warrior

Gnoll Warrior Medium Fiend, Chaotic Evil 1/2 100 xp

  • Armor class 15
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX12 (+1)
  • CON11 (0)
  • INT6 (-2)
  • WIS10 (0)
  • CHA7 (-2)

Save Throws: ST +2, DX +1, CN +0, IN -2, WS +0, CH -2

Skills: Init +1, PB +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Gnoll

Challenge: 1/2 (100 xp)

Actions

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage.

Bonus Actions
Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.

Larva

Larva Medium Fiend, Neutral Evil 0 10 xp

  • Armor class 9
  • Hit points 9 (2d8 + 0)
  • Speed 20 ft.
  • STR9 (-1)
  • DEX9 (-1)
  • CON10 (0)
  • INT6 (-2)
  • WIS10 (0)
  • CHA2 (-4)

Save Throws: ST -1, DX -1, CN +0, IN -2, WS +0, CH -4

Skills: Init -1, PB +2

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Common plus on other but can't speak

Challenge:0 (10 xp)

Actions

Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 − 1) Necrotic damage.

Lemure

Lemure Medium Fiend, Lawful Evil 0 10 xp

  • Armor class 9
  • Hit points 9 (2d8 + 0)
  • Speed 20 ft.
  • STR10 (0)
  • DEX5 (-3)
  • CON11 (0)
  • INT1 (-5)
  • WIS11 (0)
  • CHA3 (-4)

Save Throws: ST +0, DX -3, CN +0, IN -5, WS +0, CH -4

Skills: Init -3, PB +2

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

Condition Immunities: Charmed, Frightened, Poisoned

Senses: Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 10

Languages:Understands Infernal but can't speak

Challenge:0 (10 xp)

Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.

Actions

Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage.

Troll

Troll Large Giant, Chaotic Evil 5 1 xp

  • Armor class 15
  • Hit points 94 (9d10 + 45)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON20 (+5)
  • INT7 (-2)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws: ST +4, DX +1, CN +5, IN -2, WS -1, CH -2

Skills: Init +1, PB +3, Perception +5

Senses: Darkvision 60 ft., Passive Perception 15

Languages:Giant

Challenge:5 (1 xp)

Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll’s limbs is severed, falls into the troll’s space, and becomes a Troll Limb. The limb acts immediately after the troll’s turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points.

Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn’t function on the troll’s next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.

Actions

Multiattack. The troll makes three Rend attacks.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage.

Bonus Actions:
Charge. The troll moves up to half its Speed straight toward an enemy it can see.

Troll Limb

Troll Limb Small Giant, Chaotic Evil 1/2 100 xp

  • Armor class 13
  • Hit points 14 (4d6)
  • Speed 20 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON10 (0)
  • INT1 (-5)
  • WIS9 (-1)
  • CHA1 (-5)

Save Throws: ST +4, DX +1, CN +0, IN -5, WS -1, CH -5

Skills: Init +1, PB +2

Senses: Darkvision 60 ft., Passive Perception 9

Languages:

Challenge: 1/2 (100 xp)

Regeneration.The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn’t function on the limb’s next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.

Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn’t destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away.

Actions

Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.

Ochre Jelly

Ochre Jelly Large Ooze, Unaligned 2 450 xp

  • Armor class 8
  • Hit points 52 (7d10 + 14)
  • Speed 20 ft., climb 20 ft.
  • STR15 (+2)
  • DEX6 (-2)
  • CON14 (+2)
  • INT2 (-4)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws: ST +2, DX -2, CN +2, IN -4, WS -2, CH -5

Skills: Init -2, PB +2

Damage Resistances: Imm: Lightning, Slashing. Res: Acid

Condition Immunities: Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained

Senses: Blindsight 60 ft., Passive Perception 8

Languages:

Challenge:2 (450 xp)

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

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

Actions

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

Reactions:
Split. Trigger: While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly’s Hit Points are divided evenly between the new jellies (round down).

Slithering Tracker

Slithering Tracker Medium Ooze, Chaotic Evil 3 700 xp

  • Armor class 14
  • Hit points 39 (6d8 + 12)
  • Speed 30 ft., climb 30 ft., swim 30 ft.
  • STR16 (+3)
  • DEX19 (+4)
  • CON15 (+2)
  • INT10 (0)
  • WIS14 (+2)
  • CHA11 (0)

Save Throws: ST +3, DX +4, CN +2, IN +0, WS +2, CH +0

Skills: Init -2, PB +2, Stealth +8, Survival +6

Damage Resistances: Bludgeoning, Piercing, Slashing

Damage Immunities: Cold, Fire

Condition Immunities: Blinded, Deafened, Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious

Senses: Blindsight 120 ft., Passive Perception 12

Languages:Understand languages it knew but cannot speak

Challenge:3 (700 xp)

False Appearance. If the slithering tracker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the slithering tracker move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the slithering tracker isn’t a puddle.

Liquid Form. The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.

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

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Life Leech. One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.
While grappling the target, the slithering tracker takes only half any damage dealt to it (rounded down), and the target takes the other half.

Bonus ActionsWatery Stealth. If underwater, the slithering tracker takes the Hide action, and it makes the Dexterity (Stealth) check with advantage.Reactions:

Awakened Tree

Awakened Tree Huge Plant, Neutral 2 450 xp

  • Armor class 13
  • Hit points 59 (7d12 + 14)
  • Speed 20 ft.
  • STR19 (+4)
  • DEX6 (-2)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA7 (-2)

Save Throws:ST +4, DX -2, CN +2, IN +0, WS +0, CH -2

Skills: Init +0, PB +2

Damage Resistances: Bludgeoning, Piercing

Damage Immunities: Fire

Senses: Passive Perception 10

Languages: Common plus one language

Challenge:2 (450 xp)

Actions

Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.

Treant

Treant Huge Plant, Chaotic Good 9 5,000 xp

  • Armor class 16
  • Hit points 138 (12d12 + 60)
  • Speed 30 ft.
  • STR23 (+6)
  • DEX8 (-1)
  • CON21 (+5)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA12 (+1)

Save Throws:ST +6, DX -1, CN +5, IN +1, WS +3, CH +1

Skills: Init +3, PB +4

Damage Resistances: Bludgeoning, Piercing

Damage Immunities: Fire

Senses: Passive Perception 13

Languages: Common, Druidic, Elvish, Sylvan

Challenge:9 (5,000 xp)

Siege Monster. The treant deals double damage to objects and structures.

Actions

Multiattack. The treant makes two Slam attacks.

Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.

Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage.

Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can’t speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.

Swarm of Crawling Claws

Swarm of Crawling Claws Medium Swarm of Tiny Undead, Neutral Evil 3 700 xp

  • Armor class 12
  • Hit points 49 (11d8)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON11 (0)
  • INT5 (-3)
  • WIS10 (0)
  • CHA4 (-3)

Save Throws:ST +2, DX +2, CN +0, IN -3, WS +0, CH -3

Skills: Init +2, PB +2

Damage Resistances:Imm: Necrotic, Poison. Res: Bludgeoning, Piercing, Slashing

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

Senses: Blindsight 30 ft., Passive Perception 10

Languages: Understands Common but can’t speak

Challenge:3 (700 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 creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.

Swarm of Dretches

Swarm of Dretches Large Swarm of Small Fiends, Chaotic Evil 4 1,100 xp

  • Armor class 12
  • Hit points 45 (6d12 + 12)
  • Speed 40 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT5 (-3)
  • WIS8 (-1)
  • CHA3 (-4)

Save Throws:ST +2, DX +0, CN +2, IN -3, WS -1, CH -4

Skills: Init +0, PB +2

Damage Resistances:Imm: Poision. Res: Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing

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

Senses:Blindsight 30 ft., Passive Perception 10

Languages: Abyssal, Telepathy 60 ft. (works only with creatures that understand Abyssal)

Challenge:4 (1,100 xp)

Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of its next turn. While Poisoned, the target can take either an action or a Bonus Action on its turn, not both, and it can’t take Reactions.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Multiattack. The swarm makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Slashing damage, or 9 (3d4 + 2) Slashing damage if the swarm is Bloodied.

Swarm of Gibberlings

Swarm of Gibberlings Large Swarm of Small Fiends, Typ. Chaotic Evil 3 700 xp

  • Armor class 12
  • Hit points 38 (7d10)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON11 (0)
  • INT5 (-3)
  • WIS7 (-2)
  • CHA5 (-3)

Save Throws:ST +4, DX +2, CN +0, IN -3, WS -2, CH -3

Skills: Init +2, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

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

Senses: Darkvision 120 ft., Passive Perception 8

Languages:

Challenge:3 (700 xp)

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

Incessant Gibberish. Any non-gibberling that is within 60 feet of the swarm and doesn’t have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can’t regain hit points or gain temporary hit points. ,,

Actions

Multiattack. The swarm makes two Gnashing Teeth attacks.

Gnashing Teeth. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d4 + 4) piercing damage, or 9 (2d4 + 4) piercing damage if the swarm is Bloodied.

Swarm of Larvae

Swarm of Larvae Large Swarm of Medium Fiends, Neutral Evil 1 200 xp

  • Armor class 13
  • Hit points 22 (3d10 + 6)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA6 (-2)

Save Throws:ST +2, DX +0, CN +2, IN -2, WS +1, CH -4

Skills: Init +0, PB +2

Damage Resistances:Bludgeoning, Piercing, Slashing

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

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Understands all but can’t speak

Challenge:1 (200 xp)

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Necrotic damage, or 7 (2d4 + 2) Necrotic damage if the swarm is Bloodied.

Swarm of Lemures

Swarm of Lemures Large Swarm of Medium Fiends, Lawful Evil 3 700 xp

  • Armor class 12
  • Hit points 45 (6d10 + 12)
  • Speed 40 ft.
  • STR14 (+2)
  • DEX7 (-2)
  • CON14 (+2)
  • INT1 (-5)
  • WIS12 (+1)
  • CHA3 (-4)

Save Throws:ST +2, DX -2, CN +2, IN -5, WS +1, CH -4

Skills: Init -2, PB +2

Damage Resistances:Imm: Fire, Poison. Res: Cold, Bludgeoning, Piercing, Slashing

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

Senses: Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 11

Languages: Understands Infernal but can’t speak

Challenge:3 (700 xp)

Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Multiattack. The swarm makes two Vile Slime attacks.

Vile Slime. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Poison damage, or 9 (2d6 + 2) Poison damage if the swarm is Bloodied.

Swarm of Maggots

Swarm of Maggots Medium Swarn of Tiny Beasts, Unaligned 2 450 xp

  • Armor class 11
  • Hit points 22 (5d8)
  • Speed 20 ft., swim 20 ft.
  • STR3 (-4)
  • DEX12 (+1)
  • CON10 (0)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA1 (-5)

Save Throws:ST +4, DX +1, CN +0, IN -4, WS -2, CH -4

Skills: Init +0, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

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

Senses:Blindsight 10 ft., Passive Perception 8

Languages:

Challenge:2 (450 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 maggot. The swarm can’t regain hit points or gain temporary hit points.

Actions

Infestation. 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. A creature damaged by the swarm must succeed on a DC 12 Constitution saving throw or contract a disease.
Each time the diseased creature finishes a long rest, roll a d6 to determine the disease’s effect:
1–2. The creature is blinded until it finishes a long rest.
3–4. The creature’s hit point maximum decreases by 5 (2d4), and the reduction can’t be removed until the disease ends. The creature dies if its hit point maximum drops to 0.
5–6. The creature has disadvantage on ability checks and attack rolls until it finishes its next long rest.
The disease lasts until it’s removed by magic or until the creature rolls the same random effect for the disease two long rests in a row.

Swarm of Piranhas

Swarm of Piranhas Medium Swarm of Tiny Beasts, Unaligned 1 200 xp

  • Armor class 13
  • Hit points 28 (8d8 - 8)
  • Speed 5 ft., swim 40 ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON9 (-1)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA2 (-4)

Save Throws:ST +1, DX +3, CN -1, IN -5, WS -2, CH -4

Skills: Init +3, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

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

Senses: Darkvision 60ft., Passive Perception 8

Languages:

Challenge:1 (200 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 piranha. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Attack Roll: +5 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied.

Swarm of Rats

Swarm of Rats Medium Swarm of Tiny Beasts, Unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 14 (4d8 - 4)
  • Speed 30 ft., fly 30 ft.
  • STR9 (-1)
  • DEX11 (0)
  • CON9 (-1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Save Throws:ST -1, DX +0, CN -1, IN -4, WS +0, CH -4

Skills: Init +0, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

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

Senses: Darkvision 30 ft., Passive Perception 10

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

Actions

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

Swarm of Ravens

Swarm of Ravens Medium Swarm of Tiny Beasts, Unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 11 (2d8 + 2)
  • Speed 10 ft., fly 50 ft
  • STR6 (-2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT5 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

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

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

Damage Resistances: Bludgeoning, Piercing, Slashing

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

Senses: Passive Perception 15

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

Actions

Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm’s space. Failure: The target has the Deafened condition until the start of the swarm’s next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.

Swarm of Stirges

Swarm of Stirges Medium Swarm of Tiny Monstrosities, Unaligned 2 450 xp

  • Armor class 14
  • Hit points 36 (8d8)
  • Speed 10 ft., fly 40 ft.
  • STR4 (-3)
  • DEX16 (+3)
  • CON11 (0)
  • INT2 (-4)
  • WIS8 (-1)
  • CHA6 (-2)

Save Throws:ST -3, DX +3, CN +0, IN -4, WS -1, CH -2

Skills: Init +3, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

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

Senses: Darkvision 60 ft., Passive Perception 9

Languages:

Challenge:2 (450 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 stirge. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Swarm of Proboscises. Melee Attack Roll: +5, reach 5 ft. Hit: 14 (2d10 + 3) Piercing damage, or 8 (1d10 + 3) Piercing damage if the swarm is Bloodied. If the target is a Medium or smaller creature in the swarm’s space, the target has the Grappled condition (escape DC 13). Until the grapple ends, the target takes 7 (2d6) Necrotic damage at the end of each of its turns.

Swarm of Venomous Snakes

Swarm of Venomous Snakes Medium Swarm of Tiny Beasts, Unaligned 2 450 xp

  • Armor class 14
  • Hit points 38 (8d8)
  • Speed 30 ft., swim 30 ft.
  • STR8 (-1)
  • DEX18 (+4)
  • CON11 (0)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Save Throws:ST -1, DX +4, CN +0, IN -5, WS +0, CH -4

Skills: Init +4, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

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

Senses: Blindsight 10 ft., Passive Perception 10

Languages:

Challenge:2 (450 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 snake. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Bites. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage—or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied—plus 10 (3d6) Poison damage.

Death Knight

Death Knight Medium/Small Undead, Chaotic Evil 17 18 xp

  • Armor class 20
  • Hit points 199 (21d8 + 105)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON20 (+5)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA18 (+4)

Save Throws: ST +5, DX +0, CN +5, IN +1, WS +3, CH +4

Skills: Init +12, PB +6

Damage Resistances: Imm: Necrotic, Poison.

Condition Immunities: Exhaustion, Frightened, Poisoned

Senses: Darkvision 120 ft., Passive Perception 13

Languages:Abyssal, Common

Challenge:17 (18 xp)

Actions

See Monster Manual, page 92

Death Knight Aspirant

Death Knight Aspirant Medium/Small Undead, Chaotic Evil 11 7 xp

  • Armor class 20
  • Hit points 178 (21d8 + 84)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX10 (0)
  • CON18 (+4)
  • INT10 (0)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws: ST +5, DX +0, CN +4, IN +0, WS +1, CH +3

Skills: Init +4, PB +4

Damage Resistances: Imm: Necrotic, Poison.

Condition Immunities: Exhaustion, Frightened, Poisoned

Senses: Darkvision 120 ft., Passive Perception 11

Languages:Abyssal, Common

Challenge:11 (7 xp)

Actions

See Monster Manual, page 93

Flaming Skeleton

Flaming Skeleton Medium Undead, Lawful Evil 3 700 xp

  • Armor class 15
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON15 (+2)
  • INT10 (0)
  • WIS15 (+2)
  • CHA8 (-1)

Save Throws:ST +0, DX +2, CN +2, IN +0, WS +2, CH -1

Skills: Init +2, PB +2

Damage Resistances: Imm Poison

Damage Immunities: Bludgeoning

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 12

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

Challenge:3 (700 xp)

Death Burst. The skeleton explodes when it dies. Dexterity Saving Throw: DC 12, each creature in a 10-foot Emanation originating from the skeleton. Failure: 14 (4d6) Fire damage. Success: Half damage.

Illumination. The skeleton sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Actions

Multiattack. The skeleton makes two attacks, using Flame Scepter or Hurl Flame in any combination.

Flame Scepter. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 3 (1d6) Fire damage.

Hurl Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (1d10 + 2) Fire damage.

Ghast

Ghast Medium Undead, Chaotic Evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8 + 0)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX17 (+3)
  • CON10 (0)
  • INT11 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws: ST +3, DX +3, CN +0, IN +0, WS +0, CH -1

Skills: Init +3, PB +2

Damage Resistances: Imm: Poison. Res: Necrotic

Condition Immunities: Charmed, Exhausted, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Common

Challenge:2 (450 xp)

Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast’s Stench for 24 hours.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, 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.

Ghost

Ghost Medium Undead, Neutral 4 1 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 5 ft., fly 40 ft. (hover)
  • STR7 (-2)
  • DEX13 (+1)
  • CON10 (0)
  • INT10 (0)
  • WIS12 (+1)
  • CHA17 (+3)

Save Throws: ST -2, DX +1, CN +0, IN +0, WS +1, CH +3

Skills: Init +1, PB +2

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

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

Senses: Darkvision 60 ft., Passive Perception 11

Languages:Common plue one other

Challenge:4 (1 xp)

Actions

See Monster Manual, page 131

Lacedon Ghoul

Lacedon Ghoul Medium Undead, Chaotic Evil 1 200 xp

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

Save Throws: ST +1, DX +2, CN +0, IN -2, WS +0, CH -2

Skills: Init +2, PB +2

Damage Resistances: Imm: Poison. Res: Cold

Condition Immunities: Charmed, Exhausted, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Common

Challenge:1 (200 xp)

Actions

Multiattack. The ghoul makes two Icy Bite attacks.

Icy Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Cold damage, and the target’s Speed decreases by 5 feet until the start of the ghoul’s next turn.

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.

Bonus Actions
Watery Rush. While underwater, the ghoul moves up to half its Swim Speed without provoking Opportunity Attacks.

Minotaur Skeleton

Minotaur Skeleton Large Undead, Lawful Evil 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10 + 12)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON15 (+2)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws:ST +4, DX +0, CN +2, IN -2, WS -1, CH -3

Skills: Init +2, PB +2

Damage Resistances: Imm Poison

Damage Immunities: Bludgeoning

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Understands Abyssal but can't speak

Challenge:2 (450 xp)

Actions

Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.

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

Mummy

Mummy Medium/Small Undead, Lawful Evil 3 700 xp

  • Armor class 11
  • Hit points 58 (9d8 + 9)
  • Speed 20 ft.
  • STR16 (+3)
  • DEX8 (-1)
  • CON15 (+2)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA12 (+1)

Save Throws: ST +3, DX -1, CN +2, IN -2, WS +1, CH +1

Skills: Init -1, PB +2

Damage Resistances: Imm: Necrotic, Poison.

Damage Immunities: Fire

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 ft., Passive Perception 11

Languages:Common plus two other languages

Challenge:3 (700 xp)

Actions

Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.

Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.

Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy’s next turn. Success: The target is immune to this mummy’s Dreadful Glare for 24 hours.

Skeleton, Dwarf

Skeleton, Dwarf Medium Undead, Lawful Evil 1/2 100 xp

  • Armor class 13 (chain shirt)
  • Hit points 26 (4d8 + 4)
  • Speed 25 ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws:ST +3, DX +0, CN +2, IN -2, WS -1, CH -3

Skills: Init +0, PB +2

Damage Immunities: Bludgeoning

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Understands Dwarvish but can't speak

Challenge: 1/2 (100 xp)

Sure-Footed. The skeleton has advantage on Strength and Dexterity saving throws made against effects that make it have the prone condition.

Gear: Battleaxe, Chain shirt

Actions

Battleaxe. 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.

Specter

Specter Medium Undead, Unaligned 1 200 xp

  • Armor class 14
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft., fly 50 ft. (hover)
  • STR1 (-5)
  • DEX14 (+2)
  • CON11 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA11 (0)

Save Throws: ST -5, DX +2, CN +0, IN +0, WS +0, CH +0

Skills: Init +2, PB +2

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

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

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Understands Common plus one other language

Challenge:1 (200 xp)

Incorporeal Movement. The specter 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.

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

Actions

Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.

Warhorse Skeleton

Warhorse Skeleton Large Undead, Lawful Evil 1/2 100 xp

  • Armor class 13
  • Hit points 22 (3d10 + 6)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON15 (+2)
  • INT2 (-4)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws:ST +4, DX +1, CN +2, IN -4, WS -1, CH -3

Skills: Init +1, PB +2

Damage Resistances: Imm Poison

Damage Immunities: Bludgeoning

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages:

Challenge: 1/2 (100 xp)

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

Fire Giant

Fire Giant Huge Giant, Lawful Evil 9 5 xp

  • Armor class 18
  • Hit points 162 (13d12 + 78)
  • Speed 30 ft.
  • STR25 (+7)
  • DEX9 (-1)
  • CON23 (+6)
  • INT10 (0)
  • WIS14 (+2)
  • CHA13 (+1)

Save Throws: ST +7, DX -1, CN +6, IN +0, WS +2, CH +1

Skills: Init +3, PB +4, Athletics +16, Perception +6

Damage Resistances: Imm: Fire.

Senses:Passive Perception 16

Languages:Giant

Challenge:9 (5 xp)

Actions

Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination.

Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage.

Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.

Frost Giant

Frost Giant Huge Giant, Neutral Evil 8 3 xp

  • Armor class 15
  • Hit points 149 (13d12 + 65)
  • Speed 40 ft.
  • STR23 (+6)
  • DEX9 (-1)
  • CON21 (+5)
  • INT9 (-1)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws: ST +6, DX -1, CN +5, IN -1, WS +0, CH +1

Skills: Init +2, PB +3, Athletics +9, Perception +3

Damage Resistances: Imm: Cold.

Senses:Passive Perception 13

Languages:Giant

Challenge:8 (3 xp)

Actions

Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.

Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.

Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target’s Speed decreases by 10 feet until the end of its next turn.

Bonus Actions:
War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant’s next turn.

Stone Giant

Stone Giant Huge Giant, Neutral 7 2 xp

  • Armor class 17
  • Hit points 126 (11d12 + 55)
  • Speed 40 ft.
  • STR23 (+6)
  • DEX15 (+2)
  • CON20 (+5)
  • INT10 (0)
  • WIS12 (+1)
  • CHA9 (-1)

Save Throws: ST +6, DX +2, CN +5, IN +0, WS +1, CH -1

Skills: Init +5, PB +3, Athletics +12, Perception +4, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 14

Languages:Giant

Challenge:7 (2 xp)

Actions

Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.

Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.

Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Reactions:
Deflect Missile (Recharge 5–6). Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.

Cloud Giant

Cloud Giant Huge Giant, Neutral 9 5 xp

  • Armor class 14
  • Hit points 200 (16d12 + 96)
  • Speed 40 ft., fly 20 ft.
  • STR27 (+8)
  • DEX10 (0)
  • CON22 (+6)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA16 (+3)

Save Throws: ST +8, DX +0, CN +6, IN +1, WS +3, CH +3

Skills: Init +4, PB +4, Insight +7, Perception +11

Senses:Passive Perception 21

Languages:Common, Giant

Challenge:9 (5 xp)

Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):

At Will: Detect Magic, Fog Cloud, Light
1/Day Each: Control Weather, Gaseous Form, Telekinesis

Actions

Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud.

Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage.

Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn.

Bonus Actions:
Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.

Storm Giant

Storm Giant Huge Giant, Chaotic Good 13 10 xp

  • Armor class 16
  • Hit points 230 (20d12 + 100)
  • Speed 50 ft., fly 25 ft. (hover), swim 50 ft.
  • STR29 (+9)
  • DEX14 (+2)
  • CON20 (+5)
  • INT16 (+3)
  • WIS20 (+5)
  • CHA18 (+4)

Save Throws: ST +9, DX +2, CN +5, IN +3, WS +5, CH +4

Skills: Init +7, PB +5, Arcana +8, Athletics +14, History +8, Perception +10

Damage Resistances: Imm: Lightning, Thunder. Res: Cold

Senses: Darkvision 120 ft., Truesight 30 ft., Passive Perception 20

Languages:Common, Giant

Challenge:13 (10 xp)

Amphibious. The giant can breathe air and water.

Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Light
1/Day: Control Weather

Actions

Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.

Storm Sword.
Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.

Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.

Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage.

Ettin

Ettin Large Giant, Chaotic Evil 4 1 xp

  • Armor class 12
  • Hit points 85 (10d10 + 30)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX8 (-1)
  • CON17 (+3)
  • INT6 (-2)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws: ST +5, DX -1, CN +3, IN -2, WS +0, CH -1

Skills: Init -1, PB +2, Perception +4

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious

Senses: Darkvision 60 ft., Passive Perception 14

Languages:Giant

Challenge:4 (1 xp)

Gear: Battleaxe, Morningstar

Actions

Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack.

Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.

Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn.

Fomorian

Fomorian Huge Giant, Chaotic Evil 8 3 xp

  • Armor class 14
  • Hit points 172 (15d12 + 75)
  • Speed 40 ft.
  • STR23 (+6)
  • DEX10 (0)
  • CON20 (+5)
  • INT9 (-1)
  • WIS14 (+2)
  • CHA6 (-2)

Save Throws: ST +6, DX +0, CN +5, IN -1, WS +2, CH -2

Skills: Init -1, PB +3, Perception +8, Stealth +3

Senses: Darkvision 120 ft., Passive Perception 18

Languages:Giant, Undercommon

Challenge:8 (3 xp)

Actions

Multiattack. The fomorian makes two Stone Club attacks. It can replace one attack with a use of Warping Hex if available.

Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 24 (4d8 + 6) Bludgeoning damage.

Warping Hex (Recharge 4–6). Wisdom Saving Throw: DC 16, one creature the fomorian can see within 120 feet. Failure: 21 (6d6) Psychic damage, and the target gains 1 Exhaustion level. Success: Half damage only.