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Otyugh

Otyugh Large aberration, neutral 5 1 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 6 (-2)

Save Throws: Con +7

Senses: darkvision 120 ft., passive Perception 11

Languages: Otyugh

Challenge: 5 (1 xp)

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Swarm of Insects

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

  • Armor class 12 (natural armor)
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 10 ft., passive Perception 8

Languages:

Challenge: 1/2 (100 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 insect. The swarm can't regain hit points or gain temporary hit points.,

Actions

Bites. Melee Weapon Attack:+3 to hit, reach 0 ft., one target in the swarm's space.
Hit:10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Ice Mephit

Ice Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 11
  • Hit points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception +2, Stealth +3

Damage Immunities: cold, poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Aquan, Auran

Challenge: 1/2 (100 xp)

Damage Vulnerabilities: bludgeoning, fire.
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Giant Snow Spider

Giant Snow Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

Damage Resistances: cold

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages: —

Challenge: 1 (200 xp)

Ice Walk. Moves/climbs icy surfaces without ability checks

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and target makes DC 11 Constitution save, taking 9 (2d8) poison damage on a fail (half on success). If reduced to 0 hp by the poison, target is stable but poisoned/paralyzed for 1 hour.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: target restrained by webbing (DC 12 Strength check or attack webbing AC 10, hp 5, vulnerable fire, immune bludgeoning/poison/psychic to escape).

Will-o'-Wisp

Will-o'-Wisp Tiny undead, chaotic evil 2 450 xp

  • Armor class 19
  • Hit points 22 (9d4)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 28 (+9)
  • CON 10 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Damage Resistances: acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: lightning, poison

Condition Immunities: exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses: darkvision 120 ft., passive Perception 12

Languages: the languages it knew in life

Challenge: 2 (450 xp)

Actions

Consume Life.As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Ephemeral.The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp 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.
Variable Illumination.The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Air Elemental

Air Elemental Large elemental, neutral 5 1 xp

  • Armor class 15
  • Hit points 90 (12d10+24)
  • Speed 0 ft., fly 90 ft. (hover)
  • STR 14 (+2)
  • DEX 20 (+5)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Resistances: lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 10

Languages: Auran

Challenge: 5 (1 xp)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack:+8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6).Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Invisible Stalker

Invisible Stalker Medium elemental, neutral 6 2 xp

  • Armor class 14
  • Hit points 104 (16d8+32)
  • Speed 50 ft., fly 50 ft. (hover)
  • STR 16 (+3)
  • DEX 19 (+4)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Perception +8, Stealth +10

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 18

Languages: Auran, understands Common but doesn't speak it

Challenge: 6 (2 xp)

Invisibility. The stalker is invisible.
Faultless Tracker. Knows direction/distance to its assigned quarry on the same plane.

Actions

Multiattack. The stalker makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Yeti

Yeti Large monstrosity, chaotic evil 3 700 xp

  • Armor class 12 (natural armor)
  • Hit points 51 (6d10+18)
  • Speed 40 ft., climb 40 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +3

Damage Immunities: cold

Senses: darkvision 60 ft., passive Perception 13

Languages: Yeti

Challenge: 3 (700 xp)

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
Chilling Gaze. Target within 30 ft. that can see the yeti: DC 13 Constitution save or take 10 (3d6) cold damage and be paralyzed 1 min (repeat save each turn

Legendary Actions

success grants 1-hr immunity to all yetis' gaze).

Frost Giant

Frost Giant Huge giant, neutral evil 8 3 xp

  • Armor class 15 (patchwork armor)
  • Hit points 138 (12d12+60)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Con +8, Wis +3, Cha +4

Skills: Athletics +9, Perception +3

Damage Immunities: cold

Senses: passive Perception 13

Languages: Giant

Challenge: 8 (3 xp)

Actions

Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Winter Wolf

Winter Wolf Large monstrosity, neutral evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 75 (10d10+20)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +5, Stealth +3

Damage Immunities: cold

Senses: passive Perception 15

Languages: Common, Giant, Winter Wolf

Challenge: 3 (700 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage

Legendary Actions

DC 14 Strength save or knocked prone.
Cold Breath (Recharge 5-6). 15-ft. cone, DC 12 Dexterity save, 18 (4d8) cold damage on fail, half on success.

Young Remorhaz

Young Remorhaz Large monstrosity, unaligned 1,800 0 xp

  • Armor class 14 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 30 ft., burrow 20 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 17 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Damage Resistances: cold, fire

Condition Immunities: darkvision 60 ft., tremorsense 60 ft., passive Perception 10

Senses: —

Languages: 5

Challenge: 1,800 (0 xp)

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.

Actions

Legendary Actions

Heated Body. Melee attacker within 5 ft. takes 7 (2d6) fire damage.

Bugbear

Bugbear Medium humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 16 (hide armor, shield)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Stealth +6, Survival +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1 (200 xp)

Brute. Extra weapon damage die.
Surprise Attack. +7 (2d6) damage on a surprise hit.

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft. Hit: 9 (2d6 + 2) piercing melee or 5 (1d6 + 2) piercing ranged.

Bugbear Chief (Hrar)

Bugbear Chief (Hrar) Medium humanoid (goblinoid), chaotic evil 3 700 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Intimidation +2, Stealth +6, Survival +3

Senses: darkvision 60 ft., passive Perception 11

Languages: Common, Goblin

Challenge: 3 (700 xp)

Brute. Extra weapon damage die.
Heart of Hruggek. Advantage vs. charmed, frightened, paralyzed, poisoned, stunned, sleep.
Surprise Attack. +7 (2d6) damage on a surprise hit.

Actions

Multiattack. The bugbear makes two melee attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft. Hit: 10 (2d6 + 3) piercing melee or 6 (1d6 + 3) piercing ranged.

Scout

Scout Medium humanoid (any race), any alignment 1/2 100 xp

  • Armor class 13 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: any one language (usually Common

Challenge: 1/2 (100 xp)

Keen Hearing and Sight.The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,,

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Cultist

Cultist Medium humanoid (any race), any non-good alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.

Cult Fanatic

Cult Fanatic Medium humanoid (any race), any non-good alignment 2 450 xp

  • Armor class 13 (leather)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Persuasion +4, Religion +2

Senses: PP 10

Languages: any one language (usually Common)

Challenge: 2 (450 xp)

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon,,

Actions

Multiattack. The fanatic makes two melee attacks.

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

Thug

Thug Medium humanoid (any race), any non-good alignment 1/2 100 xp

  • Armor class 11 (leather armor)
  • Hit points 32 (5d8+10)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/2 (100 xp)

Pack Tactics. Advantage if an ally is within 5 ft. of the target.

Actions

Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft. Hit: 5 (1d10) piercing damage.

Umber Hulk

Umber Hulk Large monstrosity, chaotic evil 5 1 xp

  • Armor class 18 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 30 ft., burrow 20 ft.
  • STR 20 (+5)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: darkvision 120 ft., tremorsense 60 ft., passive Perception 10

Languages: Umber Hulk

Challenge: 5 (1 xp)

Actions

Multiattack. Three attacks: two claws, one mandibles.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Mandibles. [line not printed in source

Legendary Actions

consult standard Monster Manual umber hulk stat block — MM lists +8 to hit, 15 (2d8 + 5) piercing damage].

Hurricane (Argath)

Hurricane (Argath) Medium humanoid (human), lawful evil 2 450 xp

  • Armor class 14
  • Hit points 33 (6d8+6)
  • Speed 45 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Acrobatics +5

Senses: passive Perception 11

Languages: Auran, Common

Challenge: 2 (450 xp)

Spellcasting (3rd-level, WIS, DC 11, +3 to hit): cantrips blade ward/gust/light/prestidigitation

Actions

Multiattack. The hurricane makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Dust Mephit

Dust Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 12
  • Hit points 17 (5d6)
  • Speed 30 ft., fly 30 ft.
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Auran, Terran

Challenge: 1/2 (100 xp)

Damage Vulnerabilities: fire.
Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute (repeat save each turn).

Smoke Mephit

Smoke Mephit Small elemental, neutral evil 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d6+5)
  • Speed 30 ft., fly 30 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Perception +2, Stealth +4

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Auran, Ignan

Challenge: 1/4 (50 xp)

Death Burst. When the mephit dies, it leaves a 5-ft.-radius cloud of smoke (heavily obscured, disperses in wind or after 1 minute).
Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.

Howling Hatred Initiate

Howling Hatred Initiate Medium humanoid (human), neutral evil 1/8 25 xp

  • Armor class 13 (leather)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 9 (-1)
  • CHA 11 (0)

Skills: Deception +2, Religion +2, Stealth +4

Senses: passive Perception 9

Languages: Common

Challenge: 1/8 (25 xp)

Guiding Wind (recharge after short/long rest). Bonus action: advantage on next ranged attack.
Hold Breath (30 minutes).

Actions

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

Knight

Knight Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 18 (plate)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Con +4, Wis +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

,,

Actions

Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit:5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Balloon Grenadier

Balloon Grenadier Medium humanoid (human), chaotic evil 2 450 xp

  • Armor class 14 (leather armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: Dex +5 (+10 in balloon basket)

Skills: Perception +4

Senses: passive Perception 14

Languages: Common

Challenge: 2 (450 xp)

DC 13 Con save or poisoned 1 min (half damage on successful Dex save).

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) piercing damage.
Boomerang. Ranged Weapon Attack: +5 to hit, range 20/60 ft. Hit: 5 (1d4 + 3) bludgeoning damage

Legendary Actions

on a miss, may attack a second target in range.
Toxic Gas Grenade. Ranged Weapon Attack, range 80 ft., one square. Creatures within 5 ft.: DC 13 Dex save or 9 (2d8) poison damage

Elemental Anchor

Elemental Anchor Medium humanoid (air genasi), chaotic evil 2 450 xp

  • Armor class 14 (leather armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: Dex +5

Skills: Perception +4

Damage Resistances: acid, cold, fire, lightning, thunder

Senses: passive Perception 14

Languages: Common

Challenge: 2 (450 xp)

Actions

Multiattack. Two shortsword attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Boomerang. Ranged Weapon Attack: +8 to hit, range 20/60 ft. Hit: 5 (1d4 + 3) bludgeoning damage

Legendary Actions

on a miss, may attack a second target in range.
Mingle with the Wind (1/encounter). Casts levitate, no components.

Bloodwind, Skyweaver

Bloodwind, Skyweaver Medium humanoid (human), chaotic evil 3 700 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 44 (8d8+8)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 16 (+3)

Skills: Deception +5, Persuasion +5

Senses: passive Perception 10

Languages: Auran, Common

Challenge: 3 (700 xp)

Spellcasting (6th-level, CHA, DC 13, +5 to hit): cantrips blade ward/light/message/ray of frost/shocking grasp

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.