Escolar Documentos
Profissional Documentos
Cultura Documentos
Acolyte
Medium Humanoid (Any Race), Any Alignment
10
50 xp
Speed
Actions
30 ft.
(2d8)
STR
DEX CON
INT
WIS
CHA
10 (0) 10 (0) 10 (0) 10 (0) 14 (+2) 11 (0)
Skills: Medicine +4, Religion +2
Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge: 1/4 (50 xp)
Spellc asting.The ac olyte is a 1st-level spellc aster. Its
spellc asting ability is Wisdom (spell save DC 12, +4 to hit
with
spell attac ks). The ac olyte has following c leric spells
prepared:
Cantrips (at will): light, sac red flame, thaumaturgy
1st level (3 slots): bless, c ure wounds, sanc tuary
16
15 xp
19
225
(natural armor)
(18d12+108)
Speed
STR
DEX
CON
INT
WIS
CHA
25 (+7) 10 (0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
Save Throws: Dex +5, Con +11, Wis +7, Cha +9
Skills: Perception +12, Stealth +5
Damage Immunities: lightning
Senses: blindsight 60 ft., darkvision 120 ft., passive
Perception 22
Languages: Common, Draconic
Challenge: 16 (15 xp)
Frightful Presenc e. Eac h creature of the dragon's c hoic e
that is within 120 feet of the dragon and aware of it must
suc c eed on a DC 17 Wisdom saving throw or bec ome
frightened for 1 minute. A c reature can repeat the saving
throw at the end of eac h of its turns, ending the effec t on
itself on a suc c ess. If a c reature's saving throw is
suc c essful or the effec t ends for it, the creature is immune
to the dragon's Frightful Presenc e for the next 24 hours.
Actions
Legendary Actions
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13
10 xp
18
200
(natural armor)
(16d12+96)
Speed
STR
DEX
CON
INT
WIS
CHA
22 (+6) 10 (0) 22 (+6) 8 (-1) 12 (+1) 12 (+1)
Save Throws: Dex +5, Con +11, Wis +6, Cha +6
Skills: Perception +11, Stealth +5
Damage Immunities: cold
Senses: blindsight 60 ft., darkvision 120 ft., passive
Perception 21
Languages: Common, Draconic
Challenge: 13 (10 xp)
Ic e Walk.The dragon c an move ac ross and c limb ic y
surfaces without needing to make an ability chec k.
Additionally, diffic ult terrain c omposed of ic e or snow
doesn't c ost it extra moment.
15
1 xp
90
(12d10+24)
Speed
STR
DEX
CON
INT
WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (0) 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 c reature's
spac e and stop there. It c an move through a space as
narrow as 1 inc h wide without squeezing.
Legendary Actions
Air Elemental
Actions
Actions
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1/2
Ambush Drake
Medium Dragon, Unaligned
100 xp
13
(natural armor)
22
Speed
Actions
Bite.
Melee Weapon Attac k:+4 to hit, reac h 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage.
30 ft.
(4d6+8)
STR
DEX
CON
INT
WIS CHA
13 (+1) 15 (+2) 14 (+2) 4 (-3) 11 (0) 6 (-2)
Skills: Perception +4, Stealth +4
Damage Resistances: poison
Senses: darkvision 60 ft., passive Perception 14
Languages: understands Draconic but can't speak
Challenge: 1/2 (100 xp)
Pack Tac tic s.
The drake has advantage on an attac k roll against a
c reature if at least one of the drake's allies is within 5 feet
of the creature and the ally isn't incapacitated.
Surprise Attac k.
If the drake surprises a c reature and hits it with an attac k
during the first round of c ombat, the target takes an extra
7 (2d6) damage from the attac k.
Assassin
Medium Humanoid (Any Race), Any Non-Good Alignment
3 xp
Armor class
Hit points
Speed
15
78
30 ft.
(studded leather)
(12d8+24)
STR
DEX
CON
INT
WIS
CHA
11 (0) 16 (+3) 14 (+2) 13 (+1) 11 (0) 10 (0)
Save Throws: Dex +7, Int +5
Skills: Acrobatics +7, Deception +4, Perception +4, Stealth
+11
Damage Resistances: poison
Senses: passive Perception 14
Languages: Thieves' cant plus any two languages
Challenge: 8 (3 xp)
Assassinate.During its first turn, the assassin has
advantage on attack rolls against any c reature that hasn't
taken a turn. Any hit the assassin scores against a
surprised c reature is a c ritical hit.
Evasion.If the assassin is subjected to an effec t that
allows it to make a Dexterity saving throw to take only half
damage, the assassin instead takes no damage if it
suc c eeds on the saving throw, and only half damage if it
fails.
Sneak Attack (1/Turn).The assassin deals an extra 13
(4d6) damage when it hits a target with a weapon attac k
and has advantage on the attac k roll, or when the target
is within 5 feet of an ally of the assassin that isn't
inc apacitated and the assassin doesn't have
disadvantage on the attac k roll.
Actions
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Azbara Jos
Medium Humanoid, Lawful Evil
Armor class
13
(16 with Mage Armor)
1 xp
Hit points
Speed
39
030 ft.
Actions
(6d8+12)
STR
DEX
CON
INT
WIS
CHA
9 (-1) 16 (+3) 14 (+2) 16 (+3) 13 (+1) 11 (0)
Save Throws: Int +5, Wis +3
Skills: Arcana +5, Deception +2, Insight +3, Stealth +5
Senses: passive Perception 11
Languages: Common, Draconic, Infernal, Primordial, Thayan
Challenge: 4 (1 xp)
Spec ial Equipment.
Azbara has two sc rolls of mage armor.
Potent Cantrips.
When Azbara c asts an evoc ation c antrip and misses, or
the target suc c eeds on its saving throw, the target still
takes half the c antrip's damage but suffers no other effec t.
Sc ulpt Spells.
When Azbara c asts an evoc ation spell that affec ts other
c reatures that he c an see, he c an c hoose a number of
them equal to 1 + the spell's level to suc c eed on their
saving throws against the spell. Those c reatures take no
damage if they would normally take half damage from
the spell.
Spellc asting.
Azbara is a 6th-level spellc aster that uses Intelligenc e as
his spellc asting ability (spell save DC 13, +5 to hit with
spell attac ks). Azbara has the following spells prepared
from the wizard spell list:
Cantrips (at will): mage hand, restidigitation, ray of
frost,shoc king grasp
1st level (4 slots): fog c loud, magic missile, shield,
thunderwave
2nd level (3 slots): invisibility, misty step, sc orc hing ray
3rd level (3 slots): c ounterspell, dispel magic , fireball
1/8
Bandit
Medium Humanoid (Any Race), Any Non-Lawful Alignment
12
(leather armor)
11
25 xp
Speed
30 ft.
Actions
(2d8+2)
STR
DEX
CON
INT
WIS
CHA
11 (0) 12 (+1) 12 (+1) 10 (0) 10 (0) 10 (0)
Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge: 1/8 (25 xp)
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Berserker
Medium Humanoid (Any Race), Any Chaotic Alignment
13
(hide armor)
67
450 xp
Speed
Actions
30 ft.
(9d8+27)
STR
DEX
CON
INT
WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (0) 9 (-1)
Senses: passive Perception 10
Languages: any one Language (usually Common)
Challenge: 2 (450 xp)
Reckless. At the start of its turn, the berserker c an gain
advantage on all melee weapon attac k rolls during that
turn, but attac k rolls against it have advantage until the
start of its next turn.
Blagothkus
Huge Giant, Neutral Evil
5 xp
17
(splint)
138
Speed
40 ft.
Actions
Multiattac k.
Blagothkus attac ks twic e with his morningstar.
Morningstar.
Melee Weapon Attac k:+10 to hit, reach 10 ft., one
target.
Hit:21 (3d8 + 8) pierc ing damage.
(12d12+60)
STR
DEX
CON
INT
WIS
CHA
26 (+8) 13 (+1) 20 (+5) 16 (+3) 15 (+2) 15 (+2)
Save Throws: Con +9, Wis +6, Cha +6
Skills: Arcana +7, Insight +6, Intimidation +6, Perception +6
Senses: passive Perception 16
Languages: Common, Draconic, Giant
Challenge: 9 (5 xp)
Keen Smell.
Blagothkus has advantage on Wisdom (Perc eption)
c hec ks that rely on smell.
Innate Spellc asting.
Blagothkus c an innately c ast the following spells (spell
save DC 15), requiring no material c omponents:
3/day eac h: fog c loud, levitate
Spellc asting.
Blagothkus is a 5th-level Spellc aster that uses
Intelligenc e as his spellcasting ability (spell save DC 15,
+7 to hit with spell attac ks). Blagothkus has the following
spells
prepared from the wizard spell list:
Cantrips (at will): light, mage hand, prestidigitation
1st level (4 slots): detec t magic , identify, magic missile,
shield
2nd level (3 slots): gust of wind, misty step, shatter
3rd level (2 slots): fly, lightning bolt
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1/4
Bullywug
Medium Humanoid (Bullywug), Neutral Evil
Armor class
15
(hide armor, shield)
50 xp
Hit points
Speed
11
(2d8+2)
STR
DEX
CON
INT
WIS CHA
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (0) 7 (-2)
Actions
Skills: Stealth +3
Senses: passive Perception 10
Languages: Bullywug
Challenge: 1/4 (50 xp)
Amphibious.The bullywug c an breathe air and water.
Speak with Frogs and Toads.The bullywug c an
c ommunic ate simple c oncepts to frogs and toads when it
speaks in Bullywug.
Swamp Camouflage. The bullywug has advantage on
Dexterity (Stealth) c hec ks made to hide in swampy
terrain.
Standing Leap. The bullywug's long jump is up to 20 feet
and its high jump is up to 10 feet, with or without a
running start.
Captain Othelstan
Medium Humanoid, Lawful Evil
1 xp
19
(splint, shield)
93
Speed
30 ft.
(11d10+33)
Actions
STR
DEX
CON
INT
WIS
CHA
19 (+4) 10 (0) 16 (+3) 13 (+1) 14 (+2) 12 (+1)
Save Throws: Str +7. Con +6
Skills: Athletics +7, Intimidation +4, Perception +5, Religion
+4
Senses: passive Perception 15
Languages: Common, Draconic, Giant
Challenge: 5 (1 xp)
Ac tion Surge (Rec harges when Othelstan Finishes a Short
or Long Rest). On his turn, Othelstan c an take one
additional ac tion.
Tiamat's Blessing of Retribution.When Othelstan takes
damage that reduc es him to 0 hit points, he immediately
regains 20 hit points. If he has 20 hit points or fewer at the
end of his next turn, he dies.
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Commoner
Medium Humanoid (Any Race), Any Alignment
10
10 xp
Speed
Actions
30 ft.
(1d8)
STR
DEX CON
INT
WIS
CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)
Senses: passive Perception 10
Languages: any one Language (usually Common)
Challenge: 0 (10 xp)
1/2
Crocodile
Large Beast, Unaligned
100 xp
12
(natural armor)
19
Speed
Actions
(3d10+3)
STR
DEX
CON
INT
WIS CHA
15 (+2) 10 (0) 13 (+1) 2 (-4) 10 (0) 5 (-3)
Skills: Stealth +2
Senses: passive Perception 10
Languages:
Challenge: 1/2 (100 xp)
Hold Breath. The c roc odile c an hold its breath for 15
minutes.
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1/8
Cultist
Medium Humanoid (Any Race), Any Non-Good Alignment
12
(leather armor)
25 xp
Speed
Actions
30 ft.
(2d8)
STR
DEX
CON
INT
WIS
CHA
11 (0) 12 (+1) 10 (0) 10 (0) 11 (0) 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 c ultist has advantage on saving throws
against being c harmed or frightened.
Deer
Medium Beast, Unaligned
10 xp
13
Speed
Actions
50 ft.
(1d8)
STR
DEX
CON
INT
WIS
CHA
11 (0) 16 (+3) 11 (0) 2 (-4) 14 (+2) 5 (-3)
Senses: passive Perception 12
Languages:
Challenge: 0 (10 xp)
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Doppelganger
Medium Monstrosity (Shapechanger), Neutral
14
52
700 xp
Speed
30 ft.
(8d8+16)
STR
DEX
CON
INT
WIS
CHA
11 (0) 18 (+4) 14 (+2) 11 (0) 12 (+1) 14 (+2)
Skills: Deception +6, Insight +3
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 11
Actions
Languages: Common
Challenge: 3 (700 xp)
Shapechanger.The doppelganger c an use its ac tion to
polymorph into a Small or Medium humanoid it has seen,
or back into its true form. Its statistic s, other than its size,
are the same in eac h form. Any equipment it is wearing
or c arrying isn't transformed. It reverts to its true form if it
dies.
Ambusher. The doppelganger has advantage on attac k
rolls against any c reature it has surprised.
Surprise Attac k.If the doppelganger surprises a creature
and hits it with an attac k during the first round of c ombat,
the target takes an extra 10 (3d6) damage from the attac k.
Dragonclaw
Medium Humanois, Neutral Evil
200 xp
14
(leather armor)
16
Speed
30 ft.
Actions
(3d8+3)
STR
DEX
CON
INT
WIS
CHA
9 (-1) 16 (+3) 13 (+1) 11 (0) 10 (0) 12 (+1)
Save Throws: Wis +2
Skills: Deception +5, Stealth +5
Senses: passive Perception 10
Languages: Common, Draconic
Challenge: 1 (200 xp)
Dragon Fanatic .The dragonc law has advantage on
saving throws against being c harmed or frightened. While
the
dragonc law c an see a dragon or higher-ranking Cult of
the Dragon c ultist friendly to it, the dragonc law ignores
the effec ts of being c harmed or frightened.
Fanatic al Advantage. Onc e per turn, if the dragonc law
makes a weapon attac k with advantage on the attack roll
and hits, it deals an extra 7 (2d6) damage.
Pack Tac tic s.The dragonc law has advantage on an
attack roll against a c reature if at least one of the
Dragonc law's allies is within 5 feet of the c reature and the
ally isn't inc apac itated.
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Dralmorrer Borngray
Medium Humanoid, Neutral Evil
700 xp
Armor c lass
Hit points
Speed
16
52
30 ft.
(7d10+14)
Actions
STR
DEX
CON
INT
WIS CHA
18 (+4) 14 (+2) 14 (+2) 16 (+3) 10 (0) 8 (-1)
Save Throws: Str. +6, Con +4
Skills: Arcana +5, Deception +1, Insight +2, Perception +2,
Religion +5
Senses: darkvision 60ft., passive Perception +12
Languages: Common, Bullywug, Draconic, Elvish, Goblin,
Sylvan
Challenge: 3 (700 xp)
Fey Ancestry. Dralmorrer has advantage on saving throws
against being c harmed, and magic c an't put him to
sleep.
Spellc asting. Dralmorrer is a 7th-level spellc aster that
uses Intelligenc e as his spellcasting ability (spell save DC
13, +5
to hit with spell attac ks). Dralmorrer has the following
spells
prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shoc king grasp
1st level (4 slots): longstrider, magic missile, shield,
thunderwave
2nd level (2 slots): magic weapon, misty step
War Magic .When Dralmorrer uses his action to cast a
c antrip, he can also take a bonus action to make one
weapon attac k.
Weapon Bond. Provided his longsword is on the same
plane, Dralmorrer c an take a bonus ac tion to teleport it to
his hand.
1/4
Elk
Large Beast, Unaligned
50 xp
10
13
Speed
50 ft.
Actions
(2d10+2)
STR
DEX
CON
INT
WIS CHA
16 (+3) 10 (0) 12 (+1) 2 (-4) 10 (0) 6 (-2)
Senses: passive Perception 10
Languages:
Challenge: 1/4 (50 xp)
Charge.If the elk moves at least 20 feet straight toward a
target and then hits it with a ram attac k on the same turn,
the target takes an extra 7 (2d6) damage. If the target is a
c reature, it must succ eed on a DC 13 Strength saving
throw or be knoc ked prone.
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Ettercap
Medium Monstrosity, Neutral Evil
450 xp
13
(natural armor)
44
Speed
(8d8+8)
STR
DEX
CON
INT
WIS
CHA
14 (+2) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 8 (-1)
Skills: Perception +3, Stealth +4, Survival +3
Senses: darkvision 60 ft., passive Perception 13
Languages:
Challenge: 2 (450 xp)
Spider Climb. The etterc ap c an c limb difficult surfac es,
inc luding upside down on c eilings, without needing to
make an ability c hec k.
Web Sense.While in c ontac t with a web, the etterc ap
knows the exac t loc ation of any other creature in contac t
with the same web.
Web Walker.The ettercap ignores movement restric tions
c aused by webbing.
Frulam Mondath
Medium Humanoid, Lawful Evil
450 xp
16
(chain mail)
44
Speed
30 ft.
Actions
Multiattac k.The etterc ap makes two attac ks: one with its
bite and one with its c laws.
Bite.Melee Weapon Attac k:+4 to hit, reac h 5 ft., one
c reature.
Hit:6 (1d8 + 2) piercing damage plus 4 (1d8) poison
damage. The target must succ eed on a DC 11
Constitution saving throw or be poisoned for 1 minute.
The c reature c an repeat the saving throw at the end of
eac h of its turns, ending the effec t on itself on a
suc c ess.
Claws.Melee Weapon Attack:+4 to hit, reach 5 ft., one
target.
Hit:7 (2d4 + 2) slashing damage.
Web (Rec harge 56).Ranged Weapon Attac k:+4 to hit,
range 30/60 ft., one Large or smaller c reature. Hit:The
c reature is restrained by webbing. As an action, the
restrained c reature can make a DC 11 Strength c heck,
esc aping from the webbing on a succ ess. The effect
ends if the webbing is destroyed. The webbing has AC
10, 5 hit points, resistanc e to bludgeoning damage, and
immunity to poison and psychic damage.
Actions
(8d8+8)
STR
DEX
CON
INT
WIS
CHA
14 (+2) 10 (0) 13 (+1) 11 (0) 18 (+4) 15 (+2)
Save Throws: Wis +6, Cha +4
Skills: Deception +4, History +2, Religion +2
Senses: passive Perception 14
Languages: Common, Draconic, Infernal
Challenge: 2 (450 xp)
Spellc asting. Frulam is a 5th-level spellc aster that uses
Wisdom as her spellc asting ability (spell save DC 14, +6
to hit with spell attac ks). Frulam has the following spells
prepared from the cleric spell list:
Cantrips (at will): light, sac red fla me, thaumaturgy
1st level (4 slots): c ommand, c ure wounds, healing word,
sanc tuary
2nd level (3 slots): c alm emotions, hold person, spiritual
weapon
3rd level (2 slots): mass healing word, spirit guardians.
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Gargoyle
Medium Elemental, Chaotic Evil
450 xp
15
(natural armor)
52
Speed
(7d8+12)
Actions
STR
DEX
CON
INT
WIS CHA
15 (+2) 11 (0) 16 (+3) 6 (-2) 11 (0) 7 (-2)
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical weapons that aren't adamantine
Damage Immunities: poison
Condition Immunities: exhaustion, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Terran
Challenge: 2 (450 xp)
False Appearanc e. While the gargoyle remains
motionless, it is indistinguishable from an inanimate
statue.
1/4
Giant Centipede
Small Beast, Unaligned
50 xp
13
(natural armor)
Speed
(1d6+1)
Actions
STR
DEX
CON
INT WIS CHA
5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
Senses: blindsight 30 ft., passive Perception 8
Languages:
Challenge: 1/4 (50 xp)
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1/4
Giant Frog
Medium Beast, Unaligned
50 xp
11
18
Speed
(4d8)
STR
DEX
CON
INT
WIS CHA
12 (+1) 13 (+1) 11 (0) 2 (-4) 10 (0) 3 (-4)
Skills: Perception +2, Stealth +3
Senses: darkvision 30 ft., passive Perception 12
Languages:
Actions
1/4
Giant Lizard
Large Beast, Unaligned
50 xp
12
(natural armor)
19
Speed
Actions
(3d10+3)
STR
DEX
CON
INT
WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (0) 5 (-3)
Senses: darkvision 30 ft., passive Perception 10
Languages:
Challenge: 1/4 (50 xp)
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Giant Spider
Large Beast, Unaligned
200 xp
14
(natural Armor)
26
Speed
(4d10+4)
STR
DEX
CON
INT
WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (0) 4 (-3)
Skills: Stealth +7
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception
10
Languages:
Challenge: 1 (200 xp)
Spider Climb. The spider c an c limb diffic ult surfac es,
inc luding upside down on c eilings, without needing to
make an ability c hec k.
Web Sense.While in c ontac t with a web, the spider knows
the exact loc ation of any other creature in c ontac t with
the same web.
Web Walker.The spider ignores movement restric tions
c aused by webbing.
1/2
Gray Ooze
Medium Ooze, Unaligned
100 xp
22
Speed
(3d8+9)
Actions
Actions
STR
DEX
CON
INT WIS CHA
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)
Skills: Stealth +2
Damage Resistances: acid, cold, fire
Condition Immunities: blinded, charmed, deafened,
exhaustion, frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages:
Challenge: 1/2 (100 xp)
Amorphous. The ooze c an move through a space as
narrow as 1 inc h wide without squeezing.
Corrode Metal.Any nonmagic al weapon made of metal
that hits the ooze c orrodes. After dealing damage, the
weapon takes a permanent and c umulative 1 penalty to
damage rolls.If its penalty drops to 5, the weapon is
destroyed. Nonmagic al ammunition made of metal that
hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inc h-thic k, nonmagic al
metal in 1 round.
False Appearanc e.While the ooze remains motionless, it
is indistinguishable from an oily pool or wet roc k.
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Griffon
Large Monstrosity, Unaligned
450 xp
12
59
Speed
(7d10+21)
Actions
STR
DEX
CON
INT
WIS
CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)
Skills: Perception +5
Senses: darkvision 60 ft., passive Perception 15
Languages:
Challenge: 2 (450 xp)
Keen Sight.The griffon has advantage on Wisdom
(Perc eption) c hec ks that rely on sight.
Guard Drake
Medium Dragon, Unaligned
450 xp
14
(natural armor)
52
Speed
30 ft.
(7d8+21)
Actions
STR
DEX
CON
INT
WIS CHA
16 (+3) 11 (0) 16 (+3) 4 (-3) 10 (0) 7 (-2)
Save Throws: Perception +2
Damage Resistances: Lightning
Senses: darkvision 60ft., passive Perception 12
Languages: understands Draconic but can't speak
Challenge: 2 (450 xp)
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Helmed Horror
Medium Construct, Neutral
1 xp
20
(plate, shield)
60
Speed
Actions
(8d8+24)
STR
DEX
CON
INT
WIS
CHA
18 (+4) 13 (+1) 16 (+3) 10 (0) 10 (0) 10 (0)
Skills: Perception +4
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical weapons that aren't adamantine
Damage Immunities: force, necrotic, poison
Condition Immunities: blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned, stunned
Senses: blindsight 60 ft. (blind beyond this radius), passive
Perception 14
Languages: understands the languages of its creator but
can't speak
Challenge: 4 (1 xp)
Magic Resistanc e.The helmed horror has advantage on
saving throws against spells and other magic al effec ts.
Spell Immunity. The helmed horror is immune to three
spells chosen by its c reator. Typic al immunities inc lude
fireball, heat metal, and lightning bolt.
1/2
Hobgoblin
Medium Humanoid (Goblinoid), Lawful Evil
100 xp
Armor class
Hit points
Speed
18
11
30 ft.
(2d8+2)
Actions
STR
DEX
CON
INT
WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (0) 10 (0) 9 (-1)
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Goblin
Challenge: 1/2 (100 xp)
Martial Advantage. Onc e per turn, the hobgoblin c an
deal an extra 7 (2d6) damage to a c reature it hits with a
weapon attac k if that c reature is within 5 feet of an ally of
the hobgoblin that isn't incapac itated.
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Hobgoblin Captain
Medium Humanoid (Goblinoid), Lawful Evil
17
39
(half plate)
(6d8+12)
700 xp
Speed
30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (0) 13 (+1)
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Goblin
Challenge: 3 (700 xp)
Actions
Jamna Gleamsilver
Small Humanoid, Neutral
200 xp
15
(leather armor)
22
Speed
25 ft.
Actions
(4d6+8)
STR
DEX
CON
INT
WIS
CHA
8 (-1) 17 (+3) 14 (+2) 15 (+2) 10 (0) 12 (+1)
Save Throws: Dex +5, Int +4
Skills: Acrobatics +5, Deception +3, Insight+2, Perception
+4, Persuasion +3, Stealth +7
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Gnomish, Goblin, Sylvan
Challenge: 1 (200 xp)
Cunning Ac tion.Jamna c an take a bonus ac tion to take
the Dash, Disengage, or Hide ac tion.
Gnome Cunning.Jamna has advantage on Intelligenc e,
Wisdom, and Charisma saving throws against magic .
Spellc asting.Jamna is a 4th-level spellcaster that uses
Intelligenc e as her spellc asting ability (spell save DC 12,
+4 to hit with spell attac ks). Jamna has the following
spells prepared from the wizard spell list:
Cantrips (at will): mage hand, minor illusion,
prestidigitation, ray of frost
1st level (3 slots): charm person, c olor spray, disguise self,
longstrider
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Knight
Medium Humanoid (Any Race), Any Alignment
18
(plate)
52
700 xp
Speed
30 ft.
(8d8+16)
STR
DEX
CON
INT
WIS
CHA
16 (+3) 11 (0) 14 (+2) 11 (0) 11 (0) 15 (+2)
Save Throws: Con +4, Wis +2
Senses: passive Perception 10
Languages: any one language (usually Common)
1/8
25 xp
12
Kobold
Actions
Speed
30 ft.
Actions
(2d6-2)
STR
DEX
CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Challenge: 1/8 (25 xp)
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attac k rolls, as well as on Wisdom
(Perc eption) c hec ks that rely on sight.
Pack Tac tic s. The kobold has advantage on an attac k roll
against a c reature if at least one of the kobold's allies is
within 5 feet of the c reature and the ally isn't
inc apacitated.
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Langdedrosa Cyanwrath
Medium Humanoid, Lawful Evil
1 xp
17
(splint)
57
Speed
30 ft.
(6d12+18)
STR
DEX
CON
INT
WIS
CHA
19 (+4) 13 (+1) 16 (+3) 10 (0) 14 (+2) 12 (+1)
Save Throws: Str +6, Con +5
Actions
1/2
Lizardfolk
Medium Humanoid (Lizardfolk), Neutral
100 xp
Armor c lass
Hit points
Speed
15
22
(4d8+4)
STR
DEX
CON
INT
WIS
CHA
15 (+2) 10 (0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)
Skills: Perception +3, Stealth +4, Survival +5
Senses: passive Perception 13
Languages: Draconic
Challenge: 1/2 (100 xp)
Hold Breath. The lizardfolk c an hold its breath for 15
minutes.
Actions
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Mage
Medium Humanoid (Any Race), Any Alignment
2 xp
Armor class
Hit points
Speed
12
40
30
Actions
(9d8)
STR
DEX
CON
INT
WIS
CHA
9 (-1) 14 (+2) 11 (0) 17 (+3) 12 (+1) 11 (0)
Save Throws: Int +6, Wis +4
Skills: Arcana +6, History +6
Senses: passive Perception 11
Languages: any four languages
Challenge: 6 (2 xp)
Spellc asting.The mage is a 9th-level spellc aster. Its
spellc asting ability is Intelligenc e (spell save DC 14, +6 to
hit with spell attac ks). The mage has the following wizard
spells prepared:
Cantrips (at will): fire bolt, light, mage hand,
prestidigitation
1st level (4 slots): detec t magic , mage armor, magic
missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): c ounterspell, fireball, fly
4th level (3 slots): greater invisibility, ic e storm
5th level (1 slot): c one of c old
1/8
Noble
Medium Humanoid (Any Race), Any Alignment
15
(breastplate)
25 xp
Speed
30 ft.
(2d8)
Actions
STR
DEX
CON
INT
WIS
CHA
11 (0) 12 (+1) 11 (0) 12 (+1) 14 (+2) 16 (+3)
Skills: Deception +5, Insight +4, Persuasion +5
Senses: passive Perception 10
Languages: any two languages
Challenge: 1/8 (25 xp)
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Ogre
Large Giant, Chaotic Evil
450 xp
11
(hide armor)
59
Speed
40 ft.
Actions
(7d10+21)
STR
DEX
CON
INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Giant
Challenge: 2 (450 xp)
1/2
Orc
Medium Humanoid (Orc), Chaotic Evil
13
(hide armor)
15
100 xp
Speed
30 ft.
Actions
(2d8+6)
STR
DEX
CON
INT
WIS
CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (0) 10 (0)
Skills: Intimidation +2
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Orc
Challenge: 1/2 (100 xp)
Aggressive.As a bonus ac tion, the orc can move up to its
speed
toward a hostile c reature that it c an see.
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Otyugh
Large Aberration, Neutral
1 xp
14
114
(natural armor)
(12d10+48)
Speed
30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3) 11 (0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)
Save Throws: Con +7
Senses: darkvision 120 ft., passive Perception 11
Languages: Otyugh
Challenge: 5 (1 xp)
Limited Telepathy. The otyugh c an magic ally transmit
simple messages and images to any c reature within 120
feet of it that c an understand a language. This form of
telepathy doesn't allow the rec eiving c reature to
telepathically respond.
Peryton
Medium Monstrosity, Chaotic Evil
450 xp
13
(natural armor)
33
Speed
(6d8+6)
Actions
Actions
STR
DEX
CON
INT
WIS
CHA
16 (+3) 12 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (0)
Skills: Perception +5
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical weapons
Senses: passive Perception 15
Languages: understands Common and Elvish but can't speak
Challenge: 2 (450 xp)
Dive Attac k.If the peryton is flying and dives at least 30
feet straight toward a target and then hits it with a melee
weapon attac k, the attac k deals an extra 9 (2d8) damage
to the target.
Flyby.The peryton doesn't provoke an opportunity attac k
when it flies out of an enemy's reac h.
Keen Sight and Smell.The peryton has advantage on
Wisdom (Perc eption) c hec ks that rely on sight or smell.
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Pharblex Spattergoo
Medium Humanoid (Bullywug), Chaotic Evil
Armor c lass
Hit points
Speed
59
15
(studded leather, Shield)
700 xp
(7d8+28)
Actions
STR
DEX
CON
INT
WIS
CHA
15 (+2) 12 (+1) 18 (+4) 11 (0) 16 (+3) 7 (-2)
Save Throws: Str +4, Con +6
Skills: Perception +5, Religion +2, Stealth +3
Senses: passive Perception 15
Languages: Common, Bullywug
Challenge: 3 (700 xp)
Amphibious. Pharblex c an breathe air and water.
Poison Strike (3/Day).Onc e per turn, when Pharblex hits
with a melee attac k, he c an expend a use of this trait to
deal an extra 9 (2d8) poison damage.
Spellc asting. Pharblex is a 6th-level spellc aster that uses
Wisdom as his spellc asting ability (spell save DC 13, +5 to
hit with spell attac ks). Pharblex has the following spells
prepared from the druid spell list:
Cantrips (at will): druidc raft, guidanc e, poison c loud
1st level (4 slots): cure wounds, entangle, healing word,
thunderwave
2nd level (3 slots): barkskin, beast sense, spike growth
3rd level (3 slots): plant growth, water walk
Standing Leap.As part of his movement and without a
running start, Pharblex c an long jump up to 20 feet and
high jump up to 10 feet.
Swamp Camouflage. Pharblex has advantage on
Dexterity (Stealth) c hec ks made to hide in swampy
terrain.
Priest
Medium Humanoid (Any Race), Any Alignment
13
(chain shirt)
27
450 xp
Speed
Actions
25 ft.
(5d8+5)
STR
DEX
CON
INT
WIS
CHA
10 (0) 10 (0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Skills: Medicine +7, Persuasion +3, Religion +4
Senses: passive Perception 13
Languages: any two languages
Challenge: 2 (450 xp)
Divine Eminenc e.As a bonus action, the priest can
expend a spell slot to c ause its melee weapon attac ks to
magically deal an extra 10 (3d6) radiant damage to a
target on a hit. This benefit lasts until the end of the turn.
If the priest expends a spell slot of 2nd level or higher, the
extra damage inc reases by 1d6 for eac h level above 1st.
Spellc asting.The priest is a 5th-level spellc aster. Its
spellc asting ability is Wisdom (spell save DC 13, +5 to hit
with spell attac ks). The priest has the following c leric
spells prepared:
Cantrips (at will): light,sac red flame, thaumaturgy
1st level (4 slots): c ure wounds,guiding bolt, sanc tuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic , spirit guardians
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Rath Modar
Medium Humanoid (Human), Lawful Evil
Armor c lass
Hit points
Speed
71
30 ft.
13
(16 with mage armor)
2 xp
Actions
(11d8+22)
STR
DEX
CON
INT
WIS
CHA
11 (0) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 10 (0)
Save Throws: Int +7, Wis +5
Skills: Arcana +7, Deception +3, Insight +5, Stealth +6
Senses: passive Perception 12
Languages: Common, Draconic, Infernal, Primordial, Thayan
Challenge: 6 (2 xp)
Spec ial Equipment. Rath has a staff of fire, and sc rolls of
dimension door, featherfall, and fireball.
Spellc asting. Rath is an 11th-level spellc aster who uses
Intelligenc e as his spellc asting ability (spell save DC 15,
+7 to hit with spell attac ks). Rath has the following spells
prepared
from the wizard spell list:
Cantrips (at will) : fire bolt, minor illusion, prestidigitation,
shoc king grasp
1st level (4 slots): c hromatic orb, c olor spray, mage armor,
magic missile
2nd level (3 slots): detect thoughts, mirror image,
phantasmal forc e
3rd level (3 slots): c ounterspell, fireball, major image
4th level (3 slots): c onfusion, greater invisibility
5th level (2 slots): mislead, seeming
6th level (1 slot): globe of invulnerability
Rezmir
Medium Humanoid (Half-Black Dragon), Neutral Evil
2 xp
Armor class
Hit points
Speed
13
90
30 ft.
(12d8+36)
STR
DEX
CON
INT
WIS
CHA
18 (+4) 16 (+3) 16 (+3) 15 (+2) 12 (+1) 14 (+2)
Save Throws: Dex +6, Wis +4
Skills: Arcana +5, Stealth +9
Damage Immunities: acid
Condition Immunities: charmed, frightened
Senses: blindsight 10 ft., darkvision 120 ft., passive
Perception 11
Languages: Common, Draconic, Infernal, Giant, Netherese
Challenge: 7 (2 xp)
Spec ial Equipment. Rezmir has the Black Dragon
Mask,Hazirawn, and an insignia of c laws (see appendix C
for all items).
Amphibious. Rezmir c an breathe air and water.
Dark Advantage. Onc e per turn, Rezmir c an deal an extra
10 (3d6) damage when she hits with a weapon attac k,
provided Rezmir has advantage on the attac k roll.
Drac onic Majesty.While wearing no armor and wearing
the Black Dragon Mask, Rezmir adds her Charisma bonus
to her AC (inc luded).
Immolation.When Rezmir is reduc ed to 0 hit points, her
body disintegrates into a pile of ash.
Legendary Resistanc e (1/Day). If Rezmir fails a saving
throw while wearing the Blac k Dragon Mask, she c an
c hoose to suc ceed instead.
Actions
Legendary Actions
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Roper
Large Monstrosity, Neutral Evil
1 xp
20
(natural armor)
93
Speed
(11d10+33)
STR
DEX
CON
INT
WIS
CHA
18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2)
Skills: Perception +6, Stealth +5
Actions
Rug Of Smothering
Large Construct, Unaligned
450 xp
12
33
Speed
10 ft.
(6d10)
Actions
STR
DEX
CON
INT WIS CHA
17 (+3) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive
Perception 6
Languages:
Challenge: 2 (450 xp)
Antimagic Susc eptibility.The rug is inc apac itated while
in the area of an antimagic field.If targeted by dispel
magic, the rug must suc c eed on a Constitution saving
throw against the c aster's spell save DC or fall
unc onsc ious for 1 minute.
Damage Transfer.While it is grappling a c reature, the rug
takes only half the damage dealt to it, and the c reature
grappled by the rug takes the other half.
False Appearanc e.While the rug remains motionless, it is
indistinguishable from a normal rug.
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1/2
Scout
Medium Humanoid (Any Race), Any Alignment
13
(leather armor)
16
100 xp
Speed
30 ft.
(3d8+3)
Actions
STR
DEX
CON
INT
WIS
CHA
11 (0) 14 (+2) 12 (+1) 11 (0) 13 (+1) 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 sc out has advantage on
Wisdom (Perc eption) c hec ks that rely on hearing or sight.
Shambling Mound
Large Plant, Unaligned
1 xp
15
136
(natural armor)
(16d10+48)
Speed
STR
DEX
CON
INT
WIS CHA
18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (0) 5 (-3)
Skills: Stealth +2
Damage Resistances: cold, fire
Damage Immunities: lightning
Condition Immunities: blinded, deafened, exhaustion
Senses: blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Languages:
Challenge: 5 (1 xp)
Lightning Absorption. Whenever the shambling mound is
subjec ted to lightning damage, it takes no damage and
regains a number of hit points equal to the lightning
damage dealt.
Actions
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Specter
Medium Undead, Chaotic Evil
200 xp
12
22
(5d8)
Speed
Actions
STR
DEX
CON
INT
WIS
CHA
1 (-5) 14 (+2) 11 (0) 10 (0) 10 (0) 11 (0)
Damage Resistances: acid, cold, fire, lightning, thunder,
bludgeoning, piercing, and slashing from nonmagical
weapons Damage Im
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: understands all languages it knew in life but can't
speak
Challenge: 1 (200 xp)
Incorporeal Movement. The spec ter c an move through
other creatures and objec ts as if they were diffic ult
terrain. It takes 5 (1d10) forc e damage if it ends its turn
inside an objec t.
Sunlight Sensitivity.While in sunlight, the spec ter has
disadvantage on attac k rolls, as well as on Wisdom
(Perc eption) c hec ks that rely on sight.
Spy
Medium Humanoid (Any Race), Any Alignment
12
27
200 xp
Speed
30 ft.
(6d8)
Actions
STR
DEX
CON
INT
WIS
CHA
10 (0) 15 (+2) 10 (0) 12 (+1) 14 (+2) 16 (+3)
Skills: Deception +5, Insight +4, Investigation +5,
Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses: passive Perception 16
Languages: any two languages
Challenge: 1 (200 xp)
Cunning Ac tion.On eac h of its turns, the spy c an use a
bonus ac tion to take the Dash, Disengage, or Hide ac tion.
Sneak Attack (1/Turn).The spy deals an extra 7 (2d6)
damage when it hits a target with a weapon attac k and
has advantage on the attac k roll, or when the target is
within 5 feet of an ally of the spy that isn't inc apac itated
and the spy doesn't have disadvantage on the attac k roll.
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1/8
Stirge
Tiny Beast, Unaligned
25 xp
14
(natural armor)
Speed
(1d4)
STR
DEX
CON
INT WIS CHA
4 (-3) 16 (+3) 11 (0) 2 (-4) 8 (-1) 6 (-2)
Actions
Stone Giant
Huge Giant, Neutral
2 xp
17
126
(natural armor)
(11d12+55)
Speed
40 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6) 15 (+2) 20 (+5) 10 (0) 12 (+1) 9 (-1)
Save Throws: Dex +5, Con +8, Wis +4
Skills: Athletics +12, Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages: Giant
Challenge: 7 (2 xp)
Actions
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10
Stone Golem
Large Construct, Unaligned
5 xp
17
178
(natural armor)
(17d10+85)
Speed
30 ft.
STR
DEX
CON
INT
WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (0) 1 (-5)
Damage Immunities: poison, psychic, bludgeoning, piercing,
and slashing from nonmagical weapons that aren't
adamantine
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses: darkvision 120 ft., passive Perception 10
Languages: understands the languages of its creator but
can't speak
Challenge: 10 (5 xp)
Actions
1/2
Swarm Of Insects
Medium Swarm Of Tiny Beasts, Unaligned
12
(natural armor)
22
100 xp
Speed
Actions
(5d8)
STR
DEX
CON
INT WIS CHA
3 (-4) 13 (+1) 10 (0) 1 (-5) 7 (-2) 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 c an oc c upy another c reature's spac e
and vic e versa, and the swarm c an move through any
opening large enough for a Tiny insec t. The swarm c an't
regain hit points or gain temporary hit points.
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1/4
Swarm Of Rats
Medium Swarm Of Tiny Beasts, Unaligned
10
24
50 xp
Speed
30 ft.
Actions
(7d8-7)
1 xp
Armor c lass
Hit points
Speed
18
58
30 ft.
Actions
(9d8+18)
STR
DEX
CON
INT
WIS
CHA
14 (+2) 12 (+1) 14 (+2) 10 (0) 16 (+3) 16 (+3)
Save Throws: Wis +6, Cha +6
Skills: Deception +6, Insight +6, Perception +6, Persuasion
+6
Senses: darkvision 60 ft., passive Perception 16
Languages: Common, Draconic, Elvish, Infernal
Challenge: 5 (1 xp)
Spec ial Equipment.Talis has +1 sc ale mail and a wand
of winter(see appendix C).
Fey Ancestry.Talis has advantage on saving throws
against being c harmed, and magic c an't put her to sleep.
Spellc asting.Talis is a 9th-level spellc aster that uses
Wisdom as her spellc asting ability (spell save DC 14, +6
to hit with spell attac ks). Talis has the following spells
prepared from the cleric spell list:
Cantrips (at will): guidanc e, resistanc e, thaumaturgy
1st level (4 slots): c ommand, cure wounds, healing word,
inflic t wounds
2nd level (3 slots): blindness/deafness, lesser restoration,
spiritual weapon (spear)
3rd level (3 slots): dispel magic , mass healing word,
sending
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): insec t plague
Winter Strike (3/Day). Onc e per turn, when Talis hits with
a melee attac k, she c an expend a use of this trait to deal
an extra 9 (2d8) c old damage.
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1/4
Troglodyte
Medium Humanoid (Troglodyte), Chaotic Evil
11
(natural armor)
13
50 xp
Speed
30 ft.
(2d8+4)
Actions
STR
DEX
CON
INT
WIS CHA
14 (+2) 10 (0) 14 (+2) 6 (-2) 10 (0) 6 (-2)
Skills: Stealth +2
Senses: darkvision 60 ft., passive Perception 10
Languages: Troglodyte
Challenge: 1/4 (50 xp)
Chameleon Skin.The troglodyte has advantage on
Dexterity (Stealth) c hec ks made to hide.
Stench. Any c reature other than a troglodyte that starts its
turn within 5 feet of the troglodyte must suc c eed on a DC
12 Constitution saving throw or be poisoned until the start
of the creature's next turn. On a suc cessful saving throw,
the creature s immune to the stenc h of all troglodytes for
1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has
disadvantage on attac k rolls, as well as on Wisdom
(Perc eption) c hec ks that rely on sight.
Troll
Large Giant, Chaotic Evil
1 xp
15
(natural armor)
84
Speed
30 ft.
(8d10+40)
Actions
STR
DEX
CON
INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
Skills: Perception +1
Senses: darkvision 60 ft., passive Perception 11
Languages: Giant
Challenge: 5 (1 xp)
Keen Smell.The troll has advantage on Wisdom
(Perc eption) c hec ks that rely on smell.
Regeneration.The troll regains 10 hit points at the start of
its turn. If the troll takes ac id or fire damage, this trait
doesn't func tion at the start of the troll's next turn. The
troll dies only if it starts its turn with 0 hit points and
doesn't regenerate.
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13
Vampire
Medium Undead (Shapechanger), Lawful Evil
16
(natural armor)
144
10 xp
Speed
30 ft.
(17d8+68)
STR
DEX
CON
INT
WIS
CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
Save Throws: Dex +9, Wis +7, Cha +9
Skills: Perception +7, Stealth +9
Damage Resistances: necrotic, bludgeoning, piercing, and
slashing from nonmagical weapons
Senses: darkvision 120 ft., passive Perception 17
Languages: the languages it knew in life
Challenge: 13 (10 xp)
Shapechanger.If the vampire isn't in sunlight or running
water, it c an use its ac tion to polymorph into a Tiny bat or
a Medium c loud of mist, or bac k into its true form. While
in bat form, the vampire c an't speak, its walking speed is 5
feet, and it has a flying speed of 30 feet. Its statistic s,
other than its size and speed, are unc hanged. Anything it
is wearing transforms with it, but nothing it is c arrying
does. It reverts to its true form if it dies. While in mist form,
the vampire c an't take any ac tions, speak, or manipulate
objects. It is weightless, has a flying speed of 20 feet, can
hover, and can enter a hostile c reature's spac e and stop
there. In addition, if air c an pass through a spac e, the
mist c an do so without squeezing, and it c an't pass
through water. It has advantage on Strength, Dexterity,
and Constitution saving throws, and it is immune to all
nonmagic al damage, exc ept the damage it takes from
sunlight.
Legendary Resistanc e (3/Day).If the vampire fails a saving
throw, it c an c hoose to suc c eed instead.
Misty Escape.When it drops to 0 hit points outside its
resting place, the vampire transforms into a c loud of mist
(as in the Shapec hanger trait) instead of falling
Vampire
unc onsc ious,Spawm
provided that it isn't in sunlight or running
Medium
water.Undead,
If it cNeutral
an't Evil
transform, it is destroyed. While it has 01 xp
hit points in mist form, it c an't revert to its vampire form,
and it must
h itsHit
resting
plac e within
2 hours or be
Armorreac
c lass
points
Speed
destroyed. Onc e in its resting plac e, it reverts to its
vampire form. It is then paralyzed until 30
it regains
ft.
at least
1 hit point. After spending 1 hour in its resting place with
0 hit points,
regains
1 hit point.
(natural it
arm
or)
(11d8+33)
Regeneration.The vampire regains 20 hit points at the
start of its turn if it has at least 1 hit point and isn't in
STR
DEX water.
CON
INT
WIS
CHA
sunlight
or running
If the vampire
takes radiant
damage
or damage
holy water,
16 (+3)
16 (+3) from
16 (+3)
11 (0) this
10trait
(0) doesn't
12 (+1)
function at the start of the vampire's next turn.
Spider Climb.The vampire c an c limb diffic ult surfac es,
inc luding
Save
Throws:
upside
Dexdown
+6, Wis
on+3
c eilings, without needing to
make an ability c hec k.
Skills:
Perception
+3, Stealth
+6
Vampire
Weaknesses.The
vampire
has the following
flaws:
Damage Resistances: necrotic, bludgeoning, piercing, and
Forbiddanc e. The vampire c an't enter a residenc e
slashing
from
nonmagical
without an
invitation
fromweapons
one of the occ upants.
Harmed
by
Running
Water.The
vampire
takes 20 ac id
Senses:
darkvision
60
ft.,
passive
Perception
damage if it ends its turn in running
water. 13
Stake
to the the
Heart.
If a pierc
ing weapon
Languages:
languages
it knew
in life made of wood is
driven into the vampire's heart while the vampire
Challenge:
5 (1 xp)
isinc apac itated
in its resting plac e, the vampire is
paralyzed
until
the vampire
stake is removed.
Regeneration.The
regains 10 hit points at the
Sunlight
Hypersensitivity.The
vampire
takes
20isn't
radiant
start
of
its
turn
if
it
has
at
least
1 sunlight.
hit point
and
damage
when
it
starts
its
turn
in
While
in in
sunlight
or
running
water.
If
the
vampire
takes
radiant
sunlight,
it has
disadvantage
attacthis
k rolls
and
ability
damage
damage
from holyon
water,
trait
doesn't
c
hec ks. or
function
at the start of the vampire's next turn.
Spider Climb.The vampire c an c limb diffic ult surfac es,
inc luding upside down on c eilings, without needing to
make an ability c hec k.
Vampire Weaknesses.The vampire has the following
flaws:
Forbiddanc e.The vampire c an't enter a residenc e without
an invitation from one of the oc c upants.
Harmed by Running Water.The vampire takes 20 ac id
damage when it ends its turn in running water.
Stake to the Heart.The vampire is destroyed if a pierc ing
weapon made of wood is driven into its heart while it is
inc apacitated in its resting plac e.
Sunlight Hypersensitivity.The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attac k rolls and ability
c hec ks.
15
82
Actions
Legendary Actions
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Veteran
Medium Humanoid (Any Race), Any Alignment
17
(splint)
58
700 xp
Speed
30 ft.
(9d8+18)
STR
DEX
CON
INT
WIS
CHA
16 (+3) 13 (+1) 14 (+2) 10 (0) 11 (0) 10 (0)
Skills: Athletics +5, Perception +2
Actions
1/4
Violent Fungus
Medium Plant, Unaligned
50 xp
18
Speed
5 ft.
Actions
(4d8)
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Will-O'-Wisp
Tiny Undead, Chaotic Evil
450 xp
19
22
(9d4)
Speed
STR
DEX
CON
INT
WIS
CHA
1 (-5) 28 (+9) 10 (0) 13 (+1) 14 (+2) 11 (0)
Damage Resistances: acid, cold, fire, necrotic, thunder,
bludgeoning, piercing, and slashing from nonmagical
weapons
Damage Immunities: lightning, poison
Actions
1/4
Winged Kobold
Small Humanoid (Kobold), Lawful Evil
50 xp
13
Speed
Actions
(3d6-3)
STR
DEX
CON INT WIS CHA
7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Challenge: 1/4 (50 xp)
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attac k rolls, as well as on Wisdom
(Perc eption) c hec ks that rely on sight.
Pack Tac tic s. The kobold has advantage on an attac k roll
against a c reature if at least one of the kobold's allies is
within 5 feet of the c reature and the ally isn't
inc apacitated.
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Wyvern
Large Dragon, Unaligned
2 xp
13
110
(natural armor)
(13d10+39)
Speed
STR
DEX
CON
INT
WIS
CHA
19 (+4) 10 (0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
Skills: Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages:
Actions
Challenge: 6 (2 xp)
Yuan-Ti Malison
Medium Monstrosity (Shapechanger, Yuan-Ti), Neutral Evil
12
66
700 xp
Speed
30 ft.
(12d8+12)
STR
DEX
CON
INT
WIS
CHA
16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3)
Skills: Deception +5, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 11
Languages: Abyssal, Common, Draconic
Challenge: 3 (700 xp)
Shapechanger.The yuan-ti c an use its ac tion to
polymorph into a Medium snake, or bac k into its true
form. Its statistic s are the same in eac h form. Any
equipment it is wearing or c arrying isn't transformed. It
doesn't c hange form if it dies.
Innate Spellc asting (Yuanti Form Only).The yuan-ti's
innate spellcasting ability is Charisma (spell save DC 13).
The yuan-ti can innately c ast the following spells,
requiring no material c omponents:
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistanc e.The yuan-ti has advantage on saving
throws against spells and other magic al effec ts.
Malison Type.The yuan-ti has one of the following types:
Type 1:Human body with snake head
Type 2:Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine
lower body instead of legs
Actions
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Yuan-Ti Pureblood
Medium Humanoid (Yuan-Ti), Neutral Evil
11
40
200 xp
Speed
30 ft.
(9d8)
Actions
STR
DEX
CON
INT
WIS
CHA
11 (0) 12 (+1) 11 (0) 13 (+1) 12 (+1) 14 (+2)
Skills: Deception +6, Perception +3, Stealth +3
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: Abyssal, Common, Draconic
Challenge: 1 (200 xp)
Innate Spellc asting.The yuan-ti's spellc asting ability is
Charisma (spell save DC 12). The yuan-ti c an innately
c ast the following spells, requiring no material
c omponents:
At will: animal friendship (snakes only)
3/day eac h: poison spray, suggestion
Magic Resistanc e.The yuan-ti has advantage on saving
throws against spells and other magic al effec ts.
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