Zombies are corpses imbued with a semblance of life. retaining no vestige of their former selves.
Undead Feat. If damage reduces the zombie to 0 hit points i can make a Con saving throw with DC of 5 + the damage take, unless the damage is radiant or from a critical hit. On a successful save the zombie drops to 1 instead of 0 hit points.
Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Thoroughly evil, green dragons delight in subverting and corrupting the good-hearted. They prefer to dwell in ancient forests.
Amphibious. The dragon can breath air or water
Multiattack. The dragon makes three attacks: one bite, two claws
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Poison Breadth (Recharge 5-6). The dragon exhales poisonous gas in a 30ft. cone. Each creature in the cone must make a DC 14 Constitution save, taking 42 (12d6) poison damage on a failed save or half on a successful save.
This skittering creature resembles a small, leafless walking plant. Twig blights hide by rooting themselves among ordinary plants.
Vunerable to Fire
False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub
Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Sildar Hallwinter is a retired soldier and sellsword who hails from the city of neverwinter. He is a loyal member of the Lords' Alliance, a political organization that unites the various free cities and towns of the North
Multiattack. Sildar makes 2 melee attacks
Longsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100ft./400ft., one target. Hit: 5 (1d10) piercing damage.
Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money ad have no scruples.
Multiattack. The ruffian makes 2 melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft.,one target. Hit: 5 (1d6 + 2) piercing damage.
Ochre jellies stalk and consume organic creatures, and they have enough bestial cunning to avoid large groups.
Amorphous. The jelly can move through a space as narrow as one inch wide without squeezing.
Spider Climb. the jelly can climb difficult surfaces, including upside down in ceilings, without needing to make an ability check.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage
Split. When a jelly that is medium or larger is subjected to lightning or slashing damage, it splits into 2 new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's rounded down. New jellies are one size smaller than the original jelly.
Nothics were once wizards who dared to unlock magical secrets they couldn't fathom. Though gifted with strange cosmic insight that allows them to extract knowledge from other creatures, nothics are no the longer wizards they once were and have no memories of their previous lives.
Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. the nothic has makes 2 attacks with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic choose one creature within 30ft. of it that is can see. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic chooses on creature it can see within 30ft. of it. The target must contest its Charisma (Deception) against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature. the target automatically wins if it is immune to being charmed.