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5.1 Monster Details

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Aboleth

Large aberration, lawful evil

Armor Class 17
Hit Points 135 (18d10+36)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 14 (+2) 18 (+4) 14 (+2) 18 (+4)

Saving Throws Con +6, Int +8, Wis +6
Proficiency Areas History +12, Perception +10
Senses darkvision 120 ft.; telepathy 120 ft.
Morale 9
Number Encountered 1d4 (1d4)
Challenge 10
Treasure Type F

SPECIAL TRAITS

  • Amphibious. Breathes air and water.
  • Mucous Cloud. While underwater anyone that touches the aboleth, or hits it with a melee attack, must make a DC 14 Con save or be diseased for 1d4 hours. The diseased creature can then breathe only underwater.
  • Probing Telepathy. Aboleths communicating telepathically with someone learn their greatest desires.

ACTIONS

  • Multiattack. 3 attacks with tentacles.
  • Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft.; Hit: 12 (2d6+5). DC 14 Con save or become diseased. After 1 minute, target?s skin becomes translucent and slimy, can’t regain hit points unless underwater, and can then be cured only by heal or another disease-curing spell of 6th level or higher. When outside a body of water, it takes 6 (1d12) acid damage every 1 segment, unless moisture is applied to the skin before the segment has passed.
  • Tail. Melee Weapon Attack: +9 to hit, reach 10 ft.; Hit: 15 (3d6+5).
  • Enslave (3/Day). Targets one creature it can see within 30 feet. Target must succeed on a DC 14 Wis save or be magically charmed and under the aboleth’s control. The target can’t take reactions. The aboleth and target can communicate telepathically over any distance. Anytime a charmed target takes damage, it can repeat the save to end the effect. Once every 24 hours, the target can also repeat the save, if at least 1 mile away from the aboleth. Else, it lasts until the aboleth dies.

LEGENDARY ACTIONS

Takes 3 legendary actions per round, but only one at a time and only at the end of another creature’s turn.

  • Detect. a Wis (Perception) check.
  • Tail Swipe. one tail attack.
  • Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to that damage.

ABOUT

An ancient malevolent, eel-like race with racial memories and potent psionic abilities.

Angel, Deva

Medium celestial, lawful

Armor Class 17
Hit Points 136 (16d8+64)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 16 (+3) 20 (+5) 20 (+5)

Saving Throws Wis +9, Cha +9
Proficiency Areas Insight +9, Perception +9
Damage Resistances radiant; nonmagical physical attacks Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft.; telepathy 120 ft.
Morale 12
Number Encountered 1 (1d3)
Challenge 10
Treasure Type

SPECIAL TRAITS

  • Angelic Weapons. A deva’s weapon attacks are magical. When it hits with any weapon, it deals an extra 4d8 radiant damage (included in the attack).
  • Innate Spellcasting. Charisma (spell save DC 17). Can innately cast the following spells, with only verbal components:
    • At will: detect evil and good
    • 1/day each: commune, raise dead
  • Magic Resistance. Advantage on saves against magic.

ACTIONS

  • Multiattack. 2 attacks.
  • Mace. Melee Weapon Attack: +8 to hit; Hit: 7 (1d6+4) + 18 (4d8) radiant damage.
  • Healing Touch (3/Day). Touch another creature which magically regains 20 (4d8+2) hit points and freed from any curse, disease, poison, blindness, or deafness.
  • Change Shape. Magically polymorphs into a humanoid or beast with a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment worn or carried is absorbed or borne by the new form (the deva’s choice). In a new form, it retains its game statistics and can speak, but its AC, movement modes, Str, Dex and special senses are replaced by the new form?s, and it gains any statistics and capabilities (except class features and legendary actions) that the new form has.

ABOUT

Angels are a race of celestials native to the lawfully-aligned outer planes.

Animated Armor

Medium construct, neutral

Armor Class 18
Hit Points 33 (6d8+6)
Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 1 (-5) 2 (-4) 1 (-5)

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius)
Morale 12
Number Encountered 1d2 (-)
Challenge 1
Treasure Type

SPECIAL TRAITS

  • Antimagic Susceptibility. It is incapacitated in an antimagic field. If targeted by dispel magic, it must make a Con save against the spell?s DC or fall unconscious for 1 minute.
  • False Appearance. While motionless, it is indistinguishable from a normal suit of armor.

ACTIONS

  • Multiattack. 2 melee attacks.
  • Slam. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).

ABOUT

These magical guardians are often enchanted to speak warnings, or demand passwords.

Basilisk

Medium monstrosity, neutral

Armor Class 15
Hit Points 52 (8d8+16)
Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 6 (-2)

Senses darkvision 60 ft.
Morale 9
Number Encountered 1d6 (1d6)
Challenge 3
Treasure Type F

SPECIAL TRAITS

  • Petrifying Gaze. If a foe starts its turn within 30 feet of it and they can see each other, it can force a DC 12 Con save, if not incapacitated. On a failed save, the foe begins to turn to stone and is restrained. It must repeat the save at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A non-surprised creature can avert its eyes to avoid the save at the start of its turn though it can’t see the basilisk until the start of its next turn. If it looks at the basilisk in the meantime, it must immediately make a save. If it sees its reflection within 30 feet in bright light, it mistakes it for a rival and targets itself with its gaze.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3)+ 7 (2d6) poison damage.

ABOUT

A reptilian monster that petrifies living creatures with a mere gaze. Often lives in dense woods or labyrinths.

Blink Dog

Medium fey, lawful

Armor Class 13
Hit Points 22 (4d8+4)
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Proficiency Areas Perception +3, Stealth +5
Morale 6
Number Encountered 1d6 (1d6)
Challenge ¼
Treasure Type C

SPECIAL TRAITS

  • Keen Hearing and Smell. Advantage on hearing or smell based Wis checks.

ACTIONS

  • Bite. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1).
  • Teleport (Recharge 4-6). Magically teleports, along with any equipment worn or carried, up to 40 feet to an unoccupied space it can see. Before or after teleporting, it can make one bite attack.

ABOUT

Blink dogs have a hatred for other displacing creatures and attack them on sight.

Bugbear

Medium humanoid (goblinoid), chaotic

Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8+5)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 8 (-1)

Proficiency Areas Stealth +6, Survival +2
Senses darkvision 60 ft.
Morale 9
Number Encountered 2-8 (5-20))
Challenge 1
Treasure Type B

SPECIAL TRAITS

  • Brute. A melee weapon deals one extra die of damage when the bugbear hits with it (included in the attack).
  • Surprise Attack. If the bugbear surprises a creature and hits it during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

ACTIONS

  • Morningstar. Melee Weapon Attack: +4 to hit; Hit: 11 (2d8+2).
  • Javelin. Melee or Ranged Weapon Attack: +4 to hit, (range 30/120ft); Hit: 9 (2d6+2) in melee or 5 (1d6+2) at range.

ABOUT

These large, hairy cousins of goblins are quite strong. They are deceptively stealthy.

Centaur

Large monstrosity, neutral

Armor Class 12
Hit Points 45 (6d10+12)
Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 6 (-2) 8 (-1) 12 (+1) 10 (+0)

Proficiency Areas Athletics +6, Perception +3, Survival +3
Morale 8
Number Encountered 0 (2d10)
Challenge 2
Treasure Type A

SPECIAL TRAITS

  • Charge. Move at least 30 feet straight toward a target and hit it with a pike attack on the same turn to give an extra 10 (3d6) damage.

ACTIONS

  • Multiattack. 2 Attacks. Pike and hooves or 2 w/longbow.
  • Pike. Melee Weapon Attack: +6 to hit, reach 10 ft.; Hit: 9 (1d10+4).
  • Hooves. Melee Weapon Attack: +6 to hit; Hit: 11 (2d6+4).
  • Longbow. Ranged Weapon Attack: +4 to hit, 150/600 ft.; Hit: 6 (1d8+2).

ABOUT

Centaurs have bodies and legs of horses, with human upper bodies. They are reclusive and live far from humans in densely wooded settings.

Chimera

Large monstrosity, chaotic

Armor Class 14
Hit Points 114 (12d10+48)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 2 (-4) 14 (+2) 10 (+0)

Proficiency Areas Perception +8
Senses darkvision 60 ft.
Morale 9
Number Encountered 1d2 (1d4)
Challenge 6
Treasure Type F

ACTIONS

  • Multiattack. 3 attacks. bite, horns, and claws. When available, it can use its breath in place of bite or horns.
  • Bite. Melee Weapon Attack: +7 to hit; Hit: 11 (2d6+4).
  • Horns. Melee Weapon Attack: +7 to hit; Hit: 10 (1d12+4).
  • Claws. Melee Weapon Attack: +7 to hit; Hit: 11 (2d6+4).
  • Fire Breath (Recharge 5-6). A 15-foot cone of fire doing 31 (7d8) fire damage. A successful DC 15 Dex save halves this damage.

ABOUT

A magical hybrid of lion, goat, and dragon with a head of each, the wings of a dragon, the front portion of a lion, and the rear of a goat. They live in the wilds, particularly hills, but also settle in dungeons.

Cockatrice

Small monstrosity, neutral

Armor Class 11
Hit Points 27 (6d6+6)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 4 (-3)

Senses darkvision 60 ft.
Morale 7
Number Encountered 1d4 (1d8)
Challenge ½
Treasure Type D

ACTIONS

  • Bite. Melee Weapon Attack: +3 to hit; Hit: 3 (1d4+1) – Target must make a DC 11 Con save or be restrained. It must then repeat the saving throw at the end of its next turn. Success ends the effect. Else, it?s petrified for 24 hours.

ABOUT

Ill-tempered magical creatures with the body of a rooster, but the tail of a reptile. They live in any climate, including labyrinths.

Demon, Imp

Tiny fiend (devil, shapechanger), chaotic

Armor Class 13
Hit Points 10 (3d4+3)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 14 (+2)

Proficiency Areas Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; nonmagical physical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft.
Morale 7
Number Encountered 1 (1)
Challenge 1
Treasure Type

SPECIAL TRAITS

  • Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Devil’s Sight. Magical darkness doesn’t impede the imp’s darkvision.
  • Magic Resistance. Advantage on saves against magic.

ACTIONS

  • Sting (Bite in Beast Form Only). Melee Weapon Attack: +5 to hit; Hit: 5 (1d4+3), target must make on a DC 11 Con save, taking 10 (3d6) poison damage or half that on a successful save.
  • Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

ABOUT

When these small demons are not busy serving as familiars to evil wizards, they serve as emissaries and messengers for demons of greater stature.

Demon, Type I (Screaming)

Large fiend (demon), chaotic

Armor Class 15
Hit Points 104 (11d10+44)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 8 (-1)

Saving Throws Dex +5, Wis +4, Cha +2
Damage Resistances cold, fire, lightning; nonmagical physical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft.; telepathy 120 ft.
Morale 8
Number Encountered 1d6 (1d6)
Challenge 6
Treasure Type B

SPECIAL TRAITS

  • Magic Resistance. Advantage on saves against magic.

ACTIONS

  • Multiattack. 2 attacks: beak and talons.
  • Beak. Melee Weapon Attack: +6 to hit; Hit: 10 (2d6+3).
  • Talons. Melee Weapon Attack: +6 to hit; Hit: 14 (2d10+3).
  • Spores (Recharge 6). A 15-foot-radius cloud, spreading around corners, forces a DC 14 Con save or become poisoned. While poisoned, a target takes 5 (1d10) poison damage at the start of each of its turns. A new save can be made at the end of each of one?s turns to end the effect. Splashing holy water ends the effect.
  • Stunning Screech (1/Day). Each non-demonic hearing creature within 20 feet must succeed on a DC 14 Con save or be stunned till the end of the demon?s next turn.

ABOUT

Part bird and part man, it stands over 8 feet tall on stork-like legs. Powerful claws adorn humanoid arms.

Demon, Type II (Croaking)

Large fiend (demon), chaotic

Armor Class 16
Hit Points 136 (13d10+65)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 4 (-3) 12 (+1) 12 (+1)

Saving Throws Str +7, Con +8, Wis +4
Damage Resistances cold, fire, lightning; nonmagical physical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft.; telepathy 120 ft.
Morale 10
Number Encountered 1-3 (1d6)
Challenge 8
Treasure Type C

SPECIAL TRAITS

  • Magic Resistance. Advantage on saves against magic.
  • Stench. All starting a turn within 10 feet must save vs Con (DC 14) or be poisoned until the start of its next turn. A successful save gives immunity for 24 hours.

ACTIONS

  • Multiattack. 3 attacks: 1 bite and 2 claws.
  • Bite. Melee Weapon Attack: +7 to hit; Hit: 15 (2d10+4).
  • Claw. Melee Weapon Attack: +7 to hit; Hit: 11 (2d6+4).

ABOUT

Croaking demons have toad-like faces, black skin, and metallic wire-like appendages protruding from the skin.

Demon, Type Iii (Howling)

Large fiend (demon), chaotic

Armor Class 17
Hit Points 157 (15d10+75)
Speed 40 ft

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 18 (+4) 16 (+3) 16 (+3)

Saving Throws Str +9, Con +9, Wis +7, Cha +7
Damage Resistances cold, fire, lightning; nonmagical physical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft.; telepathy 120 ft.
Morale 10
Number Encountered 1 (1-3)
Challenge 9
Treasure Type D

SPECIAL TRAITS

  • Innate Spellcasting. Intelligence (spell save DC 16). Can cast the following spells, with no material components:
    • At will: darkness, detect magic, dispel magic
    • 1/day each: confusion, fly, power word stun
  • Magic Resistance. Advantage on saves against magic.

ACTIONS

  • Multiattack. 4 attacks: 2 pincers and 2 fists. Alternatively, 2 attacks with pincers and casts a spell.
  • Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft.; Hit: 16 (2d10+5). If the target is Medium, it is grappled (escape DC 15). Can grapple one target with each of its two pincer.
  • Fist. Melee Weapon Attack: +9 to hit; Hit: 7 (2d4+2).

ABOUT

Two of its four arms end in clawed hands and two in pincers. Its doglike horned head is full of sharp teeth. They tempt victims into ruin with power or wealth.

Demon, Type IV (Groaning)

Large fiend (demon), chaotic

Armor Class 18
Hit Points 184 (16d10+96)
Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 22 (+6) 18 (+4) 12 (+1) 14 (+2)

Saving Throws Con +11, Int +9, Wis +6, Cha +7
Damage Resistances cold, fire, lightning; nonmagical physical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft.; telepathy 120 ft.
Morale 10
Number Encountered 1d6 (1d6)
Challenge 13
Treasure Type E

SPECIAL TRAITS

  • Magic Resistance. Advantage on saves against magic.

ACTIONS

  • Multiattack. It uses Horror Nimbus if it can. It then makes 3 attacks: 1 bite and 2 claws.
  • Bite. Melee Weapon Attack: +10 to hit; Hit: 32 (5d10+5).
  • Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.; Hit: 15 (3d6+5).
  • Horror Nimbus (Recharge 5-6). A scintillating light causes each creature within 15 feet that can see it to make a DC 15 Wis save or be frightened for 1 minute. A new save can be attempted at the end of each of its turns to end the effect. Once ended, the creature is immune to the Horror Nimbus for 24 hours.
  • Teleport. Magically teleport, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

ABOUT

Blending the appearance of an ape and a boar with a pair of small wings, they judge new condemned souls.

Demon, Whispering

Medium fiend (shapechanger), neutral

Armor Class 15
Hit Points 66 (12d8+12)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 20 (+5)

Proficiency Areas Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances cold, fire, lightning, poison; nonmagical physical attacks
Senses darkvision 60 ft.; telepathy 60 ft.
Morale 8
Number Encountered 1 (1)
Challenge 4
Treasure Type I(Q)

SPECIAL TRAITS

  • Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed, including other planes.
  • Shapechanger. Can polymorph into a Small or Medium humanoid, or back to its true form, as an action. Other than size and speed, its statistics are the same. It can’t fly without wings. Equipment isn’t transformed. It reverts to its true form on death.

ACTIONS

  • Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit; Hit: 6 (1d6+3).
  • Charm. One humanoid it can see within 30 feet must make a DC 15 Wis save or be magically charmed for 1 day. The charmed target obeys verbal and telepathic commands. If the target suffers harm or receives a suicidal command, it can repeat the saving throw. If it successfully saves against the effect, or the effect ends, the target is immune for the next 24 hours. If the fiend charms a new target, the effect on the previous target ends.
  • Draining Kiss. The fiend kisses a willing or charmed creature who takes 32 (5d10+5) psychic damage, or half that on a successful DC 15 Con save. The target’s hit point maximum is also reduced by this damage. This lasts until the target finishes a long rest. If hit point maximum is reduced to 0, the target dies.
  • Etherealness. The fiend magically enters the Ethereal Plane, or vice versa.

ABOUT

Also called succubis, they usually appear as innocent and seductive mortals. Its natural form is human with wings and horns.

Doppelganger

Medium monstrosity (shapechanger), chaotic

Armor Class 14
Hit Points 52 (8d8+16)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

Proficiency Areas Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft.
Morale 10
Number Encountered 1d6 (1d6)
Challenge 3
Treasure Type E

SPECIAL TRAITS

  • Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Ambusher. Advantage on attack rolls against any creature it has surprised.
  • Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

ACTIONS

  • Multiattack. 2 melee attacks.
  • Slam. Melee Weapon Attack: +6 to hit; Hit: 7 (1d6+4).
  • Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken as if concentrating on a spell). While reading the target’s mind, Advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

ABOUT

In their true form, doppelgangers are 5½ feet tall, pale and frail, with gangly limbs and half-formed features. Its large, bulging yellow eyes have slitted pupils.

Dragon, Black

Huge dragon, chaotic

Armor Class 19
Hit Points 195 (17d12+85)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Dex +7, Con +10, Wis +6, Cha +8
Proficiency Areas Perception +11, Stealth +7
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft.
Morale 8
Number Encountered 1-4 (1-4)
Challenge 14
Treasure Type H

SPECIAL TRAITS

  • Amphibious. It can breathe air and water.
  • Legendary Resistance (3/Day). If it fails a saving throw, it can opt to succeed instead.

ACTIONS

  • Multiattack. It can use its Frightful Presence and make 3 attacks: 1 bite and 2 claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.; Hit: 17 (2d10+6)+4 1d8) acid damage.
  • Claw. Melee Weapon Attack: +11 to hit; Hit: 13 (2d6+6).
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft; Hit: 15 (2d8+6).
  • Frightful Presence. Anyone of its choice within 120, who are aware of it must succeed on a DC 16 Wis save or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns. When it makes its save, it’s immune to Frightful Presence for the next 24 hours.
  • Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dex save, taking 54 (12d8) acid damage. A successful save halves the damage.

LEGENDARY ACTIONS

It can take 3 legendary actions. Only one option can be used at a time and only at the end of another creature’s turn. It regains spent actions at the start of its turn.

  • Detect. a Wis (Perception) check.
  • Tail Attack. a tail attack.
  • Wing Attack (Costs 2 Actions). Each creature within 10 feet must make a DC 19 Dex save or take 13 (2d6+6) damage and be knocked prone. It can then fly at half its flying speed.

ABOUT

Black dragons live in swamps and are known as curious and callous students of their surroundings.

Dragon, Blue

Huge dragon, neutral

Armor Class 19
Hit Points 225 (18d12+108)
Speed 40 ft., burrow 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 16 (+3) 14 (+2) 18 (+4)

Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Proficiency Areas Perception +12, Stealth +5
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft.
Morale 9
Number Encountered 1-4 (1-4)
Challenge 16
Treasure Type H

SPECIAL TRAITS

  • Legendary Resistance (3/Day). If it fails a saving throw, it can opt to succeed instead.

ACTIONS

  • Multiattack. It can use its Frightful Presence and make 3 attacks: 1 bite and 2 claws.
  • Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.; Hit: 18 (2d10+7)+5 1d10) lightning damage.
  • Claw. Melee Weapon Attack: +12 to hit; Hit: 14 (2d6+7).
  • Tail. Melee Weapon Attack: +12 to hit, reach 15 ft; Hit: 16 (2d8+7).
  • Frightful Presence. Each creature aware of it within 120 feet of the dragon’s choice must succeed on a DC 17 Wis save or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns. When it makes its save, it’s immune to Frightful Presence for the next 24 hours.
  • Lightning Breath (Recharge 5-6). Exhaling lightning in a 5 feet wide 90-foot line, all creatures in that line take 66 (12d10) lightning damage, or half that on a successful DC 19 Dex save.

LEGENDARY ACTIONS

It can take 3 legendary actions. Only one option can be used at a time and only at the end of another creature’s turn. It regains spent actions at the start of its turn.

  • Detect. a Wis (Perception) check.
  • Tail Attack. a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings, forcing each creature within 10 feet to succeed on a DC 19 Dex save or take 13 (2d6+6) damage and be knocked prone. It can then fly at half its flying speed.

ABOUT

Blue dragons live in open plains and deserts.

Dragon, Green

Huge dragon, chaotic

Armor Class 19
Hit Points 207 (18d12+90)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 18 (+4) 14 (+2) 16 (+3)

Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Proficiency Areas Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft.
Morale 9
Number Encountered 1-4 (1-4)
Challenge 15
Treasure Type H

SPECIAL TRAITS

  • Amphibious. It can breathe air and water.
  • Legendary Resistance (3/Day). If it fails a saving throw, it can opt to succeed instead.

ACTIONS

  • Multiattack. It can use its Frightful Presence and make 3 attacks: 1 bite and 2 claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.; Hit: 17 (2d10+6)+7 2d6) poison damage.
  • Claw. Melee Weapon Attack: +11 to hit; Hit: 13 (2d6+6).
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft; Hit: 15 (2d8+6).
  • Frightful Presence. Anyone of its choice within 120, who are aware of it must succeed on a DC 16 Wis save or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns. When it makes its save, it’s immune to Frightful Presence for the next 24 hours.
  • Poison Breath (Recharge 5-6). Exhaling poisonous gas in a 60-foot cone, all creatures in the area take 56 (16d6) poison damage, or half on a DC 18 Con save.

LEGENDARY ACTIONS

It has 3 legendary actions. Only one option can be used at a time and only at the end of another creature’s turn. It regains spent actions at the start of its turn.

  • Detect. a Wis (Perception) check.
  • Tail Attack. a tail attack.
  • Wing Attack (Costs 2 Actions). Each creature within 10 feet must make a DC 19 Dex save or take 13 (2d6+6) damage and be knocked prone. It can then fly at half its flying speed.

ABOUT

Green dragons live in woodlands/jungles.

Dragon, Red

Huge dragon, chaotic

Armor Class 19
Hit Points 256 (19d12+133)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 24 (+7) 16 (+3) 12 (+1) 20 (+5)

Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Proficiency Areas Perception +13, Stealth +6
Damage Immunities Fire
Senses blindsight 60 ft., darkvision 120 ft.
Morale 10
Number Encountered 1-4 (1-4)
Challenge 17
Treasure Type H

SPECIAL TRAITS

  • Legendary Resistance (3/Day). If it fails a saving throw, it can opt to succeed instead.

ACTIONS

  • Multiattack. It can use its Frightful Presence and make 3 attacks: 1 bite and 2 claws.
  • Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.; Hit: 19 (2d10+8)+7 2d6) fire damage.
  • Claw. Melee Weapon Attack: +14 to hit; Hit: 15 (2d6+8).
  • Tail. Melee Weapon Attack: +14 to hit, reach 15 ft; Hit: 17 (2d8+8).
  • Frightful Presence. Each creature aware of it within 120 feet of the dragon’s choice must succeed on a DC 19 Wis save or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns. When it makes its save, it’s immune to Frightful Presence for the next 24 hours.
  • Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dex save, taking 63 (18d6) fire damage. A successful save halves the damage.

LEGENDARY ACTIONS

It can take 3 legendary actions. Only one option can be used at a time and only at the end of another creature’s turn. It regains spent actions at the start of its turn.

  • Detect. a Wis (Perception) check.
  • Tail Attack. a tail attack.
  • Wing Attack (Costs 2 Actions). Each creature within 10 feet must make a DC 22 Dex save or take 15 (2d6+8) damage and be knocked prone. It can then fly at half its flying speed.

ABOUT

Legendary Fire-breathers that live in hills and mountains.

Dragon, White

Huge dragon, neutral

Armor Class 18
Hit Points 200 (16d12+96)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1)

Saving Throws Dex +5, Con +11, Wis +6, Cha +6
Proficiency Areas Perception +11, Stealth +5
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft.
Morale 8
Number Encountered 1-4 (1-4)
Challenge 13
Treasure Type H

SPECIAL TRAITS

  • Ice Walk. The dragon can move across and climb icy surfaces without an ability check. Ice and snow are not Difficult terrain for it.
  • Legendary Resistance (3/Day). If it fails a saving throw, it can opt to succeed instead.

ACTIONS

  • Multiattack. It can use its Frightful Presence and make 3 attacks: 1 bite and 2 claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.; Hit: 17 (2d10+6)+4 1d8) cold damage.
  • Claw. Melee Weapon Attack: +11 to hit; Hit: 13 (2d6+6).
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft; Hit: 15 (2d8+6).
  • Frightful Presence. Each creature aware of it within 120 feet of the dragon’s choice must succeed on a DC 14 Wis save or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns. When it makes its save, it’s immune to Frightful Presence for the next 24 hours.
  • Cold Breath (Recharge 5-6). Exhaling an icy blast in a 60-foot cone, all in the area taki 54 (12d8) cold damage, or half that on a successful DC 19 Con save.

LEGENDARY ACTIONS

It can take 3 legendary actions. Only one option can be used at a time and only at the end of another creature’s turn. It regains spent actions at the start of its turn.

  • Detect. a Wis (Perception) check.
  • Tail Attack. a tail attack.
  • Wing Attack (Costs 2 Actions). Each creature within 10 feet must make a DC 19 Dex save or take 13 (2d6+6) damage and be knocked prone. It can then fly at half its flying speed.

ABOUT

White dragons live in cold regions.

Dryad

Medium fey, neutral

Armor Class 11 (16 with barkskin)
Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 18 (+4)

Proficiency Areas Perception +4, Stealth +5
Senses darkvision 60 ft.
Morale 6
Number Encountered 0 (1d6)
Challenge 1
Treasure Type D

SPECIAL TRAITS

  • Innate Spellcasting. Uses Cha (spell save DC 14). Cast these with no material components:
    • At will: guidance
    • 3/day each: entangle, goodberry
    • 1/day each: barkskin, pass without trace, shillelagh
  • Magic Resistance. Advantage on saves against magic.
  • Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
  • Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into a living tree within her reach and emerge from a second one within 60 feet of the first in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

ACTIONS

  • Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft; Hit: 2 (1d4) damage, or 8 (1d8+4) with shillelagh.
  • Fey Charm. Targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must make a DC 14 Wis save or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although not under the dryad’s control, it takes her requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the save to end the effect. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane, or ends the effect as a bonus action. If a target saves, it is immune to the dryad’s Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.

ABOUT

Female, beautiful, bark skinned tree spirits.

Elemental, Air

Large elemental, neutral

Armor Class 15
Hit Points 90 (12d10+24)
Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

Damage Resistances lightning, thunder; nonmagical physical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft.
Morale 10
Number Encountered 1 (1)
Challenge 5
Treasure Type

SPECIAL TRAITS

  • 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 creature makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit; Hit: 14 (2d8+5).
  • Whirlwind (Recharge 4-6). Each creature in the elemental’s space must make a DC 13 Str save or take 15 (3d8+2) and be flung up 20 feet away in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, it takes 3 (1d6) damage for every 10 feet thrown. If thrown at another creature, that creature must succeed on a DC 13 Dex save or take the same damage and be knocked prone. On a successful save, the target takes half damage and isn’t flung away or knocked prone.

ABOUT

Summoned spirits of pure elemental air.

Elemental, Earth

Large elemental, neutral

Armor Class 17
Hit Points 126 (12d10+60)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 4 (-3) 10 (+0) 4 (-3)

Damage Vulnerabilities thunder
Damage Resistances nonmagical physical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft.
Morale 10
Number Encountered 1 (1)
Challenge 5
Treasure Type

SPECIAL TRAITS

  • Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, it doesn’t disturb the material it moves through.
  • Siege Monster. The elemental deals double damage to objects and structures.

ACTIONS

  • Multiattack. The creature makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 10 ft.; Hit: 14 (2d8+5).

ABOUT

Beings of rock, dirt and stone, bound to this realm by powerful wizards.

Elemental, Fire

Large elemental, neutral

Armor Class 13
Hit Points 102 (12d10+36)
Speed 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 6 (-2)

Damage Resistances nonmagical physical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft.
Morale 10
Number Encountered 1 (1)
Challenge 5
Treasure Type

SPECIAL TRAITS

  • Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile 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 and catches fire; until someone takes an action to douse the fire, the creature takes 5 1d10) fire damage at the start of each of its turns.
  • Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
  • Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

ACTIONS

  • Multiattack. The creature makes two touch attacks.
  • Touch. Melee Weapon Attack: +6 to hit; Hit: 10 (2d6+3) fire damage. If the target is a creature or flammable, it ignites. The target takes 5 (1d10) fire damage at the start of each of its turns, until a creature takes an action to douse the fire.

ABOUT

Living flames of pure elemental fire, summoned to wreak havoc by destructive magic-users.

Elemental, Water

Large elemental, neutral

Armor Class 14
Hit Points 114 (12d10+48)
Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 4 (-3) 10 (+0) 8 (-1)

Damage Resistances acid; nonmagical physical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft.
Morale 10
Number Encountered 1 (1)
Challenge 5
Treasure Type

SPECIAL TRAITS

  • Water 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.
  • Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

ACTIONS

  • Multiattack. The creature makes two slam attacks.
  • Slam. Melee Weapon Attack: +7 to hit; Hit: 13 (2d8+4).
  • Whelm (Recharge 4-6). Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4). If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8+4). A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

ABOUT

Conjured beings of elemental water.

Gargoyle

Medium elemental, chaotic

Armor Class 15
Hit Points 52 (7d8+21)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 6 (-2)

Damage Resistances nonmagical physical attacks that aren’t adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft.
Morale 11
Number Encountered 1d6 (2-8)
Challenge 2
Treasure Type C

SPECIAL TRAITS

  • False Appearance. Gargoyles appear as inanimate statues when motionless.

ACTIONS

  • Multiattack. 2 attacks: 1 bite and 1 claw.
  • Bite. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).
  • Claws. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).

ABOUT

Magical monsters looking like horned, winged statues.

Genie, Djinni

Large elemental, lawful

Armor Class 17
Hit Points 161 (14d10+84)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 22 (+6) 14 (+2) 16 (+3) 20 (+5)

Saving Throws Dex +6, Wis +7, Cha +9
Damage Immunities lightning, thunder
Senses darkvision 120 ft.
Morale 12
Number Encountered 1 (1)
Challenge 11
Treasure Type

SPECIAL TRAITS

  • Elemental Demise. When a djinni dies, it disintegrates into a warm breeze, leaving behind only the equipment it was carrying.
  • Innate Spellcasting. Uses Cha (spell save DC 17, +9 to hit with spell attacks). It cast spells with no material components:
    • At will: detect evil and good, detect magic, thunderwave
    • 3/day each: create food and water (can create wine too), tongues, wind walk
    • 1/day each: conjure elemental (air), creation, gaseous form, invisibility, major image, plane shift

ACTIONS

  • Multiattack. three scimitar attacks.
  • Scimitar. Melee Weapon Attack: +9 to hit; Hit: 12 (2d6+5)+3 1d6) lightning or thunder damage (djinni’s choice).
  • Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

ABOUT

Noble beings from the plane of air, wreathed in cloud.

Genie, Efreeti

Large elemental, chaotic

Armor Class 17
Hit Points 200 (16d10+112)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 24 (+7) 16 (+3) 14 (+2) 16 (+3)

Saving Throws Int +7, Wis +6, Cha +7
Damage Immunities fire
Senses darkvision 120 ft.
Morale 12
Number Encountered 1 (1)
Challenge 11
Treasure Type

SPECIAL TRAITS

  • Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only the equipment it was carrying.
  • Innate Spellcasting. Uses Cha (spell save DC 15, +7 to hit with spell attacks. It casts spells without material components:
    • At will: detect magic
    • 3/day: enlarge/reduce, tongues
    • 1/day each: conjure elemental (fire), gaseous form, invisibility, major image, plane shift, wall of fire

ACTIONS

  • Multiattack. The creature makes two scimitar attacks or Hurl Flame twice.
  • Scimitar. Melee Weapon Attack: +10 to hit; Hit: 13 (2d6+6)+7 2d6) fire damage.
  • Hurl Flame. Ranged Spell Attack: +7 to hit, 120 ft.; Hit: 17 (5d6) fire damage.

ABOUT

Noble beings from the plane of fire, who look like giant men with demonic faces and auras of heat and smoke.

Ghost

Medium undead, any

Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 16 (+3)

Damage Resistances acid, fire, lightning, thunder; nonmagical physical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft.
Morale 10
Number Encountered 1 (1)
Challenge 4
Treasure Type N(D)

SPECIAL TRAITS

  • Ethereal Sight. Can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Incorporeal Movement. Can move through other creatures and objects as if difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS

  • Withering Touch. +5 to hit.; Hit: 17 (4d6+3) necrotic damage.
  • Etherealness. It can shift between the Ethereal and Material Planes. It is visible on the Material Plane while in the Border Ethereal, and vice versa, but can’t affect or be affected by anything on the other plane.
  • Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wis save or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns to end the fright. When the effect, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
  • Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Cha save or be possessed by the ghost which disappears, as the target is incapacitated and loses control of its body. Though the ghost now controls the body. the target remains aware. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead. It retains its alignment, Int, Wis, CHA, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or Proficiency Areas. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or it is turned or forced out by an effect like dispel evil and good. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Undead souls of humanoids unable to rest.

Ghoul, Ghast

Medium undead, chaotic

Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 8 (-1)

Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft.
Morale 10
Number Encountered 1d6 (1d6)
Challenge 2
Treasure Type B(T)

SPECIAL TRAITS

  • Stench. Any creature starting its turn within 5 feet of it must make a DC 10 Con save or be poisoned until the start of its next turn. On a successful save, the creature is immune to the ghast’s Stench for 24 hours.
  • Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

ACTIONS

  • Bite. Melee Weapon Attack: +3 to hit; Hit: 12 (2d8+3).
  • Claws. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3). A living creature must succeed on a DC 10 Con save or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns. A success ends the effect.

More cunning and powerful ghouls, often found leading packs of regular ghouls.

Ghoul

Medium undead, chaotic

Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 6 (-2)

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft.
Morale 9
Number Encountered 1d6 (2-16)
Challenge 1
Treasure Type B

ACTIONS

  • Bite. Melee Weapon Attack: +2 to hit; Hit: 9 (2d6+2).
  • Claws. Melee Weapon Attack: +4 to hit; Hit: 7 (2d4+2). A living creature must succeed on a DC 10 Con save or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns. A success ends the effect.

Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living.

Giant, Cloud

Huge giant, neutral

Armor Class 14
Hit Points 200 (16d12+96)
Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)

Saving Throws Con +10, Wis +7, Cha +7
Proficiency Areas Insight +7, Perception +7
Morale 10
Number Encountered 1d2 (1d3)
Challenge 9
Treasure Type E+5k gp

SPECIAL TRAITS

  • Keen Smell. Advantage on smell-based Wis checks.
  • Innate Spellcasting. Uses Charisma. It can cast these spells with no material components:
    • At will: detect magic, fog cloud, light
    • 3/day each: feather fall, fly, misty step, telekinesis
    • 1/day each: control weather, gaseous form

ACTIONS

  • Multiattack. The creature makes two morningstar attacks.
  • Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft.; Hit: 21 (3d8+8).
  • Rock. Ranged Weapon Attack: +12 to hit, 60/240 ft.; Hit: 30 (4d10+8).

ABOUT

Aggressive, 20 feet tall humanoids with skin and hair ranging from grey to white.

Giant, Fire

Huge giant, chaotic

Armor Class 18 (plate)
Hit Points 162 (13d12+78)
Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 22 (+6) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Dex +3, Con +10, Cha +5
Proficiency Areas Athletics +11, Perception +6
Damage Immunities fire
Morale 9
Number Encountered 1d2 (1d3)
Challenge 9
Treasure Type E+5k gp

ACTIONS

  • Multiattack. The creature makes two greatsword attacks.
  • Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft.; Hit: 28 (6d6+7).
  • Rock. Ranged Weapon Attack: +11 to hit, 60/240 ft.; Hit: 29 (4d10+7).

ABOUT

Black hair and red skin. Dress in armor from golden metals. Dwell in places of extreme heat (e.g. near volcanoes).

Giant, Frost

Huge giant, chaotic

Armor Class 15 (patch armor)
Hit Points 138 (12d12+60)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 20 (+5) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Con +8, Wis +3, Cha 18 (+4)
Proficiency Areas Athletics +9, Perception +3
Damage Immunities cold
Morale 9
Number Encountered 1d2 (1d4)
Challenge 8
Treasure Type E+5k gp

ACTIONS

  • Multiattack. The creature makes two greataxe attacks.
  • Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft.; Hit: 25 (3d12+6).
  • Rock. Ranged Weapon Attack: +9 to hit, 60/240 ft.; Hit: 28 (4d10+6).

ABOUT

Pale skin and hair (yellow or blue hued). Dress in furs or iron armor.

Giant, Hill

Huge giant, chaotic

Armor Class 13
Hit Points 105 (10d12+40)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 4 (-3) 8 (-1) 6 (-2)

Proficiency Areas Perception +2
Morale 8
Number Encountered 1d4 (2d4)
Challenge 5
Treasure Type E+5k gp

ACTIONS

  • Multiattack. The creature makes two greatclub attacks.
  • Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft.; Hit: 18 (3d8+5).
  • Rock. Ranged Weapon Attack: +8 to hit, 60/240 ft.; Hit: 21 (3d10+5).

ABOUT

Hairy, brutish, 12 feet tall and of low intelligence. Known to attack human settlements to steal food.

Giant, Stone

Huge giant, neutral

Armor Class 17
Hit Points 126 (11d12+55)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Dex +5, Con +8, Wis +4
Proficiency Areas Athletics +12, Perception +4
Senses darkvision 60 ft.
Morale 9
Number Encountered 1d2 (1d6)
Challenge 7
Treasure Type E+5k gp

SPECIAL TRAITS

  • Stone Camouflage. Advantage on Dex (Stealth) checks made to hide in rocky terrain.

ACTIONS

  • Multiattack. The creature makes two greatclub attacks.
  • Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft; Hit: 19 (3d8+6).
  • Rock. Ranged Weapon Attack: +9 to hit, 60/240 ft.; Hit: 28 (4d10+6). Creature must save vs DC 17 Str or be knocked prone.

REACTIONS

  • Rock Catching. If a rock is hurled at the giant, it can catch it and take no damage with a DC 10 Dex save.

14 feet tall with stone-like, grey skin. Dwell in caverns or primitive huts of stone.

Giant, Storm

Huge giant, lawful

Armor Class 16 (scale mail)
Hit Points 230 (20d12+100)
Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9
Proficiency Areas Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances cold
Damage Immunities lightning, thunder
Morale 10
Number Encountered 1 (1d3)
Challenge 13
Treasure Type E+5k gp

  • Amphibious. Can breathe air and water.
  • Innate Spellcasting. Uses Charisma (spell save DC 17). It can cast these spells with no material components:
    • At will: detect magic, feather fall, levitate, light
    • 3/day each: control weather, water breathing

    ACTIONS

    • Multiattack. The creature makes two greatsword attacks.
    • Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft.; Hit: 30 (6d6+9).
    • Rock. Ranged Weapon Attack: +14 to hit, 60/240 ft.; Hit: 35 (4d12+9).
    • Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dex save, taking 54 (12d8) lightning damage. A successful save halves the damage.

    ABOUT

    22 feet tall with bronze-hued skin and garish hair (red or yellow).

    Gnoll

    Medium humanoid (gnoll), chaotic

    Armor Class 15 (hide armor, shield)
    Hit Points 22 (5d8)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 6 (-2)

    Senses darkvision 60 ft.
    Morale 8
    Number Encountered 1d6 (3-18)
    Challenge ½
    Treasure Type D

    SPECIAL TRAITS

    • Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

    ACTIONS

    • Bite. Melee Weapon Attack: +4 to hit.; Hit: 4 (1d4+2).
    • Spear. Melee or Ranged Weapon Attack: +4 to hit, (range 20/60 ft.); Hit: 5 (1d6+2), or 6 (1d8+2) if used with two hands to make a melee attack.
    • Longbow. Ranged Weapon Attack: +3 to hit, 150/600 ft.; Hit: 5 (1d8+1).

    ABOUT

    Lazy, humanoid hyenas living by intimidation and theft.

    Goblin

    Small humanoid (goblinoid), chaotic

    Armor Class 15 (leather armor, shield)
    Hit Points 7 (2d6)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

    Proficiency Areas Stealth +6
    Senses darkvision 60 ft.
    Morale 7
    Number Encountered 2-8 (6-10)
    Challenge ¼
    Treasure Type R(C)

    SPECIAL TRAITS

    • Nimble Escape. Goblins can take the Disengage or Hide action as a bonus action on each turn.

    ACTIONS

    • Scimitar. Melee Weapon Attack: +4 to hit.; Hit: 5 (1d6+2).
    • Shortbow. Ranged Weapon Attack: +4 to hit, 80/320 ft.; Hit: 5 (1d6+2).

    ABOUT

    Small creatures that inhabit dark woods, underground caverns, and the fet realms.

    Golem, Clay

    Large construct, neutral

    Armor Class 14
    Hit Points 133 (14d10+56)
    Speed 20 ft.

    STR DEX CON INT WIS CHA
    20 (+5) 8 (-1) 18 (+4) 2 (-4) 8 (-1) 1 (-5)

    Damage Immunities acid, poison, psychic; nonmagical physical attacks that aren’t adamantine
    Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
    Senses darkvision 60 ft.
    Morale 12
    Number Encountered 1 (1)
    Challenge 9
    Treasure Type

    SPECIAL TRAITS

    • Acid Absorption. It ignores acid damage and instead regains hit points equal to the acid damage dealt.
    • Berserk. When starting its turn with 60 hit points or fewer, roll a d6. On a 6, it goes berserk. On each turn while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, it attacks an object, with preference for objects smaller than itself. Once it goes berserk, it continues so until it is destroyed or regains all its hit points.
    • Immutable Form. The golem is immune to any spell or effect that would alter its form.
    • Magic Resistance. Advantage on saves against magic.
    • Magic Weapons. Its attacks are magical.

    ACTIONS

    • Multiattack. 2 slam attacks.
    • Slam. Melee Weapon Attack: +8 to hit; Hit: 16 (2d10+5). Target creature must succeed on a DC 15 Con save or have its hit point maximum reduced by the amount of damage taken. Target dies if this attack reduces its hit point maximum to 0. This lasts until removed by the greater restoration spell or other magic.
    • Haste (Recharge 5-6). Until the end of its next turn, it magically gains a +2 bonus to its AC, advantage on Dex saves, and can slam attack as a bonus action.

    ABOUT

    Sculptures often animated by divine power.

    Golem, Flesh

    Medium construct, neutral

    Armor Class 9
    Hit Points 93 (11d8+44)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 4 (-3)

    Damage Immunities lightning, poison; nonmagical physical attacks that aren’t adamantine
    Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
    Senses darkvision 60 ft.
    Morale 12
    Number Encountered 1 (1)
    Challenge 5
    Treasure Type

    SPECIAL TRAITS

    • Berserk. Whenever it starts its turn with 40 hit points or less, roll 1d6. On a 6, it goes berserk. Each turn it is berserk, it attacks the nearest creature it can see. If no one is near enough, it attacks an object, preferring ones smaller than itself. Once berserk, it stays so until destroyed or regains all hit points. The golem’s creator, if within 60 feet, can try to calm it by speaking firmly and persuasively. It must be able to hear its creator, who must take an action to make a DC 15 Cha check. If successful, it ceases being berserk. If it takes damage while at 40 hit points or fewer, it may go berserk again.
    • Aversion of Fire. If it takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
    • Immutable Form. The golem is immune to any spell or effect that would alter its form.
    • Lightning Absorption. Whenever takes lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
    • Magic Resistance. Advantage on saves against magic.
    • Magic Weapons. The golem’s weapon attacks are magical.

    ACTIONS

    • Multiattack. The creature makes two slam attacks.
    • Slam. Melee Weapon Attack: +7 to hit; Hit: 13 (2d8+4).

    ABOUT

    Stitched from body parts and animated.

    Golem, Stone

    Large construct, neutral

    Armor Class 17
    Hit Points 178 (17d10+85)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    22 (+6) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 1 (-5)

    Damage Immunities poison, psychic; nonmagical physical attacks that aren’t adamantine
    Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
    Senses darkvision 120 ft.
    Morale 12
    Number Encountered 1 (1)
    Challenge 10
    Treasure Type

    SPECIAL TRAITS

    • Immutable Form. The golem is immune to any spell or effect that would alter its form.
    • Magic Resistance. Advantage on saves against magic.
    • Magic Weapons. The golem’s weapon attacks are magical.

    ACTIONS

    • Multiattack. The creature makes two slam attacks.
    • Slam. Melee Weapon Attack: +10 to hit; Hit: 19 (3d8+6).
    • Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wis save against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    ABOUT

    Constructs often guarding ancient tombs and cities of great arcane power.

    Gorgon

    Large monstrosity, chaotic

    Armor Class 19
    Hit Points 114 (12d10+48)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    20 (+5) 10 (+0) 18 (+4) 2 (-4) 12 (+1) 6 (-2)

    Proficiency Areas Perception +4
    Condition Immunities petrified
    Senses darkvision 60 ft.
    Morale 8
    Number Encountered 1-2 (1-4)
    Challenge 5
    Treasure Type E

    SPECIAL TRAITS

    • Trampling Charge. If the gorgon moves at least 20 feet straight toward a foe and hits it with a gore attack on the same turn, the target must make a DC 16 Str save or be knocked prone. If prone, the gorgon can make one attack with its hooves against it as a bonus action.

    ACTIONS

    • Gore. Melee Weapon Attack: +8 to hit; Hit: 18 (2d12+5).
    • Hooves. Melee Weapon Attack: +8 to hit; Hit: 16 (2d10+5).
    • Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Con save. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

    ABOUT

    Magical monsters resembling iron-scaled bulls. They Dwell in plains or foothills and also in dungeons.

    Griffon

    Large monstrosity, neutral

    Armor Class 12
    Hit Points 59 (7d10+21)
    Speed 30 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 14 (+2) 16 (+3) 2 (-4) 12 (+1) 8 (-1)

    Proficiency Areas Perception +5
    Senses darkvision 60 ft.
    Morale 8
    Number Encountered 0 (2d8)
    Challenge 2
    Treasure Type E

    SPECIAL TRAITS

    • Keen Sight. Advantage on Wis (Perception) checks that rely on sight.

    ACTIONS

      • Multiattack. 2 attacks: beak and claws.
      • Beak. Melee Weapon Attack: +6 to hit; Hit: 8 (1d8+4).
      • Claws. Melee Weapon Attack: +6 to hit; Hit: 11 (2d6+4).

    Rapacious predators that combine the features of eagles and lions. They love horsemeat above all.

    Hag, Black

    Medium fiend, neutral evil

    Armor Class 17
    Hit Points 112 (15d8+45)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)

    Proficiency Areas Deception +7, Insight +6, Perception +6, Stealth +6
    Damage Resistances cold, fire; nonmagical non-silver physical attacks
    Condition Immunities charmed
    Senses darkvision 120 ft.
    Morale 10
    Number Encountered 1 (1)
    Challenge 5
    Treasure Type C

    SPECIAL TRAITS

    • Innate Spellcasting. The hag’s innate Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
      • At will: detect magic, magic missile
      • 2/day each: plane shift (self only), ray of enfeeblement, sleep
    • Magic Resistance. Advantage on saves against magic.

    ACTIONS

    • Claws (Hag Form Only). Melee Weapon Attack: +7 to hit; Hit: 13 (2d8+4).
    • Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.
    • Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
    • Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane, causing dreadful visions as long as contact persists. Protection from evil and good prevents this contact, as does magic circle. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If the target’s hit point maximum is reduced to 0, the target dies, and if it was evil, its soul is trapped in the hag’s soul bag. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic.

    ABOUT

    These blue-black hags live in caves or in huts deep in dark woods. Usually with 3d6 evil monsters (many of them often undead)

    Hag, Sea

    Medium fey, chaotic

    Armor Class 14
    Hit Points 52 (7d8+21)
    Speed 30 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 12 (+1)

    Senses darkvision 60 ft.
    Morale 10
    Number Encountered 1 (1)
    Challenge 2
    Treasure Type G+M

    • Amphibious. The hag can breathe air and water.
    • Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wis save. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

    ACTIONS

    • Claws. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3).
    • Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wis save against this magic or drop to 0 hit points.
    • Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

    ABOUT

    Living in shallow coast waters, sea hags are among the ugliest creatures known. It never leaves the sea for more than three hours.

    Harpy

    Medium monstrosity, chaotic

    Armor Class 11
    Hit Points 38 (7d8+7)
    Speed 20 ft., fly 40 ft.

    STR DEX CON INT WIS CHA
    12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

    Morale 7
    Number Encountered 1d6 (2-8)
    Challenge 1
    Treasure Type C

    ACTIONS

    • Multiattack. 2 attacks: claws and club.
    • Claws. Melee Weapon Attack: +3 to hit; Hit: 6 (2d4+1).
    • Club. Melee Weapon Attack: +3 to hit; Hit: 3 (1d4+1).
    • Luring Song. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wis save or be charmed until the song ends. The harpy must take a bonus action every turn to continue singing. The song ends if it is incapacitated.

      While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, it must move on its turn toward the harpy by the most direct route, to get within 5 feet. It doesn’t avoid opportunity attacks. Before moving into damaging terrain, such as lava, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

      A target that successfully saves is immune to this harpy’s song for the next 24 hours.

      Grotesque females with legs and wings of giant eagles.

      Hell Hound

      Medium fiend, lawful

      Armor Class 15
      Hit Points 45 (7d8+14)
      Speed 50 ft.

      STR DEX CON INT WIS CHA
      16 (+3) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 6 (-2)

      Proficiency Areas Perception +5
      Damage Immunities fire
      Senses darkvision 60 ft.
      Morale 9
      Number Encountered 2-8 (2-8)
      Challenge 3
      Treasure Type C

      SPECIAL TRAITS

      • Keen Hearing and Smell. Advantage on hearing or smell based Wis checks.
      • Pack Tactics. The creature has Advantage on attack rolls if at least one non-incapacitated ally is within 5 feet of the prey.

      ACTIONS

      • Bite. Melee Weapon Attack: +5 to hit; Hit: 7 (1d8+3)+7 (2d6) fire damage.
      • Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dex save, taking 21 (6d6) fire damage. A successful save halves the damage.

      ABOUT

      Fire-breathing hounds the size of small ponies. They love heat and dwell in dungeons or near volcanoes.

      Hippogriff

      Large monstrosity, neutral

      Armor Class 11
      Hit Points 19 (3d10+3)
      Speed 40 ft., fly 60 ft.

      STR DEX CON INT WIS CHA
      16 (+3) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 8 (-1)

      Proficiency Areas Perception +5
      Morale 8
      Number Encountered 0 (2-16)
      Challenge 1
      Treasure Type

      SPECIAL TRAITS

      • Keen Sight. Advantage on Wis (Perception) checks that rely on sight.

      ACTIONS

      • Multiattack. 2 attacks: one beak and one claws.
      • Beak. Melee Weapon Attack: +5 to hit; Hit: 8 (1d10+3).
      • Claws. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3).

      ABOUT

      Fantastic creatures combining the features of eagles horses. They nest among craggy rocks and may are sometimes tamed as mounts.

      Hobgoblin

      Medium humanoid (goblinoid), chaotic

      Armor Class 18 (chain mail, shield)
      Hit Points 11 (2d8+2)
      Speed 30 ft.

      STR DEX CON INT WIS CHA
      12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

      Senses darkvision 60 ft.

      Languages Common, Goblin
      Morale 8
      Number Encountered 1d6 (4-24)
      Challenge ½
      Treasure Type D

      SPECIAL TRAITS

      • Martial Advantage. Once per turn, it can deal an extra 7 (2d6) damage to a foe it hits with a weapon attack if that foe is within 5 feet of an ally that isn’t incapacitated.

      ACTIONS

      • Longsword. Melee Weapon Attack: +3 to hit. Hit: 5 (1d8+1), or 6 (1d10+1) if used with 2 hands.
      • Longbow. Ranged Weapon Attack: +3 to hit, 150/600 ft.; Hit: 5 (1d8+1).

      ABOUT

      Larger, militaristic relatives of goblins. They dwell underground, but commonly raid above ground.

      Hydra

      Huge monstrosity, neutral

      Armor Class 15
      Hit Points 172 (15d12+75)
      Speed 30 ft., swim 30 ft.

      STR DEX CON INT WIS CHA
      20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 6 (-2)

      Proficiency Areas Perception +6
      Senses darkvision 60 ft.
      Morale 9
      Number Encountered 1 (1)
      Challenge 8
      Treasure Type B

      SPECIAL TRAITS

      • Hold Breath. Can hold its breath for 1 hour.
      • Multiple Heads. The hydra has five heads. While it has more than one head, Advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
      • Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
      • Wakeful. While the hydra sleeps, at least one of its heads is awake.

      ACTIONS

      • Multiattack. as many bite attacks as it has heads.
      • Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.; Hit: 10 (1d10+5).

      ABOUT

      Large, dragon-like creatures with multiple, serpentine heads. Sea hydras also exist.

      Invisible Stalker

      Medium elemental, neutral

      Armor Class 14
      Hit Points 104 (16d8+32)
      Speed 50 ft., fly 50 ft. (hover)

      STR DEX CON INT WIS CHA
      16 (+3) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

      Proficiency Areas Perception +8, Stealth +10
      Damage Resistances nonmagical physical attacks
      Damage Immunities poison
      Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
      Senses darkvision 60 ft.
      Morale 12
      Number Encountered 1 (1)
      Challenge 6
      Treasure Type N

      SPECIAL TRAITS

      • Invisibility. The stalker is invisible.
      • Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

      ACTIONS

      • Multiattack. The creature makes two slam attacks.
      • Slam. Melee Weapon Attack: +6 to hit; Hit: 10 (2d6+3).

      ABOUT

      Creatures of magic from another dimension.

      Kobold

      Small humanoid (kobold), chaotic

      Armor Class 12
      Hit Points 5 (2d6-2)
      Speed 30 ft.

      STR DEX CON INT WIS CHA
      6 (-2) 14 (+2) 8 (-1) 8 (-1) 6 (-2) 8 (-1)

      Senses darkvision 60 ft.
      Morale 6
      Number Encountered 4d4 (6d10)
      Challenge ?
      Treasure Type P (J)

      Sunlight Sensitivity. While in sunlight, it has disadvantage on attack rolls, and sight-based Wis checks.

    • Pack Tactics. 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

    • Dagger. Melee Weapon Attack: +4 to hit; Hit: 4 (1d4+2).
    • Sling. Ranged Weapon Attack: +4 to hit, 30/120 ft.; Hit: 4 (1d4+2).

    ABOUT

    Sadistic, Short and dog-like cowards with scaly skin from rusty brown to rusty black.

    Lizardfolk

    Medium humanoid (lizardfolk), neutral

    Armor Class 15 (shield)
    Hit Points 22 (4d8+4)
    Speed 30 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 10 (+0) 12 (+1) 6 (-2) 12 (+1) 6 (-2)

    Proficiency Areas Perception +3, Stealth +4, Survival +5,
    Morale 12
    Number Encountered 2d4 (6d6)
    Challenge ½
    Treasure Type D

    SPECIAL TRAITS

    • Hold Breath. can hold its breath for 15 minutes.

    ACTIONS

    • Multiattack. The creature makes two melee attacks, each one with a different weapon.
    • Bite. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).
    • Heavy Club. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).
    • Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft.; Hit: 5 (1d6+2).
    • Spiked Shield. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).

    ABOUT

    Lizardfolk live in dungeons, especially those with water entrances. They otherwise dwell in marshes.

    Manticore

    Large monstrosity, chaotic

    Armor Class 14
    Hit Points 68 (8d10+24)
    Speed 30 ft., fly 50 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

    Senses darkvision 60 ft.
    Morale 9
    Number Encountered 1d2 (1d4)
    Challenge 3
    Treasure Type D

    SPECIAL TRAITS

    • Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

    ACTIONS

    • Multiattack. 3 attacks: 1 bite and 2 claws or 3 tail spikes.
    • Bite. Melee Weapon Attack: +5 to hit.; Hit: 7 (1d8+3).
    • Claw. Melee Weapon Attack: +5 to hit.; Hit: 6 (1d6+3).
    • Tail Spike. Ranged Weapon Attack: +5 to hit, 100/200 ft.; Hit: 7 (1d8+3).

    ABOUT

    Lion bodies with giant bat wings, long reptilian tails with barbed spikes and a human face. Human eaters.

    Medusa

    Medium monstrosity, chaotic

    Armor Class 15
    Hit Points 127 (17d8+51)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    10 (+0) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 14 (+2)

    Proficiency Areas Deception +5, Insight +4, Perception +4, Stealth +5
    Senses darkvision 60 ft.
    Morale 8
    Number Encountered 1d3 (1d4)
    Challenge 6
    Treasure Type F

    SPECIAL TRAITS

    • Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of it, it can force a DC 14 Con save if the medusa isn’t incapacitated and can see the creature. If the save fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

    ACTIONS

    • Multiattack. 3 melee attacks?1 with snake hair and 2 with shortsword?or 2 ranged attacks with longbow.
    • Snake Hair. Melee Weapon Attack: +5 to hit; Hit: 4 (1d4+2)+14 (4d6) poison damage.
    • Shortsword. Melee Weapon Attack: +5 to hit; Hit: 5 (1d6+2).
    • Longbow. Ranged: +5 to hit, 150/600 ft.; Hit: 6 (1d8+2)+7 (2d6) poison damage.

    ABOUT

    Monstrous women with snakes in place of hair.

    Merfolk

    Medium humanoid (merfolk), neutral

    Armor Class 11
    Hit Points 11 (2d8+2)
    Speed 10 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    10 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1)

    Proficiency Areas Perception +2
    Morale 8
    Number Encountered 0 (1d20)
    Challenge ?
    Treasure Type A

    SPECIAL TRAITS

    • Amphibious can breathe air and water.

    ACTIONS

    • Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft.; Hit: 3 (1d6), or 4 (1d8) if used with two hands to make a melee attack.

    ABOUT

    Aquatic men with fishtails instead of legs.

    Minotaur

    Large monstrosity, chaotic

    Armor Class 14
    Hit Points 76 (9d10+27)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 10 (+0) 16 (+3) 6 (-2) 16 (+3) 8 (-1)

    Proficiency Areas Perception +7
    Senses darkvision 60 ft.
    Morale 12
    Number Encountered 1d6 (1d8)
    Challenge 3
    Treasure Type C

    SPECIAL TRAITS

    • Charge. Move at least 10 feet straight toward a target and hit it with a gore attack on the same turn to give an extra 9 (2d8) damage. It must make a DC 14 Str save or be knocked prone.
    • Labyrinthine Recall. Can perfectly recall any path it has traveled.
    • Reckless. At the start of its turn, it can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

    ACTIONS

    • Greataxe. Melee Weapon Attack: +6 to hit.; Hit: 17 (2d12+4).
    • Gore. Melee Weapon Attack: +6 to hit; Hit: 13 (2d8+4).

    ABOUT

    Human bodied with heads of a horned bull, these usually live in dungeons, and delight in human flesh. They relentless chase fleeing prey.

    Mummy

    Medium undead, chaotic

    Armor Class 11
    Hit Points 58 (9d8+18)
    Speed 20 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 8 (-1) 14 (+2) 6 (-2) 10 (+0) 12 (+1)

    Saving Throws Wis +2
    Damage Vulnerabilities fire
    Damage Resistances nonmagical physical attacks
    Damage Immunities necrotic, poison
    Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
    Senses darkvision 60 ft.
    Morale 12
    Number Encountered 1d4 (1d12)
    Challenge 3
    Treasure Type D

    ACTIONS

    • Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
    • Rotting Fist. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3)+10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Con save or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
    • Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wis save against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

    ABOUT

    Undead corpses animated through the auspices of dark desert gods. They haunt old tombs and lost ruins.

    Ogre

    Large giant, chaotic

    Armor Class 11 (hide armor)

    Hit Points 59 (7d10+21)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 8 (-1) 16 (+3) 4 (-3) 6 (-2) 6 (-2)

    Senses darkvision 60 ft.
    Morale 10
    Number Encountered 1d6 (2d6)
    Challenge 2
    Treasure Type C+1k gp

    ACTIONS

    • Greatclub. Melee Weapon Attack: +6 to hit; Hit: 13 (2d8+4).
    • Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft.; Hit: 11 (2d6+4).

    ABOUT

    Savage and cruel humanoids. Often dwell in caves.

    Ogre Mage

    Large giant, chaotic

    Armor Class 16 (chain mail)
    Hit Points 110 (13d10+39)
    Speed 30 ft., fly 30 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2)

    Saving Throws Dex +3, Con +6, Wis +4, Cha +5
    Proficiency Areas Arcana +5, Deception +8, Perception +4
    Senses darkvision 60 ft.
    Morale 10
    Number Encountered 1 (1)
    Challenge 7
    Treasure Type C

    SPECIAL TRAITS

    • Innate Spellcasting. Uses Cha (spell save DC 13). Casts the following spells with no material components:
      • At will: darkness, invisibility
      • 1/day each: charm person, cone of cold, gaseous form, sleep
    • Magic Weapons. The oni’s weapon attacks are magical.
    • Regeneration. The ogre mage regains 10 hit points at the start of its turn if it has at least 1 hit point.

    ACTIONS

    • Multiattack. The creature makes two attacks, either with claws or glaive.
    • Claw (Oni Form Only). Melee Weapon Attack: +7 to hit; Hit: 8 (1d8+4).
    • Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.; Hit: 15 (2d10+4) or 9 1d10+4) in Small or Medium form.
    • Change Shape. The Ogre Mage magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that?s transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the Ogre Mage dies, it reverts to its true form, and its glaive reverts to its normal size.

    ABOUT

    These evil spirit clad themselves in the living flesh of ogres when they enter the mortal realm to cause havoc.

    Ooze, Black Pudding

    Large ooze, neutral

    Armor Class 7
    Hit Points 85 (10d10+30)
    Speed 20 ft., climb 20 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 4 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)

    Damage Immunities acid, cold, lightning, slashing
    Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
    Senses blindsight 60 ft. (blind beyond this)
    Morale 12
    Number Encountered 1(0)
    Challenge 4
    Treasure Type

    SPECIAL TRAITS

    • Amorphous. can move through a space as narrow as 1 inch wide without squeezing.
    • Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative 1 penalty to damage rolls.? If its penalty drops to 5, the weapon is? destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
    • Spider Climb. Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    ACTIONS

    • Pseudopod. Melee Weapon Attack: +5 to hit; Hit: 6 (1d6+3)+18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative 1? penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

    REACTIONS

    • Split. When a Medium or larger pudding is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding.

    ABOUT

    Mindless blobs of black jelly, driven by endless hunger.

    Ooze, Gelatinous Cube

    Large ooze, neutral

    Armor Class 6
    Hit Points 84 (8d10+40)
    Speed 15 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 2 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

    Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
    Senses blindsight 60 ft. (blind beyond this)
    Morale 12
    Number Encountered 1(0)
    Challenge 2
    Treasure Type V

    SPECIAL TRAITS

    • Ooze Cube. The cube takes up its entire space. Other creatures can enter the 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 can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. It can hold only one Large creature or up to four Medium creatures inside it at a time.
    • Transparent. Even when it is in plain sight, it takes a successful DC 15 Wis (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube.

    ACTIONS

    • Pseudopod. Melee Weapon Attack: +4 to hit; Hit: 10 (3d6) acid damage.
    • Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dex save. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature’s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

    ABOUT

    Mindless cubes of transparent jelly, they move through dungeons, absorbing all debris and living creatures on their way.

    Ooze, Gray

    Medium ooze, neutral

    Armor Class 8
    Hit Points 22 (3d8+9)
    Speed 10 ft., climb 10 ft.

    STR DEX CON INT WIS CHA
    12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

    Proficiency Areas Stealth +2
    Damage Resistances acid, cold, fire
    Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
    Senses blindsight 60 ft. (blind beyond this)
    Morale 12
    Number Encountered 1(0)
    Challenge ½
    Treasure Type

    SPECIAL TRAITS

    • Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
    • Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative 1 penalty to damage rolls. If? its penalty drops to 5, the? weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
    • False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

    ACTIONS

    • Pseudopod. Melee Weapon Attack: +3 to hit.; Hit: 4 (1d6+1)+7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative 1? penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

    ABOUT

    Slimy horrors lurk on stone surfaces before pouncing.

    Ooze, Ochre Jelly

    Large ooze

    Armor Class 8
    Hit Points 45 (6d10+12)
    Speed 10 ft., climb 10 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

    Damage Resistances acid
    Damage Immunities lightning, slashing
    Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
    Senses blindsight 60 ft. (blind beyond this)
    Morale 12
    Number Encountered 1(0)
    Challenge 2
    Treasure Type

    SPECIAL TRAITS

    • Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
    • Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    ACTIONS

    • Pseudopod. Melee Weapon Attack: +4 to hit; Hit: 9 (2d6+2)+3 (1d6) acid damage.

    REACTIONS

    • Split. When Medium or larger Jelly is subjectedto lightning or slashing damage, it splits into two 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 a size smaller than the original.

    ABOUT

    This amoeba eats through cloth, wood, and leather.

    Orc

    Medium humanoid (orc), chaotic

    Armor Class 13 (hide armor)

    HP 15 (2d8+6)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

    Proficiency Areas Intimidation +2
    Senses darkvision 60 ft
    Morale 6
    Number Encountered 2d4 (6d10)
    Challenge ½
    Treasure Type D

    SPECIAL TRAITS

    • Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

    ACTIONS

    • Greataxe. Melee Weapon Attack: +5 to hit.; Hit: 9 (1d12+3).
    • Javelin. Melee or Ranged Weapon Attack: +5 to hit, (range 30/120 ft.); Hit: 6 (1d6+3).

    ABOUT

    Ugly tribal humanoids who live underground and are active at night. They are both sadistic and aggressive.

    Owlbear

    Large monstrosity, neutral

    Armor Class 13
    Hit Points 59 (7d10+21)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    20 (+5) 12 (+1) 16 (+3) 2 (-4) 12 (+1) 6 (-2)

    Proficiency Areas Perception +3
    Senses darkvision 60 ft.
    Morale 9
    Number Encountered 1d4(1d4)
    Challenge 3
    Treasure Type C

    SPECIAL TRAITS

    • Keen Sight and Smell. Advantage on sight and smell-based Wis checks.

    ACTIONS

    • Multiattack. 2 attacks: 1 beak and 1 claws.
    • Beak. Melee Weapon Attack: +7 to hit; Hit: 10 (1d10+5).
    • Claws. Melee Weapon Attack: +7 to hit; Hit: 14 (2d8+5).

    ABOUT

    Magical hybrid bears with giant owl heads. They prefer woods, but are as likely to live in caves or dungeons.

    Pegasus

    Large celestial, lawful

    Armor Class 12
    Hit Points 59 (7d10+21)
    Speed 60 ft., fly 90 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

    Saving Throws Dex +4, Wis +4, Cha +3
    Proficiency Areas Perception +6
    Morale 8
    Number Encountered 0 (1d12)
    Challenge 2
    Treasure Type

    ACTIONS

    • Hooves. Melee Weapon Attack: +6 to hit; Hit: 11 (2d6+4).

    ABOUT

    Shy and wild intelligent winged horses.

    Pseudodragon

    Tiny dragon, neutral

    Armor Class 13
    Hit Points 7 (2d4+2)
    Speed 15 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    6 (-2) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

    Proficiency Areas Perception +3, Stealth +4
    Senses blindsight 10 ft., darkvision 60 ft.
    Morale 7
    Number Encountered 1 (1)
    Challenge ¼
    Treasure Type Lx10

    • Keen Senses. Advantage on Wis (Perception) checks that rely on sight, hearing, or smell.
    • Magic Resistance. Advantage on saves against magic.
    • Limited Telepathy. Communicate simple ideas, emotions, and images with anyone who understands a language within 100 ft.

    ACTIONS

    • Bite. Melee Weapon Attack: +4 to hit; Hit: 4 (1d4+2).
    • Sting. Melee Weapon Attack: +4 to hit; Hit: 4 (1d4+2), Target must make a DC 11 Con save or be poisoned for 1 hour. If save fails by 5+, it also falls unconscious, until it takes damage or someone shakes it awake as an action.

    ABOUT

    Miniature dragons, highly sought after as familiars by magic-users.s.

    Purple Worm

    Gargantuan monstrosity, neutral

    Armor Class 18
    Hit Points 247 (15d20+90)
    Speed 50 ft., burrow 30 ft.

    STR DEX CON INT WIS CHA
    28 (+9) 6 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

    Saving Throws Con +11, Wis +4
    Senses blindsight 30 ft., tremorsense 60 ft.
    Morale 10
    Number Encountered 1d2 (1d4)
    Challenge 15
    Treasure Type D

    SPECIAL TRAITS

    • Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

    ACTIONS

    • Multiattack. The creature makes two attacks: one with its bite and one with its stinger.
    • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.; Hit: 22 (3d8+9). If the target is Large or smaller, it must succeed on a DC 19 Dex save or be swallowed. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm. It takes 21 (6d6) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 21 Con save at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
    • Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft.; Hit: 19 (3d6+9), target takes 42 (12d6) poison damage, or half that on a DC 19 Con save.

    ABOUT

    Gigantic slimy worms living in large tunnels they burrow themselves underground. They strike at the surface only when looking for prey.

    Rakshasa

    Medium fiend, lawful

    Armor Class 16
    Hit Points 110 (13d8+52)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 16 (+3) 18 (+4) 12 (+1) 16 (+3) 1 (-5)

    Proficiency Areas Deception +10, Insight +8
    Damage Vulnerabilities piercing from magic weapons wielded by good creatures
    Damage Immunities nonmagical physical attacks
    Senses darkvision 60 ft.
    Morale 9
    Number Encountered 1d4 (1d4)
    Challenge 13
    Treasure Type E

    SPECIAL TRAITS

    • Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
    • Innate Spellcasting. The rakshasa’s innate Charisma (spell save DC 18, +10 to hit with spell attacks). Can innately cast the following spells, requiring no material components:
      • At will: detect thoughts, disguise self, mage hand, minor illusion
      • 3/day each: charm person, detect magic, invisibility, major image, suggestion
      • 1/day each: dominate person, fly, plane shift, true seeing

    ACTIONS

    • Multiattack. The creature makes two claw attacks.
    • Claw. Melee Weapon Attack: +7 to hit; Hit: 9 (2d6+2) and target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

    ABOUT

    Demonic spirits incarnated on this plane. Fond of scheming and eating human flesh.

    Rust Monster

    Medium monstrosity, neutral

    Armor Class 14
    Hit Points 27 (5d8+5)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    12 (+1) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

    Senses darkvision 60 ft.
    Morale 7
    Number Encountered 1d4 (1d4)
    Challenge ½
    Treasure Type

    SPECIAL TRAITS

    • Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
    • Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative 1 penalty to? damage rolls. If its penalty drops to 5, the? weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

    ACTIONS

    • Bite. Melee Weapon Attack: +3 to hit; Hit: 5 (1d8+1).
    • Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dex save to avoid the rust monster’s touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative 1? penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

    ABOUT

    Insectile armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on rusted metal.

    Satyr

    Medium fey, chaotic

    Armor Class 14 (leather armor)
    Hit Points 31 (7d8)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    12 (+1) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 14 (+2)

    Proficiency Areas Perception +2, Performance +6, Stealth +5
    Morale 6
    Number Encountered 0 (1d12)
    Challenge ½
    Treasure Type B

    SPECIAL TRAITS

    • Magic Resistance. Advantage on saves against magic.

    ACTIONS

    • Ram. Melee Weapon Attack: +3 to hit. Hit: 6 (2d4+1).
    • Shortsword. Melee Weapon Attack: +5 to hit.; Hit: 6 (1d6+3).
    • Shortbow. Ranged Weapon Attack: +5 to hit, 80/320 ft.; Hit: 6 (1d6+3).

    ABOUT

    These delight in frolicking, piping, chasing nymphs and resent intrusion on their forest.

    Shadow

    Medium monstrosity, chaotic

    Armor Class 12
    Hit Points 16 (3d8+3)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    6 (-2) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 8 (-1)

    Proficiency Areas Stealth +4 (+6 in dim light or darkness)
    Damage Vulnerabilities radiant
    Damage Resistances acid, cold, fire, lightning, thunder; nonmagical physical attacks
    Damage Immunities necrotic, poison
    Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
    Senses darkvision 60 ft.
    Morale 12
    Number Encountered 1d8 (1d12)
    Challenge ½
    Treasure Type F

    SPECIAL TRAITS

    • Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
    • Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
    • Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saves.

    ACTIONS

    • Strength Drain. Melee Weapon Attack: +4 to hit; Hit: 9 (2d6+2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

    ABOUT

    Incorporeal monsters that resemble shadowy ghosts, they are not actually undead.

    Shrieker

    Medium plant, neutral

    Armor Class 5
    Hit Points 13 (3d8)
    Speed 0 ft.

    STR DEX CON INT WIS CHA
    1 (-5) 1 (-5) 10 (+0) 1 (-5) 2 (-4) 1 (-5)

    Condition Immunities blinded, deafened, frightened
    Senses blindsight 30 ft. (blind beyond this)
    Morale 12
    Number Encountered 1d8 (0)
    Challenge 0
    Treasure Type

    SPECIAL TRAITS

    • False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

    REACTIONS

    • Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.

    ABOUT

    Giant, purple mushrooms found underground.

    Skeleton

    Medium undead, chaotic

    Armor Class 13 (armor scraps)
    Hit Points 13 (2d8+4)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    10 (+0) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 4 (-3)

    Damage Vulnerabilities bludgeoning
    Damage Immunities poison
    Condition Immunities exhaustion, poisoned
    Senses darkvision 60 ft.
    Morale 12
    Number Encountered 3d4 (3d10)
    Challenge ¼
    Treasure Type

    ACTIONS

    • Shortsword. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).
    • Shortbow. Ranged Weapon Attack: +4 to hit, 80/320 ft.; Hit: 5 (1d6+2).

    ABOUT

    The animated mindless bones of the dead, that obey the orders of their evil masters.

    Sphinx

    Large monstrosity, any

    Armor Class 17
    Hit Points 136 (16d10+48)
    Speed 40 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 14 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)

    Proficiency Areas Arcana +12, History +12, Perception +8, Religion +8
    Damage Resistances nonmagical physical attacks
    Damage Immunities psychic
    Condition Immunities charmed, frightened
    Senses truesight 120 ft.
    Morale 10
    Number Encountered 1d2 (1d4)
    Challenge 11
    Treasure Type E

    SPECIAL TRAITS

    • Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
    • Magic Weapons. The sphinx’s weapon attacks are magical.
    • Spellcasting. The sphinx is a 9th-level spellcaster. Its Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has these wizard spells prepared:
      • Cantrips (at will): mage hand, minor illusion, prestidigitation
      • 1st level (4 slots): detect magic, identify, shield
      • 2nd level (3 slots): darkness,locate object, suggestion
      • 3rd level (3 slots): dispel magic, remove curse, tongues
      • 4th level (3 slots): banishment, greater invisibility
      • 5th level (1 slot): legend lore

    ACTIONS

    • Multiattack. 2 claw attacks.
    • Claw. Melee Weapon Attack: +8 to hit.; Hit: 13 (2d8+4).

    LEGENDARY ACTIONS

    It can take 3 legendary actions, from the options below. Only one option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.

    • Claw Attack. one claw attack.
    • Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
    • Cast a Spell (Costs 3 Actions). It casts a spell from its list, using a spell slot as normal.

    ABOUT

    Wise guardians of lost secrets and places.

    Sprite

    Tiny fey, neutral

    Armor Class 15 (leather armor)
    Hit Points 2 (1d4)
    Speed 10 ft., fly 40 ft.

    STR DEX CON INT WIS CHA
    2 (-4) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 10 (+0)

    Proficiency Areas Perception +3, Stealth +8
    Morale 7
    Number Encountered 3d6 (5d8)
    Challenge ¼
    Treasure Type S

    ACTIONS

    • Longsword. Melee Weapon Attack: +2 to hit; Hit: 1.
    • Shortbow. Ranged Weapon Attack: +6 to hit, 40/160 ft.; Hit: 1 and target must succeed on a DC 10 Con save or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
    • Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
    • Invisibility. Magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

    ABOUT

    Reclusive winged fey creatures related to elves and pixies. Though not malicious, they are mischievous, and enjoy playing tricks on other creatures.

    Stirge

    Tiny beast, neutral

    Armor Class 14
    Hit Points 2 (1d4)
    Speed 10 ft., fly 40 ft.

    STR DEX CON INT WIS CHA
    4 (-3) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 6 (-2)

    Senses darkvision 60 ft.
    Morale 9
    Number Encountered 1d10 (3d12)
    Challenge ?
    Treasure Type L

    ACTIONS

    • Blood Drain. Melee Weapon Attack: +5 to hit; Hit: 5 (1d4+3), and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4+3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It only does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach it.

    ABOUT

    Bat-like creatures with long bloodsucking beaks.

    Treant

    Huge plant, lawful

    Armor Class 16
    Hit Points 138 (12d12+60)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    22 (+6) 8 (-1) 20 (+5) 12 (+1) 16 (+3) 12 (+1)

    Damage Resistances bludgeoning, piercing
    Damage Vulnerabilities fire
    Morale 9
    Number Encountered 0 (1d8)
    Challenge 9
    Treasure Type C

    SPECIAL TRAITS

    • False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
    • Siege Monster. The treant deals double damage to objects and structures.

    ACTIONS

    • Multiattack. The creature makes two slam attacks.
    • Slam. Melee Weapon Attack: +10 to hit; Hit: 16 (3d6+6).
    • Rock. Ranged Weapon Attack: +10 to hit, 60/180 ft.; Hit: 28 (4d10+6).
    • Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

    ABOUT

    Long-lived humanoid tree creatures primarily concerned with protecting their native woodlands.

    Troll

    Large giant, chaotic

    Armor Class 15
    Hit Points 84 (8d10+40)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 12 (+1) 20 (+5) 6 (-2) 8 (-1) 6 (-2)

    Proficiency Areas Perception +2
    Senses darkvision 60 ft.
    Morale 10
    Number Encountered 1d8 (1d8)
    Challenge 5
    Treasure Type D

    SPECIAL TRAITS

    • Keen Smell. Advantage on smell-based Wis checks.
    • Regeneration. A troll regains 10 hit points at the start of its turn. If it takes acid or fire damage, this trait doesn’t function at the start of its next turn and its morale drops to 8. It can only die if it starts its turn with 0 hit points and doesn’t regenerate.

    ACTIONS

    • Multiattack. 3 attacks: 1 bite and 2 claws.
    • Bite. Melee Weapon Attack: +7 to hit; Hit: 7 (1d6+4).
    • Claw. Melee Weapon Attack: +7 to hit; Hit: 11 (2d6+4).

    ABOUT

    Wicked humanoids with emaciated, rubbery bodies. They dwell under ground, in barren wilderness, and prefer the flesh of other humanoids.

    Unicorn

    Large celestial, lawful

    Armor Class 12
    Hit Points 67 (9d10+18)
    Speed 50 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 16 (+3)

    Damage Immunities poison
    Condition Immunities charmed, paralyzed, poisoned
    Senses darkvision 60 ft., telepathy 60 ft.
    Morale 7
    Number Encountered 1d6 (1d8)
    Challenge 5
    Treasure Type

    SPECIAL TRAITS

    • Charge. Move at least 20 feet straight and hit a target with a horn attack on the same turn to cause an extra 9 (2d8) damage. Creature must make a DC 15 Str save or be knocked prone.
    • Innate Spellcasting. Uses Cha (spell save dc 14). Casts the following spells, requiring no components:
      • At will: detect evil and good, guidance, pass without trace
      • 1/day: calm emotions, dispel evil and good, entangle
    • Magic Resistance. Advantage on saves against magic.
    • Magic Weapons. Its weapon attacks are magical.

    ACTIONS

    • Multiattack. 2 attacks: 1 with hooves and 1 with horn.
    • Hooves. Melee Weapon Attack: +7 to hit; Hit: 11 (2d6+4).
    • Horn. Melee Weapon Attack: +7 to hit; Hit: 8 (1d8+4).
    • Healing Touch (3/Day). The unicorn touches a creature with its horn who magically regains 11 (2d8+2) hit points. This also neutralizes all diseases and poisons.
    • Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

    LEGENDARY ACTIONS

    The unicorn can take 3 legendary actions. Only one can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.

    • Hooves. one attack with its hooves.
    • Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
    • Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8+2) hit points.

    ABOUT

    Majestic horned horses. Timid, but proud and wilful.

    Vampire

    Medium undead (shapechanger), chaotic

    Armor Class 16
    Hit Points 144 (17d8+68)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 18 (+4) 18 (+4) 16 (+3) 14 (+2) 18 (+4)

    Saving Throws Dex +9, Wis +7, Cha +9
    Proficiency Areas Perception +7, Stealth +9
    Damage Resistances necrotic; nonmagical physical attacks
    Senses darkvision 120 ft.
    Morale 11
    Number Encountered 1d4 (1d6)
    Challenge 13
    Treasure Type F

    SPECIAL TRAITS

    • Shapechanger. If not in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, it can’t speak, its walking speed is 5 feet, and flying speed 30 feet. Otherwise Its statistics, are unchanged. Anything worn, but not carried, transforms with it. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. If air can pass through a space, the mist can do so without squeezing, but can’t pass through water. It has advantage on Str, Dex, and Con saves, and is immune to all nonmagical damage, except damage from sunlight.
    • Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
    • Misty Escape. When dropping to 0 hit points outside its resting place, it transforms into mist form instead of falling unconscious, provided it isn’t in sunlight or running water. It can’t revert to vampire form. If it can’t transform, or reach its resting place within 2 hours, it is destroyed. Once there, it reverts to vampire form and is paralyzed until it regains at least 1 hp. It regains 1 hp after 1 hour in its resting place.
    • Regeneration. Regains 20 hit points at the start of its turn, if it has at least 1 hit point and isn’t in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
    • Spider Climb. The vampire can climb difficult surfaces, including ceilings, without ability checks.
    • Vampire Weaknesses. The vampire has these flaws:
      • Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
      • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
      • Stake to the Heart. If a wooden piercing weapon is driven into its heart while incapacitated in its resting place, it remains paralyzed until the stake is removed.
      • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts a turn in sunlight and has disadvantage on attack rolls and ability checks.

    ACTIONS

    • Multiattack (Vampire Form Only). 2 attacks, only one of which can be a bite attack.
    • Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit; Hit: 8 (1d8+4). Instead of dealing damage, the vampire can grapple the target (escape DC 18).
    • Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained; Hit: 7 (1d6+4)+10 3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire, a slave to its master so as the master exists.
    • Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wis save against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
    • Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

    LEGENDARY ACTIONS

    The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.

    Move Unarmed Strike Bite (Costs 2 Actions)

    Terrifying blood-drinking lord of the night.

    Werebear

    Medium humanoid (human, shapechanger), neutral

    Armor Class 10 in humanoid form, 11 in bear and hybrid form
    Hit Points 135 (18d8+54)
    Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)

    STR DEX CON INT WIS CHA
    18 (+4) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

    Proficiency Areas Perception +7
    Damage Immunities nonmagical physical attacks not made with silvered weapons
    Morale 10
    Number Encountered 1d4 (1d4)
    Challenge 5
    Treasure Type C

    SPECIAL TRAITS

    • Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid, a Large bear, or its true form, which is humanoid. Its statistics, other than AC, are the same. Any equipment worn or carried isn’t transformed. It reverts to its true form if it dies.
    • Keen Smell. Advantage on smell-based Wis checks.

    ACTIONS

    • Multiattack. In bear form, two claw attacks. In humanoid form, it makes two maul attacks. In hybrid form, it can attack like a bear or a humanoid.
    • Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit; Hit: 15 (2d10+4). If the target is a humanoid, it must succeed on a DC 14 Con save or be cursed with werebear lycanthropy.
    • Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit; Hit: 13(2d8+4).
    • Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit; Hit: 10 (1d10+4).

    ABOUT

    Highly thoughtful and sometimes approachable. They prefer solitude or the company of normal bears.

    Wereboar

    Medium humanoid (human, shapechanger), neutral

    Armor Class 10 in humanoid form, 11 in boar or hybrid form
    Hit Points 78 (12d8+24)
    Speed 30 ft. (40 ft. in boar form)

    STR DEX CON INT WIS CHA
    16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

    Proficiency Areas Perception +2
    Damage Immunities nonmagical physical attacks not made with silvered weapons
    Morale 9
    Number Encountered 1d4 (2d4)
    Challenge 4
    Treasure Type C

    SPECIAL TRAITS

    • Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid, a boar, or its true form, which is humanoid. Its statistics, other than AC, are the same. Any equipment worn or carried isn’t transformed. It reverts to its true form if it dies.
    • Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6). If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
    • Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

    ACTIONS

    • Multiattack (Humanoid or Hybrid Form Only). two attacks, only one of which can be with its tusks.
    • Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3).
    • Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3). If the target is a humanoid, it must succeed on a DC 12 Con save or be cursed with wereboar lycanthropy.

    ABOUT

    Aggressive, and easily enraged. They often appear as berserkers in their human forms.

    Wererat

    Medium humanoid (human, shapechanger), chaotic

    Armor Class 12
    Hit Points 33 (6d8+6)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

    Proficiency Areas Perception +2, Stealth +4
    Damage Immunities nonmagical physical attacks not made with silvered weapons
    Senses darkvision 60 ft. (rat form only)
    Morale 8
    Number Encountered 1d8 (2d8)
    Challenge 2
    Treasure Type C

    SPECIAL TRAITS

    • Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid a giant rat, or its true form, which is humanoid. Its statistics, other than AC, are the same. Any equipment worn or carried isn’t transformed. It reverts to its true form if it dies.
    • Keen Smell. Advantage on smell-based Wis checks.

    ACTIONS

    • Multiattack (Humanoid or Hybrid Form Only). two attacks, only one of which can be a bite.
    • Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit; Hit: 4 (1d4+2). If the target is a humanoid, it must succeed on a DC 11 Con save or be cursed with wererat lycanthropy.
    • Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).
    • Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, 30/120 ft.; Hit: 5 (1d6+2).

    ABOUT

    Werewolf

    Medium humanoid (human, shapechanger), chaotic

    Armor Class 11 in humanoid form, 12 in wolf or hybrid form
    Hit Points 58 (9d8+18)
    Speed 30 ft. (40 ft. in wolf form)

    STR DEX CON INT WIS CHA
    14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

    Proficiency Areas Perception +4, Stealth +3
    Damage Immunities nonmagical physical attacks not made with silvered weapons
    Morale 8
    Number Encountered 1d6 (2d6)
    Challenge 3
    Treasure Type C

    SPECIAL TRAITS

    • Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
    • Keen Hearing and Smell. Advantage on hearing or smell based Wis checks.

    ACTIONS

    • Multiattack (Humanoid or Hybrid Form Only). two attacks: one with its bite and one with its claws or spear.
    • Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit; Hit: 6 (1d8+2). If the target is a humanoid, it must succeed on a DC 12 Con save or be cursed with werewolf lycanthropy.
    • Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit.; Hit: 7 (2d4+2).
    • Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.; Hit: 5 (1d6+2), or 6 1d8+2) if used with two hands to make a melee attack.

    ABOUT

    Cunning pack hunters who delight in hunting humans.

    Sneaky, sly and cunning, wererats are often found in cities, lurking in shadowy alleyways.

    Wight

    Medium undead, chaotic

    Armor Class 14 (studded leather)
    Hit Points 45 (6d8+18)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

    Proficiency Areas Perception +3, Stealth +4
    Damage Resistances necrotic; nonmagical physical attacks that aren’t silvered
    Damage Immunities poison
    Condition Immunities exhaustion, poisoned
    Senses darkvision 60 ft.
    Morale 12
    Number Encountered 1d6 (1d12)
    Challenge 3
    Treasure Type B

    SPECIAL TRAITS

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

    ACTIONS

    • Multiattack. The creature makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
    • Life Drain. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Con save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 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 one time.
    • Longsword. Melee Weapon Attack: +4 to hit; Hit: 6 (1d8+2) or 7 (1d10+2) if used with two hands.
    • Longbow. Ranged Weapon Attack: +4 to hit, 150/600 ft.; Hit: 6 (1d8+2).

    ABOUT

    Wights were evil once humans granted reprieve in undeath by dark powers upon dying. They look like twisted gaunt reflections of their former selves.

    Wraith

    Medium undead, chaotic

    Armor Class 13
    Hit Points 67 (9d8+27)
    Speed 0 ft., fly 60 ft. (hover)

    STR DEX CON INT WIS CHA
    6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 14 (+2)

    Damage Resistances acid, cold, fire, lightning, thunder; nonmagical non-silver physical attacks
    Damage Immunities necrotic, poison
    Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
    Senses darkvision 60 ft.
    Morale 12
    Number Encountered 1d4 (1d6)
    Challenge 5
    Treasure Type E

    SPECIAL TRAITS

    • Incorporeal Movement. Can move through other creatures and objects as if difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
    • Sunlight Sensitivity. It has disadvantage on attack rolls, as well as sight -based Wis checks, while in sunlight.

    ACTIONS

    • Life Drain. Melee Weapon Attack: +6 to hit; Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Con save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
    • Create Specter. The wraith targets a humanoid within 10 feet that has been dead for up to 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can control no more than seven specters at a time.

    ABOUT

    Incorporeal undead born of evil and darkness.

    Wyvern

    Large dragon, chaotic

    Armor Class 13
    Hit Points 110 (13d10+39)
    Speed 20 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 10 (+0) 16 (+3) 4 (-3) 12 (+1) 6 (-2)

    Proficiency Areas Perception +4
    Senses darkvision 60 ft.
    Morale 9
    Number Encountered 1d2 (1d6)
    Challenge 6
    Treasure Type E

    ACTIONS

    • Multiattack. The creature makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
    • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.; Hit: 11 (2d6+4).
    • Claws. Melee Weapon Attack: +7 to hit; Hit: 13 (2d8+4).
    • Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft.; Hit: 11 (2d6+4). The target must make a DC 15 Con save, taking 24 (7d6) poison damage. A successful save halves the damage.

    ABOUT

    Two-legged, dragon-like monsters with a stinging tail.

    Worg

    Large monstrosity, chaotic

    Armor Class 13
    Hit Points 26 (4d10+4)
    Speed 50 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 8 (-1) 12 (+1) 6 (-2) 10 (+0) 8 (-1)

    Proficiency Areas Perception +4
    Senses darkvision 60 ft.
    Morale 8
    Number Encountered 1d4 (2d4)
    Challenge ½
    Treasure Type

    SPECIAL TRAITS

    • Keen Hearing and Smell. Advantage on hearing or smell based Wis checks.

    ACTIONS

    • Bite. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3). If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

    ABOUT

    Cunning and malevolent wolf-like predators. Often used by goblins and hobgoblins as mounts.

    Zombie

    Medium undead, neutral

    Armor Class 8
    Hit Points 22 (3d8+9)
    Speed 20 ft.

    STR DEX CON INT WIS CHA
    12 (+1) 6 (-2) 16 (+3) 2 (-4) 6 (-2) 4 (-3)

    Saving Throws Wis +0
    Damage Immunities poison
    Condition Immunities poisoned
    Senses darkvision 60 ft.
    Morale 12
    Number Encountered 2d4 (4d6)
    Challenge ¼
    Treasure Type

    SPECIAL TRAITS

    • Undead Fortitude. If a zombie drops to 0 hit points, it must make a DC 5+(damage taken) Con save, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

    ACTIONS

    • Slam. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1).

    ABOUT

    The mindless walking dead, animated by foul magics to serve powerful evil wizards and anti-clerics.

    ~~~ Beasts

    This section contains statistics for various animals, vermin, and other critters.

    Ape

    Medium beast, neutral

    Armor Class 12
    Hit Points 19 (3d8+6)
    Speed 30 ft., climb 30 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 6 (-2)

    Proficiency Areas Athletics +5, Perception +3
    Morale 7
    Number Encountered 1d6 (2d4)
    Challenge ½
    Treasure Type

    ACTIONS

    • Multiattack. The creature makes two fist attacks.
    • Fist. Melee Weapon Attack: +5 to hit; Hit: 6 (1d6+3).
    • Rock. Ranged Weapon Attack: +5 to hit, 25/50 ft.; Hit: 6 (1d6+3).

    Awakened Tree

    Huge plant, neutral

    Armor Class 13
    Hit Points 59 (7d12+14)
    Speed 20 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 6 (-2) 14 (+2) 10 (+0) 10 (+0) 6 (-2)

    Damage Vulnerabilities fire
    Damage Resistances bludgeoning, piercing
    Morale 9
    Number Encountered 0 (1d8)
    Challenge 2
    Treasure Type

    SPECIAL TRAITS

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

    ACTIONS

    • Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.; Hit: 14 (3d6+4).

    ABOUT

    An awakened tree is an ordinary tree given sentience and mobility by the Awaken spell or similar magic.

    Baboon

    Small beast, neutral

    Armor Class 12
    Hit Points 3 (1d6)
    Speed 30 ft., climb 30 ft.

    STR DEX CON INT WIS CHA
    8 (-1) 14 (+2) 10 (+0) 4 (-3) 12 (+1) 6 (-2)

    Morale 8
    Number Encountered 2d6 (5d6)
    Challenge 0
    Treasure Type

    SPECIAL TRAITS

    • Pack Tactics. Advantage on attack rolls if at least one non-incapacitated ally is within 5 feet of the prey.

    ACTIONS

    • Bite. Melee Weapon Attack: +1 to hit; Hit: 1 (1d4-1).

    Bat

    Tiny beast, neutral

    Armor Class 12
    Hit Points 1 (1d4-1)
    Speed 5 ft., fly 30 ft.

    STR DEX CON INT WIS CHA
    2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

    Senses blindsight 60 ft.
    Morale 6 No Enc d% (d%)
    Challenge 0
    Treasure Type

    SPECIAL TRAITS

    • Echolocation. Can not use blindsight while deafened.
    • Keen Hearing. Advantage on Wis (Perception) checks that rely on hearing.

    ACTIONS

    • Bite. Melee Weapon Attack: +0 to hit; Hit: 1.

    Boar

    Medium beast, neutral

    Armor Class 11
    Hit Points 11 (2d8+2)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    12 (+1) 10 (+0) 12 (+1) 2 (-4) 8 (-1) 4 (-3)

    Morale 9
    Number Encountered 1d6 (1d6)
    Challenge ¼
    Treasure Type

    SPECIAL TRAITS

    • Charge. Move at least 20 feet straight toward a target and hit it with a tusk attack on the same turn to give an extra 7 (2d6) damage. It the target is a creature, it must make a DC 11 Str saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

    ACTIONS

    • Tusk. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1).

    Bear

    Large beast, neutral

    Armor Class 11
    Hit Points 34 (4d10+12)
    Speed 40 ft., climb 30 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 6 (-2)

    Proficiency Areas Perception +3
    Morale 8
    Number Encountered 1 (1d4)
    Challenge 1
    Treasure Type U

    SPECIAL TRAITS

    • Keen Smell. Advantage on smell-based Wis checks.

    ACTIONS

    • Multiattack. The creature makes two attacks: one with its bite and one with its claws.
    • Bite. Melee Weapon Attack: +5 to hit; Hit: 8 (1d8+4).
    • Claws. Melee Weapon Attack: +5 to hit; Hit: 11 (2d6+4).

    Camel

    Large beast, neutral

    Armor Class 9
    Hit Points 15 (2d10+4)
    Speed 50 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 4 (-3)

    Morale 7
    Number Encountered 0 (2d4)
    Challenge ?
    Treasure Type

    ACTIONS

    • Bite. Melee Weapon Attack: +5 to hit; Hit: 2 (1d4).

    Cat

    Tiny beast, neutral

    Armor Class 12
    Hit Points 2 (1d4)
    Speed 40 ft., climb 30 ft.

    STR DEX CON INT WIS CHA
    2 (-4) 14 (+2) 10 (+0) 2 (-4) 12 (+1) 6 (-2)

    Proficiency Areas Perception +3, Stealth +4
    Morale 7
    Number Encountered 1d2 (1d6)
    Challenge 0
    Treasure Type

    SPECIAL TRAITS

    • Keen Smell. Advantage on smell-based Wis checks.

    ACTIONS

    • Claws. Melee Weapon Attack: +0 to hit; Hit: 1.

    Constrictor Snake

    Large beast, neutral

    Armor Class 12
    Hit Points 13 (2d10+2)
    Speed 30 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 2 (-4)

    Senses blindsight 10 ft.
    Morale 8
    Number Encountered 1d3 (1d3)
    Challenge ¼
    Treasure Type U

    ACTIONS

    • Bite. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).
    • Constrict. Melee Weapon Attack: +4 to hit; Hit: 6 (1d8+2) and target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

    Crocodile

    Large beast, neutral

    Armor Class 12
    Hit Points 19 (3d10+3)
    Speed 20 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 4 (-3)

    Proficiency Areas Stealth +2
    Morale 7
    Number Encountered 0 (1d8)
    Challenge ½
    Treasure Type

    SPECIAL TRAITS

    • Hold Breath. Can hold its breath for 15 minutes.

    ACTIONS

    • Bite. Melee Weapon Attack: +4 to hit; Hit: 7 (1d10+2), and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.

    Dinosaur, Plesiosaurus

    Large beast, neutral

    Armor Class 13
    Hit Points 68 (8d10+24)
    Speed 20 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 14 (+2) 16 (+3) 2 (-4) 12 (+1) 4 (-3)

    Proficiency Areas Perception +3, Stealth +4
    Morale 9
    Number Encountered 0 (1d3)
    Challenge 2
    Treasure Type

    SPECIAL TRAITS

    • Hold Breath. Can hold its breath for 1 hour.

    ACTIONS

    • Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.; Hit: 14 (3d6+4).

    Dinosaur, Triceratops

    Huge beast, neutral

    .

    Armor Class 13
    Hit Points 95 (10d12+30)
    Speed 50 ft.

    STR DEX CON INT WIS CHA
    22 (+6) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 4 (-3)

    Morale 8
    Number Encountered 0 (1d4)
    Challenge 5
    Treasure Type

    SPECIAL TRAITS

    • Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

    ACTIONS

    • Gore. Melee Weapon Attack: +9 to hit; Hit: 24 (4d8+6).
    • Stomp. Melee Weapon Attack: +9 to hit, one prone creature; Hit: 22 (3d10+6).

    Dinosaur, Tyrannosaurus

    Huge beast, neutral

    .

    Armor Class 13
    Hit Points 136 (13d12+52)
    Speed 50 ft.

    STR DEX CON INT WIS CHA
    24 (+7) 10 (+0) 18 (+4) 2 (-4) 8 (-1) 8 (-1)

    Proficiency Areas Perception +4
    Morale 11
    Number Encountered 0 (1)
    Challenge 8
    Treasure Type Vx3

    ACTIONS

    • Multiattack. The creature makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.
    • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.; Hit: 33 (4d12+7). If the target is a Medium or smaller creature, it is grappled escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target.
    • Tail. Melee Weapon Attack: +10 to hit, reach 10 ft.; Hit: 20 (3d8+7).

    Deer

    Medium beast, neutral

    Armor Class 13
    Hit Points 4 (1d8)
    Speed 50 ft.

    STR DEX CON INT WIS CHA
    10 (+0) 16 (+3) 10 (+0) 2 (-4) 14 (+2) -3
    Morale 5
    Number Encountered 0(3d10)
    Challenge 0
    Treasure Type

    ACTIONS

    • Bite. Melee Weapon Attack: +2 to hit; Hit: 2 (1d4).

    Dire Wolf

    Large beast, neutral

    Armor Class 14
    Hit Points 37 (5d10+10)
    Speed 50 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 6 (-2)

    Proficiency Areas Perception +3, Stealth +4
    Morale 8
    Number Encountered 1d4 (2d4)
    Challenge 1
    Treasure Type

    SPECIAL TRAITS

    • Keen Hearing and Smell. Advantage on hearing or smell based Wis checks.
    • Pack Tactics. Advantage on attack rolls if at least one non-incapacitated ally is within 5 feet of the prey.

    ACTIONS

    • Bite. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3). If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

    Draft Horse

    Large beast, neutral

    Armor Class 10
    Hit Points 19 (3d10+3)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

    Senses passive Perception 10
    Morale 6
    Number Encountered 0 (domestic)
    Challenge ¼
    Treasure Type

    ACTIONS

    • Hooves. Melee Weapon Attack: +6 to hit; Hit: 9 (2d4+4).

    Eagle

    Small beast, neutral

    Armor Class 12
    Hit Points 3 (1d6)
    Speed 10 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    6 (-2) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 6 (-2)

    Proficiency Areas Perception +4
    Morale 8
    Number Encountered 0 (1d8)
    Challenge 0
    Treasure Type

    SPECIAL TRAITS

    • Keen Sight. Advantage on Wis (Perception) checks that rely on sight.

    ACTIONS

    • Talons. Melee Weapon Attack: +4 to hit; Hit: 4 (1d4+2).

    Elk

    Large beast, neutral

    Armor Class 10
    Hit Points 13 (2d10+2)
    Speed 50 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

    Morale 5
    Number Encountered 0 (3d10)
    Challenge ¼
    Treasure Type

    SPECIAL TRAITS

    • Charge. Move at least 20 feet straight toward a target and hit it with a ram attack on the same turn to give an extra 7 (2d6) damage. It must then make a DC 13 Str saving throw or be knocked prone.

    ACTIONS

    • Ram. Melee Weapon Attack: +5 to hit; Hit: 6 (1d6+3).
    • Hooves. Melee Weapon Attack: +5 to hit, one prone creature; Hit: 8 (2d4+3).

    Giant Ape

    Huge beast, neutral

    Armor Class 12
    Hit Points 157 (15d12+60)
    Speed 40 ft., climb 40 ft.

    STR DEX CON INT WIS CHA
    22 (+6) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 6 (-2)

    Proficiency Areas Athletics +9, Perception +4
    Morale 7
    Number Encountered 0 (2d10)
    Challenge 7
    Treasure Type K

    ACTIONS

    • Multiattack. The creature makes two fist attacks.
    • Fist. Melee Weapon Attack: +9 to hit, reach 10 ft.; Hit: 22 (3d10+6).
    • Rock. Ranged Weapon Attack: +9 to hit, 50/100 ft.; Hit: 30 (7d6+6).

    ACTIONS

    • Multiattack. The creature makes two attacks: one with its bite and one with its claws.
    • Bite. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1).
    • Claws. Melee Weapon Attack: +3 to hit; Hit: 6 (2d4+1).

    Giant Bat

    Large beast, neutral

    Armor Class 13
    Hit Points 22 (4d10)
    Speed 10 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 16 (+3) 10 (+0) 2 (-4) 12 (+1) 6 (-2)

    Senses blindsight 60 ft.,
    Morale 8
    Number Encountered 1d10 (1d10)
    Challenge ¼
    Treasure Type

    SPECIAL TRAITS

    • Echolocation. The bat can’t use its blindsight while deafened.
    • Keen Hearing. Advantage on Wis (Perception) checks that rely on hearing.

    ACTIONS

    • Bite. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).

    Giant Boar

    Large beast, neutral

    Armor Class 12
    Hit Points 42 (5d10+15)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 10 (+0) 16 (+3) 2 (-4) 6 (-2) 6 (-2)

    Morale 9
    Number Encountered 1d6 (1d6)
    Challenge 2
    Treasure Type

    SPECIAL TRAITS

    • Charge. Move at least 20 feet straight toward a target and hit it with a ram attack on the same turn to give an extra 7 (2d6) damage. It the target is a creature, it must make a DC 13 Str saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

    ACTIONS

    • Tusk. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3).

    Giant Centipede

    Small beast, neutral

    Armor Class 13
    Hit Points 4 (1d6+1)
    Speed 30 ft., climb 30 ft.

    STR DEX CON INT WIS CHA
    4 (-3) 14 (+2) 12 (+1) 1 (-5) 6 (-2) 2 (-4)

    Senses blindsight 30 ft.
    Morale 7
    Number Encountered 2d4 (1d8)
    Challenge ¼
    Treasure Type

    ACTIONS

    • Bite. Melee Weapon Attack: +4 to hit; Hit: 4 (1d4+2), target must succeed on a DC 11 Con save or take 10 (3d6) poison damage. If this reduces the target to 0 hit points, it is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned.

    Giant Constrictor Snake

    Huge beast, neutral

    Armor Class 12
    Hit Points 60 (8d12+8)
    Speed 30 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 2 (-4)

    Proficiency Areas Perception +2
    Senses blindsight 10 ft.
    Morale 8
    Number Encountered 1d3 (1d3)
    Challenge 2
    Treasure Type U

    ACTIONS

    • Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.; Hit: 11 (2d6+4).
    • Constrict. Melee Weapon Attack: +6 to hit; Hit: 13 (2d8+4) damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

      Giant Crab

      Medium beast, neutral

      Armor Class 15
      Hit Points 13 (3d8)
      Speed 30 ft., swim 30 ft.

      STR DEX CON INT WIS CHA
      12 (+1) 14 (+2) 10 (+0) 1 (-5) 8 (-1) 2 (-4)

      Proficiency Areas Stealth +4
      Senses blindsight 30 ft.
      Morale 7
      Number Encountered 1d2 (1d6)
      Challenge ?
      Treasure Type

      SPECIAL TRAITS

      • Amphibious. The crab can breathe air and water.

      ACTIONS

      • Claw. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1), target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

        Giant Crocodile

        Huge beast, neutral

        Armor Class 14
        Hit Points 85 (9d12+27)
        Speed 30 ft., swim 50 ft.

        STR DEX CON INT WIS CHA
        20 (+5) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)

        Proficiency Areas Stealth +5
        Morale 9
        Number Encountered 0 (1d3)
        Challenge 5
        Treasure Type

        SPECIAL TRAITS

        • Hold Breath. Can hold its breath for 30 minutes.

        ACTIONS

        • Multiattack. 2 attacks: 1 with bite and 1 with tail.
        • Bite. Melee Weapon Attack: +8 to hit; Hit: 21 (3d10+5), target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.
        • Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile; Hit: 14 (2d8+5). If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

          Giant Eagle

          Large beast, neutral

          Armor Class 13
          Hit Points 26 (4d10+4)
          Speed 10 ft., fly 80 ft.

          STR DEX CON INT WIS CHA
          16 (+3) 16 (+3) 12 (+1) -1 14 (+2) 10 (+0)

          Proficiency Areas Perception +4
          Morale 9
          Number Encountered 0 (1d20)
          Challenge 1
          Treasure Type U

          SPECIAL TRAITS

          • Keen Sight. Advantage on Wis (Perception) checks that rely on sight.

          ACTIONS

          • Multiattack. The creature makes two attacks: one with its beak and one with its talons.
          • Beak. Melee Weapon Attack: +5 to hit; Hit: 6 (1d6+3).
          • Talons. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3).

          ABOUT

          Giant eagles are noble creatures that speak their own language and understand Common. A mated pair has up to 4 eggs or young in their nest (treat as eagles).

          Giant Elk

          Huge beast, neutral

          Armor Class 14
          Hit Points 42 (5d12+10)
          Speed 60 ft.

          STR DEX CON INT WIS CHA
          18 (+4) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)

          Proficiency Areas Perception +4
          Morale 7
          Number Encountered 0 (1d6)
          Challenge 2
          Treasure Type

          SPECIAL TRAITS

          • Charge. Move at least 20 feet straight toward a target and hit it with a ram attack on the same turn to give an extra 7 (2d6) damage. It the target is a creature, it must make a DC 14 Str saving throw or be knocked prone.

          ACTIONS

          • Ram. Melee Weapon Attack: +6 to hit, reach 10 ft.; Hit: 11 (2d6+4).
          • Hooves. Melee Weapon Attack: +6 to hit, prone only; Hit: 22 (4d8+4).

          ABOUT

          The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king.

          Giant Fire Beetle

          Small beast, neutral

          Armor Class 13
          Hit Points 4 (1d6+1)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          8 (-1) 10 (+0) 12 (+1) 1 (-5) 6 (-2) 2 (-4)

          Senses blindsight 30 ft.
          Morale 7
          Number Encountered 1d8 (2d6)
          Challenge 0
          Treasure Type

          SPECIAL TRAITS

          • Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

          ACTIONS

          • Bite. Melee Weapon Attack: +1 to hit; Hit: 2 (1d6-1).

          ABOUT

          A giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. They are most commonly found underground and in dark forests.

          Giant Frog

          Medium beast, neutral

          Armor Class 11
          Hit Points 18 (4d8)
          Speed 30 ft., swim 30 ft.

          STR DEX CON INT WIS CHA
          12 (+1) 12 (+1) 10 (+0) 2 (-4) 10 (+0) 2 (-4)

          Proficiency Areas Perception +2, Stealth +3
          Senses darkvision 30 ft.
          Morale 9
          Number Encountered 1d6 (1d6)
          Challenge ¼
          Treasure Type

          SPECIAL TRAITS

          • 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 Weapon Attack: +3 to hit; Hit: 4 (1d6+1), and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another target.
          • Swallow. one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

          Giant Lizard

          Large beast, neutral

          Hit Points 19 (3d10+3)
          Speed 30 ft., climb 30 ft.
          STR DEX CON INT WIS CHA
          14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 4 (-3)

          Senses darkvision 30 ft.
          Morale 7
          Number Encountered 1d4 (1d8)
          Challenge ¼
          Treasure Type U

          ACTIONS

          • Bite. Melee Weapon Attack: +4 to hit; Hit: 6 (1d8+2).

          ABOUT

          A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals, AC 12

          Giant Octopus

          Large beast, neutral

          Armor Class 11
          Hit Points 52 (8d10+8)
          Speed 10 ft., swim 60 ft.

          STR DEX CON INT WIS CHA
          16 (+3) 12 (+1) 12 (+1) 4 (-3) 10 (+0) 4 (-3)

          Proficiency Areas Perception +4, Stealth +5
          Senses darkvision 60 ft.
          Morale 7
          Number Encountered 0 (1d2)
          Challenge 1
          Treasure Type

          SPECIAL TRAITS

          • Hold Breath. Can hold breath for 1 hour out of water, Underwater Camouflage. Advantage on Dex (Stealth) checks while underwater.
          • Water Breathing. Can only breathe underwater.

          ACTIONS

          • Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft; Hit: 10 (2d6+3). If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target.
          • Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

          Giant Owl

          Large beast, neutral

          Armor Class 12
          Hit Points 19 (3d10+3)
          Speed 5 ft., fly 60 ft.

          STR DEX CON INT WIS CHA
          12 (+1) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 10 (+0)

          Proficiency Areas Perception +5, Stealth +4
          Senses darkvision 120 ft.
          Morale 8
          Number Encountered 0 (1d3)
          Challenge ¼
          Treasure Type V (no coins)

          SPECIAL TRAITS

          • Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
          • Keen Hearing and Sight. Advantage on hearing and sight-based Wis checks.

          ACTIONS

          • Talons. Melee Weapon Attack: +3 to hit; Hit: 8 (2d6+1).

          ABOUT

          Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.

          Giant Poisonous Snake

          Medium beast, neutral

          Armor Class 14
          Hit Points 11 (2d8+2)
          Speed 30 ft., swim 30 ft.

          STR DEX CON INT WIS CHA
          10 (+0) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 2 (-4)

          Proficiency Areas Perception +2
          Senses blindsight 10 ft.
          Morale 8
          Number Encountered 1d4 (1d4)
          Challenge ¼
          Treasure Type U

          ACTIONS

          • Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.; Hit: 6 (1d4+4), and the target must make a DC 11 Con save, taking 10 (3d6) poison damage. A successful save halves the damage.

          Giant Rat

          Small beast, neutral

          Armor Class 12
          Hit Points 7 (2d6)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          6 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3)

          Senses darkvision 60 ft.
          Morale 8
          Number Encountered 3d6 (3d10)
          Challenge ?
          Treasure Type C

          SPECIAL TRAITS

          • Keen Smell. Advantage on smell-based Wis checks.
          • Pack Tactics. Advantage on attack rolls if at least one non-incapacitated ally is within 5 feet of the prey.

          ACTIONS

          • Bite. Melee Weapon Attack: +4 to hit; Hit: 4 (1d4+2).

          Variant: Diseased Giant Rats

          Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of ? Treasure Type AA and the following action instead of its normal bite attack.

          Bite. Melee Weapon Attack: +4 to hit; Hit: 4 (1d4+2). Target must succeed on a DC 10 Con save or contract a disease. Until cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, it dies.

          Giant Scorpion

          Large beast, neutral

          Armor Class 15
          Hit Points 52 (7d10+14)
          Speed 40 ft.

          STR DEX CON INT WIS CHA
          14 (+2) 12 (+1) 14 (+2) 1 (-5) 8 (-1) 2 (-4)

          Senses blindsight 60 ft.
          Morale 11
          Number Encountered 1d6 (1d6)
          Challenge 3
          Treasure Type V

          ACTIONS

          • Multiattack. 3 attacks: 2 with claws and 1 with its sting.
          • Claw. Melee Weapon Attack: +4 to hit; Hit: 6 (1d8+2), target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
          • Sting. Melee Weapon Attack: +4 to hit; Hit: 7 (1d10+2), and the target must make a DC 12 Con save, taking 22 (4d10) poison damage. A successful save halves the damage.

          Giant Sea Horse

          Large beast, neutral

          Armor Class 13
          Hit Points 16 (3d10)
          Speed 0 ft., swim 40 ft.

          STR DEX CON INT WIS CHA
          12 (+1) 14 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

          Morale 7
          Number Encountered – (1d6)
          Challenge ½
          Treasure Type

          SPECIAL TRAITS

          • Charge. Move at least 20 feet straight toward a target and hit it with a ram attack on the same turn to give an extra 7 (2d6) damage. It the target is a creature, it must make a DC 11 Str saving throw or be knocked prone.
          • Water Breathing. Can breathe only underwater.

          ACTIONS

          • Ram. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1).

          ABOUT

          Shy and colorful. Aquatic elves train them as mounts.

          Giant Shark

          Huge beast, neutral

          Armor Class 13
          Hit Points 126 (11d12+55)
          Speed 0 ft., swim 50 ft.

          STR DEX CON INT WIS CHA
          22 (+6) 10 (+0) 20 (+5) 1 (-5) 10 (+0) 4 (-3)

          Proficiency Areas Perception +3
          Senses blindsight 60 ft.
          Morale 8
          Number Encountered – (1d3)
          Challenge 5
          Treasure Type

          SPECIAL TRAITS

          • Blood Frenzy. Advantage on melee attack rolls against any creature that doesn’t have all its hit points.
          • Water Breathing. Can only breathe underwater.

          ACTIONS

          • Bite. Melee Weapon Attack: +9 to hit; Hit: 22 (3d10+6).

          Giant Spider

          Large beast, neutral

          Armor Class 14
          Hit Points 26 (4d10+4)
          Speed 30 ft., climb 30 ft.

          STR DEX CON INT WIS CHA
          14 (+2) 16 (+3) 12 (+1) 2 (-4) 10 (+0) 4 (-3)

          Proficiency Areas Stealth +7
          Senses blindsight 10 ft., darkvision 60 ft.
          Morale 8
          Number Encountered 1d3 (1d3)
          Challenge 1
          Treasure Type U

          SPECIAL TRAITS

          • Spider Climb. Can climb difficult surfaces, ceilings, without an ability check.
          • Web Sense. Knows exact location of any creature in contact with the web it is on.
          • Web Walker. Ignores webbing movement restrictions.

          ACTIONS

          • Bite. Melee Weapon Attack: +5 to hit; Hit: 7 (1d8+3), target takes 9 (2d8) poison damage, halved on a a DC 11 Con save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
          • Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, 30/60 ft. Target is restrained by webbing. As an action, the restrained target can make a DC 12 Str check to burst the webbing. It can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire; immunity to bludgeoning, poison, and psychic damage).

          Giant Toad

          Large beast, neutral

          Armor Class 11
          Hit Points 39 (6d10+6)
          Speed 20 ft., swim 40 ft.

          STR DEX CON INT WIS CHA
          14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 2 (-4)

          Senses darkvision 30 ft
          Morale 6
          Number Encountered 1d4 (1d4)
          Challenge 1
          Treasure Type

          SPECIAL TRAITS

          • Amphibious. Can breathe air and water.
          • Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet.

          ACTIONS

          • Bite. Melee Weapon Attack: +4 to hit; Hit: 7 (1d10+2)+5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.
          • Swallow. one bite attack against a Medium or smaller target it is grappling. If it hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside the toad, and takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature can escape from the corpse using 5 feet of movement, exiting prone.

          Giant Wasp

          Medium beast, neutral

          Armor Class 12
          Hit Points 13 (3d8)
          Speed 10 ft., fly 50 ft.

          STR DEX CON INT WIS CHA
          10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 2 (-4)

          Morale 9
          Number Encountered 1d6 (5d6)
          Challenge ½
          Treasure Type

          ACTIONS

          • Sting. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2), target must make a DC 11 Con save, taking 10 (3d6) poison damage. A successful save halves the damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

          Giant Wolf Spider

          Medium beast, neutral

          Armor Class 13
          Hit Points 11 (2d8+2)
          Speed 40 ft., climb 40 ft.

          STR DEX CON INT WIS CHA
          12 (+1) 16 (+3) 12 (+1) 2 (-4) 12 (+1) 4 (-3)

          Proficiency Areas Perception +3, Stealth +7
          Senses blindsight 10 ft., darkvision 60 ft.
          Morale 7
          Number Encountered 1d4 (2d6)
          Challenge ¼
          Treasure Type U

          SPECIAL TRAITS

          • Spider Climb. The spider can climb difficult surfaces, ceilings, without needing to make an ability check.
          • Web Sense. Knows the exact location of any other creature in contact with the same web as it is on.
          • Web Walker. Ignores webbing movement restrictions.

          ACTIONS

          • Bite. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1), target must make a DC 11 Con save, taking 7 (2d6) poison damage. A successful save halves the damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

          ABOUT

          Smaller than giant spiders, giant wolf spiders hunt prey across open ground or hides in burrows or crevices.

          Goat

          Medium beast, neutral

          Armor Class 10
          Hit Points 4 (1d8)
          Speed 40 ft.

          STR DEX CON INT WIS CHA
          12 (+1) 10 (+0) 10 (+0) 2 (-4) 10 (+0) 4 (-3)

          Morale 5
          Number Encountered 0 (3d10)
          Challenge 0
          Treasure Type

          SPECIAL TRAITS

          • Charge. Move at least 20 feet straight toward a target and hit it with a ram attack on the same turn to give an extra 2 (1d4) damage. It the target is a creature, it must make a DC 10 Str saving throw or be knocked prone.
          • Sure-Footed. Advantage on Strength and Dex saves made against effects that would knock it prone.

          ACTIONS

          • Ram. Melee Weapon Attack: +3 to hit; Hit: 3 (1d4+1).

          Hawk

          Tiny beast, neutral

          Armor Class 13
          Hit Points 1 (1d4-1)
          Speed 10 ft., fly 60 ft.

          STR DEX CON INT WIS CHA
          4 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)

          Proficiency Areas Perception +4
          Morale 7
          Number Encountered 0 (1d6)
          Challenge 0
          Treasure Type

          SPECIAL TRAITS

          • Keen Sight. Advantage on sight-based Wis checks.

          ACTIONS

          • Talons. Melee Weapon Attack: +5 to hit; Hit: 1.

          ABOUT

          Hunter Shark

          Large beast, neutral

          Armor Class 12
          Hit Points 45 (6d10+12)
          Speed 0 ft., swim 40 ft.

          STR DEX CON INT WIS CHA
          18 (+4) 12 (+1) 14 (+2) 1 (-5) 10 (+0) 4 (-3)

          Proficiency Areas Perception +2
          Senses blindsight 30 ft.
          Morale 7
          Number Encountered 0 (1d6)
          Challenge 2
          Treasure Type

          SPECIAL TRAITS

          • Blood Frenzy. Advantage on melee attack rolls against any creature that doesn’t have all its hit points.
          • Water Breathing. Can only breathe underwater.

          ACTIONS

          • Bite. Melee Weapon Attack: +6 to hit; Hit: 13 (2d8+4).

          ABOUT

          Smaller than a giant shark but larger than reef sharks, It usually hunts alone. Multiple hunter sharks might feed in the same area.

          Hyena

          Medium beast, neutral

          Armor Class 11
          Hit Points 5 (1d8+1)
          Speed 50 ft.

          STR DEX CON INT WIS CHA
          10 (+0) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 4 (-3)

          Proficiency Areas Perception +3
          Morale 5
          Number Encountered – (2d6)
          Challenge 0
          Treasure Type

          SPECIAL TRAITS

          • Pack Tactics. Advantage on attack rolls if at least one non-incapacitated ally is within 5 feet of the prey.

          ACTIONS

          • Bite. Melee Weapon Attack: +2 to hit; Hit: 3 (1d6).

          Killer Whale

          Huge beast, neutral

          Armor Class 12
          Hit Points 90 (12d12+12)
          Speed 0 ft., swim 60 ft.

          STR DEX CON INT WIS CHA
          18 (+4) 10 (+0) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

          Proficiency Areas Perception +3
          Senses blindsight 120 ft.
          Morale 9
          Number Encountered – (5d8)
          Challenge 3
          Treasure Type

          SPECIAL TRAITS

          • Echolocation. The whale can’t use its blindsight while deafened.
          • Hold Breath. Can hold its breath for 30 minutes.
          • Keen Hearing. Advantage on Wis (Perception) checks that rely on hearing.

          ACTIONS

          • Bite. Melee Weapon Attack: +6 to hit; Hit: 21 (5d6+4).

          Lion

          Large beast, neutral

          Armor Class 12
          Hit Points 26 (4d10+4)
          Speed 50 ft.

          STR DEX CON INT WIS CHA
          16 (+3) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 8 (-1)

          Proficiency Areas Perception +3, Stealth +6
          Morale 9
          Number Encountered 1d4 (1d8)
          Challenge 1
          Treasure Type U

          SPECIAL TRAITS

          • Keen Smell. Advantage on smell-based Wis checks.
          • Pack Tactics. Advantage on attack rolls if at least one non-incapacitated ally is within 5 feet of the prey.
          • Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
          • Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

          ACTIONS

          • Bite. Melee Weapon Attack: +5 to hit; Hit: 7 (1d8+3).
          • Claw. Melee Weapon Attack: +5 to hit; Hit: 6 (1d6+3).

          Lizard

          Tiny beast, neutral

          Armor Class 10
          Hit Points 2 (1d4)
          Speed 20 ft., climb 20 ft.

          STR DEX CON INT WIS CHA
          2 (-4) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)

          Senses darkvision 30 ft.
          Morale 5
          Number Encountered 1d6 (2d6)
          Challenge 0
          Treasure Type

          ACTIONS

          • Bite. Melee Weapon Attack: +0 to hit; Hit: 1.

          ABOUT

          Mammoth

          Huge beast, neutral

          Armor Class 13
          Hit Points 126 (11d12+55)
          Speed 40 ft.

          STR DEX CON INT WIS CHA
          24 (+7) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 6 (-2)

          Morale 8
          Number Encountered 0 (2d8)
          Challenge 6
          Treasure Type tusks (2d4 × 100 gp)

          SPECIAL TRAITS

          • Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

          ACTIONS

          • Gore. Melee Weapon Attack: +10 to hit, reach 10 ft.; Hit: 25 (4d8+7).
          • Stomp. Melee Weapon Attack: +10 to hit, one prone creature; Hit: 29 (4d10+7).

          ABOUT

          Mammoths are elephantines with thick fur and long tusks. Stockier and fiercer than normal elephants, they inhabit climes from subarctic to subtropical.

          Mastiff

          Medium beast, neutral

          Armor Class 12
          Hit Points 5 (1d8+1)
          Speed 40 ft.

          STR DEX CON INT WIS CHA
          12 (+1) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

          Proficiency Areas Perception +3
          Morale 11 No. Enc 0 (domestic)
          Challenge ?
          Treasure Type

          SPECIAL TRAITS

          • Keen Hearing and Smell. Advantage on hearing or smell based Wis checks.

          ACTIONS

          • Bite. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1). If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

          ABOUT

          Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

          Mule

          Medium beast, neutral

          Armor Class 10
          Hit Points 11 (2d8+2)
          Speed 40 ft.

          STR DEX CON INT WIS CHA
          14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 4 (-3)

          Morale 8
          Number Encountered 1d8 (3d6)
          Challenge ?
          Treasure Type

          SPECIAL TRAITS

          • Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
          • Sure-Footed. Advantage on Strength and Dex saves made against effects that would knock it prone.

          ACTIONS

          • Hooves. Melee Weapon Attack: +2 to hit; Hit: 4 (1d4+2).

          Owl

          Tiny beast, neutral

          Armor Class 11
          Hit Points 1 (1d4-1)
          Speed 5 ft., fly 60 ft.

          STR DEX CON INT WIS CHA
          2 (-4) 12 (+1) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

          Proficiency Areas Perception +3, Stealth +3
          Senses darkvision 120 ft.
          Morale 6
          Number Encountered 1 (2)
          Challenge 0
          Treasure Type

          SPECIAL TRAITS

          • Flyby. doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
          • Keen Hearing and Sight. Advantage on hearing and sight-based Wis checks.

          ACTIONS

          • Talons. Melee Weapon Attack: +3 to hit; Hit: 1.

            Panther

            Medium beast, neutral

            Armor Class 12
            Hit Points 13 (3d8)
            Speed 50 ft., climb 40 ft.

            STR DEX CON INT WIS CHA
            14 (+2) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 6 (-2)

            Proficiency Areas Perception +4, Stealth +6
            Morale 8
            Number Encountered 1d8 (2d6)
            Challenge ¼
            Treasure Type

            SPECIAL TRAITS

            • Keen Smell. Advantage on smell-based Wis checks.
            • Pounce. If the panther moves at least 20 feet straight toward a foe and hits it with a claw attack on that turn, target must succeed on a DC 12 Str save or be knocked prone. If prone, the panther can make a bite attack against it as a bonus action.

            ACTIONS

            • Bite. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).
            • Claw. Melee Weapon Attack: +4 to hit; Hit: 4 (1d4+2).

            Poisonous Snake

            Tiny beast, neutral

            Armor Class 13
            Hit Points 2 (1d4)
            Speed 30 ft., swim 30 ft.

            STR DEX CON INT WIS CHA
            2 (-4) 16 (+3) 10 (+0) 1 (-5) 10 (+0) 2 (-4)

            Senses blindsight 10 ft.
            Morale 7
            Number Encountered 1d8 (1d8)
            Challenge ?
            Treasure Type

            ACTIONS

            • Bite. Melee Weapon Attack: +5 to hit; Hit: 1 and target must make a DC 10 Con save, taking 5 (2d4) poison damage. A successful save halves the damage.

            Polar Bear

            Large beast, neutral

            Armor Class 12
            Hit Points 42 (5d10+15)
            Speed 40 ft., swim 30 ft.

            STR DEX CON INT WIS CHA
            20 (+5) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 6 (-2)

            Proficiency Areas Perception +3
            Morale 8
            Number Encountered 1 (1d2)
            Challenge 2
            Treasure Type U

            SPECIAL TRAITS

            • Keen Smell. Advantage on smell-based Wis checks.

            ACTIONS

            • Multiattack. The creature makes two attacks: one bite and one claws.
            • Bite. Melee Weapon Attack: +7 to hit; Hit: 9 (1d8+5).
            • Claws. Melee Weapon Attack: +7 to hit; Hit: 12 (2d6+5).

              Pony

              Medium beast, neutral

              Armor Class 10
              Hit Points 11 (2d8+2)
              Speed 40 ft.

              STR DEX CON INT WIS CHA
              14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

              Morale 5
              Number Encountered 5d10 (2d10)
              Challenge ?
              Treasure Type L

              ACTIONS

              • Hooves. Melee Weapon Attack: +4 to hit; Hit: 7 (2d4+2).

              Rat

              Tiny beast, neutral

              Armor Class 10
              Hit Points 1 (1d4-1)
              Speed 20 ft.

              STR DEX CON INT WIS CHA
              2 (-4) 10 (+0) 8 (-1) 2 (-4) 10 (+0) 4 (-3)

              Senses darkvision 30 ft.
              Morale 5
              Number Encountered 5d10 (2d10)
              Challenge 0
              Treasure Type L

              SPECIAL TRAITS

              • Keen Smell. Advantage on smell-based Wis checks.

              ACTIONS

              • Bite. Melee Weapon Attack: +0 to hit; Hit: 1.

              Raven

              Tiny beast, neutral

              Armor Class 12
              Hit Points 1 (1d4-1)
              Speed 10 ft., fly 50 ft.

              STR DEX CON INT WIS CHA
              2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

              Proficiency Areas Perception +3
              Morale 5
              Number Encountered 0 (3d10)
              Challenge 0
              Treasure Type

              SPECIAL TRAITS

              • Mimicry. The raven can mimic simple sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wis (Insight) check.

              ACTIONS

              • Beak. Melee Weapon Attack: +4 to hit; Hit: 1.

              Riding Horse

              Large beast, neutral

              Armor Class 10
              Hit Points 13 (2d10+2)
              Speed 60 ft.

              STR DEX CON INT WIS CHA
              16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

              Morale 7
              Number Encountered 0 (10d10)
              Challenge ¼
              Treasure Type

              ACTIONS

              • Hooves. Melee Weapon Attack: +5 to hit; Hit: 8 (2d4+3).

              Roc

              Gargantuan beast, neutral

              Armor Class 15
              Hit Points 248 (16d20+80)
              Speed 20 ft., fly 120 ft.

              STR DEX CON INT WIS CHA
              +9 10 (+0) 20 (+5) 2 (-4) 10 (+0) 8 (-1)

              Saving Throws Dex +4, Con +9, Wis +4, Cha +3
              Proficiency Areas Perception +4
              Morale 10
              Number Encountered 0 (1)
              Challenge 11
              Treasure Type I

              SPECIAL TRAITS

              • Keen Sight. Advantage on Wis (Perception) checks that rely on sight.

              ACTIONS

              • Multiattack. 2 attacks: beak and talons.
              • Beak. Melee Weapon Attack: +13 to hit, reach 10 ft.; Hit: 27 (4d8+9).
              • Talons. Melee Weapon Attack: +13 to hit; Hit: 23 (4d6+9) Target is grappled (escape DC 19). Until this grapple ends, target is restrained, and the roc can’t use its talons on another target.

              ABOUT

              Gigantic eagle ruling the skies.

              Saber-Toothed Tiger

              Large beast, neutral

              Armor Class 12
              Hit Points 52 (7d10+14)
              Speed 40 ft.

              STR DEX CON INT WIS CHA
              18 (+4) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 8 (-1)

              Proficiency Areas Perception +3, Stealth +6
              Morale 10
              Number Encountered 1d4 (1d4)
              Challenge 2
              Treasure Type V

              SPECIAL TRAITS

              • Keen Smell. Advantage on smell-based Wis checks.
              • Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

              ACTIONS

              • Bite. Melee Weapon Attack: +6 to hit; Hit: 10 (1d10+5).
              • Claw. Melee Weapon Attack: +6 to hit; Hit: 12 (2d6+5).

              Scorpion

              Tiny beast, neutral

              Armor Class 11
              Hit Points 1 (1d4-1)
              Speed 10 ft.

              STR DEX CON INT WIS CHA
              2 (-4) 10 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4)

              Senses blindsight 10 ft.
              Morale 10
              Number Encountered 1d6 (1d6)
              Challenge 0
              Treasure Type

              ACTIONS

              • Sting. Melee Weapon Attack: +2 to hit; Hit: 1 and target must make a DC 9 Con save, taking 4 (1d8) poison damage. A successful save halves the damage.

              Swarm of Bats

              Medium swarm of Tiny beasts, neutral

              Armor Class 12
              Hit Points 22 (5d8)
              Speed 0 ft., fly 30 ft.

              STR DEX CON INT WIS CHA
              16 (+3) 14 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

              Damage Resistances phyiscal
              Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
              Senses blindsight 60 ft.
              Morale 10
              Number Encountered 1d6 (1d6)
              Challenge ¼
              Treasure Type Å

              SPECIAL TRAITS

              • Echolocation. The swarm can’t use its blindsight while deafened.
              • Keen Hearing. Advantage on Wis (Perception) checks that rely on hearing.
              • 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 Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space; Hit: 5 (2d4), or 2 (1d4) if the swarm has half of its hit points or fewer.

              Swarm, Insects

              Medium swarm of Tiny beasts, neutral

              Armor Class 12
              Hit Points 22 (5d8)
              Speed 20 ft., climb 20 ft.

              STR DEX CON INT WIS CHA
              2 (-4) 12 (+1) 10 (+0) 1 (-5) 6 (-2) 1 (-5)

              Damage Resistances physical
              Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
              Senses blindsight 10 ft.
              Morale 11 No. Enc 1 swarm (1-3 swarms)
              Challenge ½
              Treasure Type Å

              ACTIONS

              • Swarm. The swarm can occupy another creature’s space and vice versa, and 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), or 5 (2d4) if the swarm has half of its hit points or fewer.

              Swarm, Insects (Variant)

              Different insects can gather in swarms, and each swarm has the special characteristics described below.

              Swarm of Beetles

              A swarm of beetles gains a burrowing speed of 5 feet.

              Swarm of Centipedes

              A creature reduced to 0 hit points by centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

              Swarm of Spiders

              Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings.

            • Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
            • Web Walker. The swarm ignores movement restrictions caused by webbing.

              Swarm of Wasps

              A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.

              Swarm, Poisonous Snakes

              Medium swarm of Tiny beasts, neutral

              Armor Class 14
              Hit Points 36 (8d8)
              Speed 30 ft., swim 30 ft.

              STR DEX CON INT WIS CHA
              8 (-1) 18 (+4) 10 (+0) 1 (-5) 10 (+0) 2 (-4)

              Damage Resistances physical
              Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
              Senses blindsight 10 ft.
              Morale 7
              Number Encountered 1 swarm (1d2 swarms) Challenge 2
              Treasure Type

              SPECIAL TRAITS

              • Swarm. The swarm can occupy another creature’s space and vice versa, and 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 Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space; Hit: 7 (2d6), or 3 (1d6) if the swarm has half of its hit points or fewer. The target must make a DC 10 Con save, taking 14 (4d6) poison damage. A successful save halves the damage.

                Swarm, Rats

                Medium swarm of Tiny beasts, neutral

                Armor Class 10
                Hit Points 24 (7d8-7)
                Speed 30 ft.

                STR DEX CON INT WIS CHA
                8 (-1) 10 (+0) 8 (-1) 2 (-4) 10 (+0) 2 (-4)

                Damage Resistances physical
                Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
                Senses darkvision 30 ft.
                Morale 6
                Number Encountered 1 swarm (1-3 swarms)
                Challenge ¼
                Treasure Type

                SPECIAL TRAITS

                • Keen Smell. Advantage on smell-based Wis checks.
                • Swarm. The swarm can occupy another creature’s space and vice versa, and 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 Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space; Hit: 7 (2d6), or 3 (1d6) if the swarm has half of its hit points or fewer.

                Swarm, Ravens

                Medium swarm of Tiny beasts, neutral

                Armor Class 12
                Hit Points 24 (7d8-7)
                Speed 10 ft., fly 50 ft.

                STR DEX CON INT WIS CHA
                6 (-2) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

                Proficiency Areas Perception +5
                Damage Resistances physical
                Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
                Morale 5
                Number Encountered 1 swarm (1-3 swarms)
                Challenge ¼
                Treasure Type

                SPECIAL TRAITS

                • 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 Weapon Attack: +4 to hit, one target in the swarm’s space; Hit: 7 (2d6), or 3 (1d6) if the swarm has half of its hit points or fewer.

                  Tiger

                  Large beast, neutral

                  Armor Class 12
                  Hit Points 37 (5d10+10)
                  Speed 40 ft.

                  STR DEX CON INT WIS CHA
                  16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 8 (-1)

                  Proficiency Areas Perception +3, Stealth +6
                  Senses darkvision 60 ft.
                  Morale 9
                  Number Encountered 1 (1d3)
                  Challenge 1
                  Treasure Type U

                  SPECIAL TRAITS

                  • Keen Smell. Advantage on smell-based Wis checks.
                  • Pounce. If moving at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, target must make a DC 13 Str save or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

                  ACTIONS

                  • Bite. Melee Weapon Attack: +5 to hit; Hit: 8 (1d10+3).
                  • Claw. Melee Weapon Attack: +5 to hit; Hit: 7 (1d8+3).

                  Warhorse

                  Large beast, neutral

                  Armor Class 11
                  Hit Points 19 (3d10+3)
                  Speed 60 ft.

                  STR DEX CON INT WIS CHA
                  18 (+4) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

                  Morale 9
                  Number Encountered 0 (domestic)
                  Challenge ½
                  Treasure Type

                  SPECIAL TRAITS

                  • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

                  ACTIONS

                  • Hooves. Melee Weapon Attack: +6 to hit; Hit: 11 (2d6+4).

                  Wolf

                  Medium beast, neutral

                  Armor Class 13
                  Hit Points 11 (2d8+2)
                  Speed 40 ft.

                  STR DEX CON INT WIS CHA
                  12 (+1) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

                  Proficiency Areas Perception +3, Stealth +4
                  Morale 8
                  Number Encountered 2d6 (3d6)
                  Challenge ¼
                  Treasure Type

                  SPECIAL TRAITS

                  • Keen Hearing and Smell. Advantage on hearing or smell based Wis checks.
                  • Pack Tactics. Advantage on attack rolls if at least one non-incapacitated ally is within 5 feet of the prey.

                  ACTIONS

                  • Bite. Melee Weapon Attack: +4 to hit; Hit: 7 (2d4+2). A creature must succeed on a DC 11 Strength saving throw or be knocked prone. ~~~ Men

                    This section contains statistics for various humanoid NPCs that adventurers might encounter, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs.

                    Assassin

                    Medium humanoid, any non-lawful

                    Armor Class 15 (studded leather)
                    Hit Points 78 (12d8+24)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

                    Saving Throws Dex +6, Int +4
                    Proficiency Areas Acrobatics +6, Deception +3, Perception +3, Stealth +9
                    Damage Resistances poison
                    Morale 9
                    Number Encountered 1 (1)
                    Challenge 8
                    Treasure Type F

                    SPECIAL TRAITS

                    • Assassinate. During its first turn, Advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
                    • Evasion. If the assassin is subjected to an effect that allows it to make a Dex save to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
                    • Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

                    ACTIONS

                    • Multiattack. The creature makes two shortsword attacks.
                    • Shortsword. Melee Weapon Attack: +6 to hit; Hit: 6 (1d6+3), and the target must make a DC 15 Con save, taking 24 (7d6) poison damage. A successful save halves the damage.

                      Light Crossbow. Ranged Weapon Attack: +6 to hit, 80/320 ft.; Hit: 7 (1d8+3), and the target must make a DC 15 Con save, taking 24 (7d6) poison damage. A successful save halves the damage.

                    Bandit/Pirate

                    Medium humanoid, any non-lawful

                    Armor Class 12 (leather armor)
                    Hit Points 11 (2d8+2)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    11 (+0) 11 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

                    Morale 8
                    Number Encountered 1d8 (3d30)
                    Challenge ?
                    Treasure Type U(A)

                  ACTIONS

                  • Scimitar. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1).

                    Light Crossbow. Ranged Weapon Attack: +3 to hit, 80 ft./320 ft.; Hit: 5 (1d8+1).

                    Bandits roam in gangs, often led by thugs, veterans and magic-users. Pirates are the bandits of the high seas.

                    Bandit Captain

                    Medium humanoid, any non-lawful

                    Armor Class 15 (studded leather)
                    Hit Points 65 (10d8+20)
                    Speed 30 ft.

                    Saving Throws Str +4, Dex +5, Wis +2Proficiency Areas Athletics +4, Deception +4Morale 9Number Encountered 1 (1) (always with other bandits)Challenge 2Treasure Type U(A)
                    STR DEX CON INT WIS CHA
                    15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

                  ACTIONS

                  • Multiattack. three melee attacks: two with its scimitar and one with its dagger. Or two ranged attacks with its daggers.
                  • Scimitar. Melee Weapon Attack: +5 to hit; Hit: 6 (1d6+3).
                  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft.; Hit: 5 (1d4+3).

                  REACTIONS

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

                    Berserker

                    Medium humanoid, any non-lawful

                    Savage berserkers come together in war parties and seek conflict wherever they can find it.

                    Armor Class 13 (hide armor)
                    Hit Points 67 (9d8+27)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
                    Morale
                    Number Encountered 1d6 (3d10)
                    Challenge 2
                    Treasure Type B(P)

                    Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

                  ACTIONS

                  • Greataxe. Melee Weapon Attack: +5 to hit; Hit: 9 (1d12+3).

                    Commoner

                    Medium humanoid, any

                    Armor Class 10
                    Hit Points 4 (1d8)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

                    Morale 6
                    Number Encountered 1d4 (1d20)
                    Challenge 0
                    Treasure Type U

                    ACTIONS

                    • Club. Melee Weapon Attack: +2 to hit; Hit: 2 (1d4).

                    Cult Fanatic

                    Medium humanoid, any non-good

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

                    Proficiency Areas Deception +4, Persuasion +4, Religion +2
                    Morale 7
                    Number Encountered 1d8 (1d20)
                    Challenge 2
                    Treasure Type U

                    SPECIAL TRAITS

                    • Dark Devotion. Advantage on saving throws against being charmed or frightened.
                    • Spellcasting. The fanatic is a 4th-level spellcaster. It uses Wis (spell save DC 11, +3 to hit with spell attacks).
                      • 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 creature makes two melee attacks.
                    • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.; Hit: 4 (1d4+2).

                    ABOUT

                    Fanatics are often part of a cult’s leadership, using charisma and dogma to influence and prey on the weak, AC 13 (leather armor)

                    Cultist

                    Medium humanoid, any non-lawful

                    Armor Class 12 (leather armor)
                    Hit Points 9 (2d8)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

                    Proficiency Areas Deception +2, Religion +2
                    Morale 7
                    Number Encountered 1d8 (1d20)
                    Challenge 2
                    Treasure Type U

                    SPECIAL TRAITS

                    • Dark Devotion. Advantage on saving throws against being charmed or frightened.

                    ACTIONS

                    • Scimitar. Melee Weapon Attack: +3 to hit; Hit: 4 (1d6+1).
                    Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils.

                    Druid

                    Medium humanoid, any

                    Armor Class 11 (16 with barkskin)
                    Hit Points 27 (5d8+5)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

                    Proficiency Areas Medicine +4, Nature +3, Perception +4
                    Morale 7
                    Number Encountered 1 (1)
                    Challenge 2
                    Treasure Type U

                    SPECIAL TRAITS

                    • Spellcasting. The druid is a 4th-level spellcaster. Its Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
                      • Cantrips (at will): guidance, produce flame, shillelagh
                      • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
                      • 2nd level (3 slots): animal messenger, barkskin

                    ACTIONS

                    • Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh),; Hit: 3 (1d6) or 6 (1d8+2) with shillelagh.

                    Guard

                    Medium humanoid, any

                    Armor Class 16 (chain shirt, shield)
                    Hit Points 11 (2d8+2)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

                    Proficiency Areas Perception +2
                    Morale 7
                    Number Encountered 2d6 (2d6)
                    Challenge ?
                    Treasure Type U

                    ACTIONS

                    • Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.; Hit: 4 (1d6+1), or 5 (1d8+1) if used with two hands to make a melee attack.

                    Knight

                    Medium humanoid, any

                    Armor Class 18 (plate)
                    Hit Points 52 (8d8+16)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

                    Saving Throws Con +4, Wis +2
                    Morale 10
                    Number Encountered 1d6 (1d6)
                    Challenge 3
                    Treasure Type Vx3

                    SPECIAL TRAITS

                    • Brave. Advantage on saves against being frightened.

                    ACTIONS

                    • Multiattack. The creature makes two melee attacks.
                    • Greatsword. Melee Weapon Attack: +5 to hit; Hit: 10 (2d6+3).
                    • Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 100/400 ft.; Hit: 5 (1d10).
                    • Leadership (Recharge: Short/Long Rest). For 1 minute, the knight can shout instructions to an ally it can see within 30 feet when it makes an attack roll or a save. The ally adds 1d4 to its roll, if it hears and understands the knight. A ally only benefits from one Leadership die at a time. The 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.

                    Mage

                    Medium humanoid, any

                    Armor Class 12 (15 with mage armor)
                    Hit Points 40 (9d8)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

                    Saving Throws Int +6, Wis +4
                    Proficiency Areas Arcana +6, History +6
                    Morale 7
                    Number Encountered 1 (1)
                    Challenge 6
                    Treasure Type V

                    SPECIAL TRAITS

                    • Spellcasting. The mage is a 9th-level spellcaster. It uses Int (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
                      • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
                      • 1st level (4 slots): detect magic, mage armor, magic missile, shield
                      • 2nd level (3 slots): misty step, suggestion
                      • 3rd level (3 slots): counterspell, fireball, fly
                      • 4th level (3 slots): greater invisibility, ice storm
                      • 5th level (1 slot): cone of cold

                    ACTIONS

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

                    Noble

                    Medium humanoid, any

                    Armor Class 15 (breastplate)
                    Hit Points 9 (2d8)
                    Speed 30 ft.

                    STR DEX CON INT WIS CHA
                    11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

                    Proficiency Areas Deception +5, Insight +4, Persuasion +5
                    Morale 8
                    Number Encountered 2d6 (2d6)
                    Challenge ?
                    Treasure Type Vx3

                  ACTIONS

                  • Rapier. Melee Weapon Attack: +3 to hit; Hit: 5 (1d8+1).

                  REACTIONS

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

                  Priest

                  Medium humanoid, any

                  Armor Class 13 (chain shirt)
                  Hit Points 27 (5d8+5)
                  Speed 25 ft.

                  STR DEX CON INT WIS CHA
                  10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

                  Proficiency Areas Medicine +7, Persuasion +3, Religion +4
                  Morale 7
                  Number Encountered 1 (1)
                  Challenge 2
                  Treasure Type U

                  SPECIAL TRAITS

                  • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage 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 increases by 1d6 for each level above 1st.
                  • Spellcasting. The priest is a 5th-level spellcaster. Its Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
                    • Cantrips (at will): light, sacred flame, thaumaturgy
                    • 1st level (4 slots): cure wounds, guiding bolt, sanctuary
                    • 2nd level (3 slots): lesser restoration, spiritual weapon
                    • 3rd level (2 slots): dispel magic, spirit guardians

                  ACTIONS

                  • Mace. Melee Weapon Attack: +2 to hit; Hit: 3 (1d6).

                  Scout

                  Medium humanoid, any

                  Armor Class 13 (leather armor)
                  Hit Points 16 (3d8+3)
                  Speed 30 ft.

                  STR DEX CON INT WIS CHA
                  11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

                  Proficiency Areas Nature +4, Perception +5, Stealth +6, Survival +5
                  Morale 7
                  Number Encountered – (1d6)
                  Challenge ½
                  Treasure Type U

                  SPECIAL TRAITS

                  • Keen Hearing.and Sight. Advantage on Wis (Perception) checks that rely on hearing or sight.

                  ACTIONS

                  • Multiattack. The creature makes two melee attacks or two ranged attacks.
                  • Shortsword. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).
                  • Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.; Hit: 6 (1d8+2).

                  ABOUT

                  Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, guides, or military reconnaissance.

                  Thug

                  Medium humanoid, any non-lawful

                  Armor Class 11 (leather armor)
                  Hit Points 32 (5d8+10)
                  Speed 30 ft.

                  STR DEX CON INT WIS CHA
                  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

                  Proficiency Areas Intimidation +2
                  Morale 7
                  Number Encountered 1d6 (2d12)
                  Challenge ½
                  Treasure Type (U+V) F

                  SPECIAL TRAITS

                  • Pack Tactics. Advantage on attack rolls if at least one non-incapacitated ally is within 5 feet of the prey.

                  ACTIONS

                  • Multiattack. The creature makes two melee attacks.
                  • Mace. Melee Weapon Attack: +4 to hit; Hit: 5 (1d6+2).
                  • Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 100/400 ft.; Hit: 5 (1d10).

                  ABOUT

                  Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

                  Tribal Warrior

                  Medium humanoid, any

                  Armor Class 12 (hide armor)
                  Hit Points 11 (2d8+2)
                  Speed 30 ft.

                  STR DEX CON INT WIS CHA
                  13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1)

                  Morale 0
                  Number Encountered 0 (1d4x10)
                  Challenge ?
                  Treasure Type A

                  SPECIAL TRAITS

                  • Pack Tactics. Advantage on attack rolls if at least one non-incapacitated ally is within 5 feet of the prey.

                  ACTIONS

                  • Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.; Hit: 4 (1d6+1), or 5 (1d8+1) if used with two hands to make a melee attack.

                  ABOUT

                  Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.

                  Veteran

                  Medium humanoid, any

                  Armor Class 17 (splint)
                  Hit Points 58 (9d8+18)
                  Speed 30 ft.

                  STR DEX CON INT WIS CHA
                  16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

                  Proficiency Areas Athletics +5, Perception +2
                  Morale 9
                  Number Encountered 2d4 (2d6)
                  Challenge 3
                  Treasure Type V

                  ACTIONS

                  • Multiattack. The creature makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
                  • Longsword. Melee Weapon Attack: +5 to hit; Hit: 7 (1d8+3) or 8 (1d10+3) if used with two hands.
                  • Shortsword. Melee Weapon Attack: +5 to hit; Hit: 6 (1d6+3).
                  • Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 100/400 ft.; Hit: 6 (1d10+1).

                  ABOUT

                  Veterans are professional fighters, including retired soldiers and warriors who only served themselves.