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Appendix A: Creatures
Kobolds
Kobolds are a cowardly race of miners and candle makers
that resemble large, humanoid rats. They inhabit abandoned
mines and are considered by most adventurers to be more of
a nuisance than a threat. Most kobolds are easy prey,
appearing in Elwynn Forest, Westfall, Loch Modan,
Stonetalon Mountains, Thousand Needles, and Arathi
Highlands. The strongest kobolds can be found in Alterac
Valley, occasionally assaulting the Coldtooth Mine under the
command of Taskmaster Snivvel.
Kobolds rely on the light of their candles to see. Kobolds are Standard
extremely protective of their candles and will attack anyone Kobold Taskmaster Tier 1, Elite 25 EXP
who comes near them, yelling something in Low Common, Small, CE, Humanoid (kobold)
such as "You no take candle!". Perception 9;
Languages. Low Common
Kobold Roster Skills. --
Creature Rank Role STR DEX CON INT WIS CHA
KOBOLD VERMIN Minion Weak +0 +0 +0 -1 -1 +0
KOBOLD WORKER Normal Standard AC: 12 (hide)
KOBOLD LABORER Normal Brute HP: 35 (10d6 + 0)
KOBOLD GEOMANCER Normal Skirmisher Speed 25 ft.
KOBOLD TASKMASTER Elite Standard Traits
Cowardly. When bloodied, the Kobold Taskmaster
must make a DC 9 Wisdom save or become frightened.
Kobold Treasure
Candles in the Dark. A Kobold Taskmaster without a lit
1d6 1d4 cp. candle in dim light or darkness must succeed a DC 9
1-2 -- Wisdom save or become frightened.
3 A handful of shiny rocks Actions
4 A melted candle Steel Shovel. Melee Weapon Attack: +2 to hit, reach 5
5 A copper nugget (1 lb.) ft., one target. Hit: 4 (1d8 + 0) bludgeoning damage, or
6 A minor healing potion 5 (1d10 + 0) bludgeoning damage if used with two
hands to make a melee attack.
Kobold Names Throw Stone. Ranged Weapon Attack: +2 to hit, reach
d20 Name Name 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4 + 0)
1 Arix 11 Molo bludgeoning damage.
2 Eks 12 Ohsoss Reactions
3 Ett 13 Rotom
4 Galax 14 Sagin
5 Garu 15 Sik
6 Hagnar 16 Sniv
7 Hox 17 Taklak
8 Irtos 18 Tes
9 Kashak 19 Urak
10 Meepo 20 Varn
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Standard Standard
Kobold Vermin Tier 1, Minion 6 EXP Kobold Worker Tier 1, Normal 12 EXP
Small, CE, Humanoid (kobold) Small, CE, Humanoid (kobold)
Perception 9; Perception 9;
Languages. Low Common Languages. Low Common
Skills. -- Skills. --
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
-1 +0 -1 -1 -1 -1 +0 +0 -1 -1 -1 -1
AC: 10 (unarmored) AC: 13 (leather, shield)
HP: 13 (5d6 -5) HP: 23 (9d6 -9)
Speed 25 ft. Speed 25 ft.
Traits Traits
Cowardly. When bloodied, the Kobold Vermin must Cowardly. When bloodied, the Kobold Worker must
make a DC 9 Wisdom save or become frightened. make a DC 9 Wisdom save or become frightened.
Candles in the Dark. A Kobold Vermin without a lit Candles in the Dark. A Kobold Worker without a lit
candle in dim light or darkness must succeed a DC 9 candle in dim light or darkness must succeed a DC 9
Wisdom save or become frightened. Wisdom save or become frightened.
Actions Actions
Branch. Melee Weapon Attack: +2 to hit, reach 5 ft., one Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft.,
target. Hit: 2 (1d4 + 0) bludgeoning damage. one target. Hit: 3 (1d6 + 0) piercing damage, or 4 (1d8 +
Throw Stone. Ranged Weapon Attack: +2 to hit, reach 5 0) piercing damage if used with two hands to make a
ft. or range 20/60 ft., one target. Hit: 2 (1d4 + 0) melee attack.
bludgeoning damage. Throw Stone. Ranged Weapon Attack: +2 to hit, reach 5
Reactions ft. or range 20/60 ft., one target. Hit: 2 (1d4 + 0)
bludgeoning damage.
Reactions
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Brute Skirmisher
Kobold Laborer Tier 1, Normal 12 EXP Kobold Geomancer Tier 1, Normal 12 EXP
Small, CE, Humanoid (kobold) Small, CE, Humanoid (kobold)
Perception 9; Perception 10;
Languages. Low Common Languages. Low Common
Skills. -- Skills. --
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+0 -1 +0 -1 -1 -1 -1 -1 -1 -1 +0 -1
AC: 10 (leather) AC: 10 (padded)
HP: 25 (7d6 + 0) HP: 18 (7d6 -7)
Speed 25 ft. Speed 25 ft.
Traits Traits
Cowardly. When bloodied, the Kobold Laborer must Cowardly. When bloodied, the Kobold Geomancer must
make a DC 9 Wisdom save or become frightened. make a DC 10 Wisdom save or become frightened.
Candles in the Dark. A Kobold Laborer without a lit Candles in the Dark. A Kobold Geomancer without a lit
candle in dim light or darkness must succeed a DC 9 candle in dim light or darkness must succeed a DC 10
Wisdom save or become frightened. Wisdom save or become frightened.
Actions Spellcasting. The Kobold Geomancer's ability is Wisdom
Sledgehammer. Melee Weapon Attack: +2 to hit, (spell save DC 10, +2 to hit with spell attacks). It has the
reach 5 ft., one target. Hit: 7 (2d6 + 0) bludgeoning following spells prepared:
damage. Cantrips (At will): Burning Stone. (1 Action, Range 60
Throw Stone. Ranged Weapon Attack: +2 to hit, reach ft.) Ranged Spell Attack + 2, Hit: 1d4 bludgeoning
5 ft. or range 20/60 ft., one target. Hit: 2 (1d4 + 0) damage and 1d4 fire damage.
bludgeoning damage. 1st level (2 slots): Frost Armor. (1 Action, Concentration
Reactions up to 1 minute, Self) A cloud of freezing mist surrounds
the mage. While under the effects of this spell the mage
has +2 AC and cold resistance.
Actions
Branch. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 + -1) bludgeoning damage.
Throw Stone. Ranged Weapon Attack: +1 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 1 (1d4 + -1)
bludgeoning damage.
Reactions
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Wildlife Mangy Duskwolf Trophy Table
Wildlife are creatures naturally found in an area. Wild Survival Skill Check Result Trophy
creatures do not normally travel in mixed groups. If the party 10 20 lbs. wolf meat
encounters wolves for instance, they should not also
15 10 lbs. light hide
encounter bears at the same time. There are exceptions
however, such as encountering wolves on the heels of a deer. 20 1d4 wolf fangs
25 1d4 wolf claws
Wildlife Treasure
Wild creatures do not carry items. Instead, the adventurers
may attempt to harvest items from the creature’s corpse.
This is done by making a Survival Skill check against the
Creature Trophy table below the creature’s stat block. This
table is progressive, so if the adventurer’s Survival Check
Result is a 15 for instance, they would get the trophy at that
level and all of the levels before that one. Adventurers may
only attempt to harvest trophies from a creature once.
Tough
Deer Tier 1, Minion 6 EXP
Large, N, Animal (deer)
Perception 12;
Languages. --
Skills. --
Striker STR DEX CON INT WIS CHA
Mangy Duskwolf Tier 1, Minion 6 EXP +0 +3 +0 -4 +2 -2
Medium, N, Animal (wolf) AC: 14 (natural +1)
Perception 11; Darkvision 30 ft. HP: 11 (2d10 + 0)
Languages. -- Speed 50 ft.
Skills. Perception + 3 Traits
STR DEX CON INT WIS CHA
+1 +2 +1 -3 +1 -2
Actions
AC: 13 (natural +1)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
HP: 11 (2d8 + 2)
target. Hit: 6 (1d6 + 3) piercing damage.
Speed 40 ft.
Reactions
Traits
Keen Hearing and Smell. The Mangy Duskwolf has
advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Deer Trophy Table
Pack Tactics. The Mangy Duskwolf has advantage on an
attack roll against a creature if at least one of the Mangy Survival Skill Check Result Trophy
Duskwolf's allies is within 5 feet of the creature and the 10 40 lbs. deer meat
ally isn't incapacitated.
Actions 15 10 lbs. light hide
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 20 2 deer antlers
target. Hit: 7 (2d4 + 2) piercing damage. If the target is a
creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.
Reactions
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Boar Trophy Table
Survival Skill Check Result Trophy
10 30 lbs. boar meat
15 10 lbs. light hide
20 1d4 boar tusks
Brute
Boar Tier 1, Normal 12 EXP
Medium, N, beast
Perception 10;
Languages. --
Skills. --
STR DEX CON INT WIS CHA
+1 +0 +1 -4 +0 -2
AC: 12 (natural +2)
HP: 22 (4d8 + 4)
Speed 40 ft.
Traits
Charge. If the Boar moves at least 20 feet straight toward
a target and then hits it with a tusk attack on the same
turn, the target takes an extra 3 1d6 slashing damage. If
the target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone.
Relentless (1/day). 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, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Reactions
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Defias Brotherhood
The Defias Brotherhood (or the Defias Gang, Defias Thieves,
or simply The Brotherhood) is a group of former stonemasons
assassins, thieves, brigands and pirates that seeks to
overthrow the Kingdom of Stormwind. They are based
primary in Westfall, an area deeply impoverished and not
easily protected by the Stormwind Army.
Standard
Defias Cutpurse Tier 1, Normal 12 EXP
Defias Roster Medium, CE, humanoid (any race)
Creature Rank Role Perception 10;
DEFIAS CUTPURSE Normal Standard Languages. Common
DEFIAS SKIRMISHER Normal Skirmisher Skills. Intimidation + 3, Stealth + 4
DEFIAS WARLOCK Elite Skirmisher STR DEX CON INT WIS CHA
DEFIAS HENCHMAN Boss Striker +1 +2 +2 +0 +0 +0
AC: 13 (leather)
HP: 20 (3d8 + 6)
Defias Treasure Speed 30 ft.
Traits
1d6 1d4 cp.
1-2 -- Actions
3 A handful of shiny rocks Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
A melted candle one target. Hit: 5 (1d6 + 2) piercing damage.
4
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
5 A copper nugget (1 lb.) 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
6 A minor healing potion damage.
Reactions
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Skirmisher
Defias Skirmisher Tier 1, Normal 12 EXP
Medium, CE, humanoid (any race)
Perception 12;
Languages. Common
Skills. Perception + 4, Stealth + 5
STR DEX CON INT WIS CHA
+1 +3 +1 +1 +2 +0
AC: 14 (leather)
HP: 17 (3d8 + 3)
Speed 30 ft.
Traits
Actions
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing Striker
damage. Defias Henchman Tier 1, Boss 50 EXP
Reactions Medium, CE, humanoid (any race)
Perception 12;
Languages. Common
Skills. Intimidation + 4, Stealth + 5
STR DEX CON INT WIS CHA
+2 +3 +2 +2 +2 +2
AC: 15 (studded leather)
HP: 72 (11d8 + 22)
Speed 30 ft.
Traits
Sneak Attack (1/Turn). The Defias Henchman deals an
extra 3 (1d6) 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 Defias Henchman
that isn't incapacitated and the Defias Henchman doesn't
have disadvantage on the attack roll.
Actions
Multiattack. The Defias henchman attacks with his
shortsword and then his dagger.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.
Reactions
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Skirmisher
Defias Warlock Tier 1, Elite 25 EXP
Medium, CE, humanoid (any race)
Perception 11;
Languages. Common, Eredun
Skills. Arcana + 5, Deception + 4
STR DEX CON INT WIS CHA
+0 +2 +0 +3 +1 +2
AC: 12 (unarmored)
HP: 27 (6d8 + 0)
Speed 30 ft.
Traits
Spellcasting. The Defias Warlock's ability is Intelligence
(spell save DC 13, +5 to hit with spell attacks). It has the
following spells prepared:
Cantrips (at will): Shadow Bolt (1 Action, Range 60 ft.).
Ranged Spell Attack + 5 Hit: 1d8 + 3 shadow damage.
1st level (2 slots): Summon Imp (1 Action, Ritual, Range
90 ft.). The warlock calls forth an imp from the Burning
Legion. The imp manifests physically in an unoccupied
space that you can see within 90 ft. The imp is under the
command of the summoning warlock.
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6 + 0) bludgeoning damage, or 4
(1d8 + 0) bludgeoning damage if used with two hands to
make a melee attack.
Reactions
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