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Medium Fiend (Devil), Lawful Evil 1,800 xp Claw. Melee Weapon Attack: +6 to hit, reach 5 ft ., one
target. Hit: 6 (1d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Armor class Hit points Speed Hit: 10 (2d6 + 3) piercing damage.
30 ft. Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft.,
15 110 one target. Hit: 10 (3d6) fire damage. If the target is a
(natural armor) (13d8+52) flammable object that isn't being worn or carried, it al so
catches fire.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
0 xp
Barbed Hide. At The Start Of Each Of Actions
Its Turns, The Barbed Devil Deals 5
(1dl0) Piercing Damage To Any
Creature Grappling It.
Devil's Sight. Magical Darkness
Doesn't Impede The Devil's
Darkvision.
Magic Resistance. The Devil Has
Advantage On Saving Throws Against
Spells And Other Magical Effects.
, The Abyss Creates Demons As Extensions Of Itself, Spontaneously Forming
Fiends Out Of Filth And Carnage. Some Are Unique Monstrosities, While
Others Represent Uniform Strains Virtually Identical To Each Other. Other
Demons (Such As Manes) Are Created From Mortal Souls Shunned Or Cursed
By The Gods, Or Which Are Otherwise Trapped In The Abyss.
Languages:
Challenge: (0 xp)
Berserker 2 Actions
Medium Humanoid (Any Race), Any Chaotic Alignment 450 xp Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.
Armor class Hit points Speed
30 ft.
13 67
(hide armor) (9d8+27)
0 xp
Bite. Melee Weapon Attack: +4 To Hit, Actions
Reach 5 Ft., One Target. Hit: 5 (1 D6 +
2) Piercing Damage. Lf The Target Is A
Creature, It Must Succeed On A DC
12 Constitution Saving Throw Against
Disease Or Become Poisoned Until
The Disease Is Cured. Every 24 Hours
That Elapse, The Creature Must
Repeat The Saving Throw, Reducing
Its Hit Point Maximum By 5 (1d10) On
A Failure. This Reduction Lasts Until
The Disease Is Cured. The Creature
Dies If The Disease Reduces Its Hit
Point Maximum To 0.
, A Death Dog Is An Ugly Two-Headed Hound That Roams Plains, Deserts,
And The Underdark. Hate Burns In A Death Dog's Heart, And A Taste For
Humanoid Flesh Drives It To Attack Travelers And Explorers. Death Dog Saliva
Carries A Foul Disease That Causes A Victim's Flesh To Slowly Rot Off The
Bone.
Languages:
Challenge: (0 xp)
Gelatinous Cube 2 Actions
Large Ooze, Unaligned 450 xp 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
Armor class Hit points Speed saving throw. Creatures inside the cube can be seen but
15 ft. have total cover. A creature within 5 feet of the cube can
12 110 take an action to pull a creature or object out of the cube.
(10d10+60) Doing so requires a successful DC 12 Strength check, and
the creature making the attempt takes 10 (3d6) acid
damage. The cube can hold only one Large creature or up
STR DEX CON INT WIS CHA to four Medium or smaller creatures inside it at a time.
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)
0 xp
Engulf The Cube Moves Up To Its Actions
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 Dexterity Saving
Throw. 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
Ghast 2 Actions
Medium Undead, Chaotic Evil 450 xp Stench. Any creature that starts its turn within 5 feet of the
ghast must succeed on a DC 10 Constitution saving throw
or be poisoned until the start of its next turn. On a
Armor class Hit points Speed successful l saving throw, the creature is immune to the
30 ft. ghast's Stench for 24 hours.
13 36
(8d8)
0 xp
Claws. Melee Weapon Attack: +5 To Actions
Hit, Reach 5 Ft., One Target. Hit: 10
(2d6 + 3) Slashing Damage. If The
Target Is A Creature Other Than An
Undead, It Must Succeed On A DC 10
Constitution Saving Throw Or Be
Paralyzed For 1 Minute. The Target
Can Repeat The Saving Throw At The
End Of Each Of Its Turns, Ending The
Effect On Itself On A Success.
, Orcus Sometimes Infuses A Ghoul With A Stronger Dose Of Abyssal Energy,
Making A Ghast. Whereas Ghouls Are Little More Than Savage Beasts, A
Ghast Is Cunning And Can Inspire A Pack Of Ghouls To Follow Its Commands.
Languages:
Challenge: (0 xp)
Hobgoblin 1/2 Actions
Medium Humanoid (Goblinoid), Lawful Evil 100 xp Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) s
lashing damage if used with two hands.
Armor class Hit points Speed
30 ft.
18 11
(chain mail, shield) (2d8+2)
0 xp
Longbow. Ranged Weapon Attack: +3 Actions
To Hit, Range 150/600 Ft., One
Target. Hit: 5 (1d8 + 1) Piercing
Damage.
, Hobgoblins Have Dark Orange Or Red-Orange Skin, And Hair Ranging From
Dark Red-Brown To Dark Gray. Yellow Or Dark Brown Eyes Peer Out Beneath
Their Beetling Brows, And Their Wide Mouths Sport Sharp And Yellowed
Teeth. A Male Hobgoblin Might Have A Large Blue Or Red Nose, Which
Symbolizes Virility And Power Among Goblinkin. Hobgoblins Can Live As Long
As Humans, Though Their Love Of Warfare And Battle Means That Few Do.
Languages:
Challenge: (0 xp)
Hobgoblin Captain 3 Actions
Medium Humanoid (Goblinoid), Lawful Evil 700 xp Multiattack. The hobgoblin makes two greatsword attacks.
0 xp
Leadership (Recharges After A Short Actions
Or Long Rest). For 1 Minute, The
Hobgoblin In Can Utter A Special
Command Or Warning Whenever A
Nonhostile Creature That It Can See
Within 30 Feet Of It Makes An Attack
Roll Or A Saving Throw. The Creature
Can Add A D4 To Its Roll Provided It
Can Hear And Understand The
Hobgoblin. A Creature Can Bene t
From Only One Leadership Die At A
Time. This Effect Ends If The
Hobgoblin Is Incapacitated.
, Hobgoblins Have Dark Orange Or Red-Orange Skin, And Hair Ranging From
Dark Red-Brown To Dark Gray. Yellow Or Dark Brown Eyes Peer Out Beneath
Their Beetling Brows, And Their Wide Mouths Sport Sharp And Yellowed
Teeth. A Male Hobgoblin Might Have A Large Blue Or Red Nose, Which
Symbolizes Virility And Power Among Goblinkin. Hobgoblins Can Live As Long
As Humans, Though Their Love Of Warfare And Battle Means That Few Do.
Languages:
Challenge: (0 xp)
Hobgoblin Warlord 6 Actions
Medium Humanoid (Goblinoid), Lawful Evil 2,300 xp Multiattack. The hobgoblin makes three melee attacks.
Alternatively, it can make two ranged attacks with its
javelins.
Armor class Hit points Speed
30 ft.
20 97
(plate, shield) (13d8+39)
, Hobgoblins Have Dark Orange Or Red-Orange Skin, And Hair Ranging From 0 xp
Dark Red-Brown To Dark Gray. Yellow Or Dark Brown Eyes Peer Out Beneath Actions
Their Beetling Brows, And Their Wide Mouths Sport Sharp And Yellowed
Teeth. A Male Hobgoblin Might Have A Large Blue Or Red Nose, Which
Symbolizes Virility And Power Among Goblinkin. Hobgoblins Can Live As Long
As Humans, Though Their Love Of Warfare And Battle Means That Few Do.
Languages:
Challenge: (0 xp)
Hobgoblin Wizard 1/2 Actions
Medium Humanoid (Goblinoid), Lawful Evil 100 xp Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
slashing damage if used with two hands.
Armor class Hit points Speed
30 ft.
18 11
(chain mail, shield) (2d8+2)
0 xp
Longbow. Ranged Weapon Attack: +3 Actions
To Hit, Range 150/600 Ft., One
Target. Hit: 5 (1d8 + 1) Piercing
Damage.
, Hobgoblins Have Dark Orange Or Red-Orange Skin, And Hair Ranging From
Dark Red-Brown To Dark Gray. Yellow Or Dark Brown Eyes Peer Out Beneath
Their Beetling Brows, And Their Wide Mouths Sport Sharp And Yellowed
Teeth. A Male Hobgoblin Might Have A Large Blue Or Red Nose, Which
Symbolizes Virility And Power Among Goblinkin. Hobgoblins Can Live As Long
As Humans, Though Their Love Of Warfare And Battle Means That Few Do.
Languages:
Challenge: (0 xp)
Knight 3 Actions
Medium Humanoid (Any Race), Any Alignment 700 xp
0 xp
Parry. The Knight Adds 2 To Its AC Actions
Against One Melee Attack That
Would Hit It. To Do So, The Knight
Must See The Attacker And Be
Wielding A Melee Weapon.
Multiattack. The Knight Makes Two Melee Attacks.
,
Languages:
Challenge: (0 xp)
, Knights Are Warriors Who Pledge Service To Rulers, Religious Orders, And 0 xp
Noble Causes. A Knight's Alignment Determines The Extent To Which A Actions
Pledge Is Honored. Whether Undertaking A Quest Or Patrolling A Realm: A
Knight Often Travels With An Entourage That Includes Squires And Hirelings
Who Are Commoners.
Languages:
Challenge: (0 xp)
Languages:
Challenge: (0 xp)
0 xp
Gore. Melee Weapon Attack: +6 To Hit, Actions
Reach 5 Ft., One Target. Hit: 13 (2d8 +
4) Piercing Damage.
, Skeletons Arise When Animated By Dark Magic. They Heed The Summons
Of Spellcasters Who Call Them From Their Stony Tombs And Ancient
Battle elds, Or Rise Of Their Own Accord In Places Saturated With Death
And Loss, Awakened By Stirrings Of Necromantic Energy Or The Presence Of
Corrupting Evil.
Languages:
Challenge: (0 xp)
Quadrone 1 Actions
Medium Construct, Lawful Neutral 200 xp Multiattack. The quadrone makes two fist attacks or four
shortbow attacks.
Armor class Hit points Speed
30 ft., fly 30ft.
16 22
(natural armor) (4d8+4)
Skills: Perception +2
Senses: true sight 120ft., passive Perception 12
Languages: Modron
Challenge: 1 (200 xp)
Axiomatic Mind. The quadrone can't be compelled to act in
a manner contrary to its nature or its instructions .
Disintegration. If the quadrone dies, its body disintegrates
into dust, leaving behind its weapons and anything else it was
carrying.
0 xp
Shortbow. Ranged Weapon Attack: +4 Actions
To Hit, Range 80(320 Ft ., One Target.
Hit: 5 (1d6 + 2) Piercing Damage.
, Astute Combatants, Quadrones Serve As Artillery And Field Of cers In The
Regiments Of Modron Armies.
Languages:
Challenge: (0 xp)
0 xp
Shadow Actions
Medium Undead, Chaotic Evil
0 xp
Paralyzed, Petri ed, Poisoned, Prone, Actions
Restrained
Darkvision 60ft., Passive Perception 10, -
Speed
Languages:
Challenge: (0 xp)
0 xp
Amorphous. The Shadow Can Move Actions
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
Saving Throws.
Strength Drain. Melee Weapon Attack: +4 To Hit, Reach 5 Ft., One Creature.
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.,
Armor class
Languages:
Challenge: (0 xp)
Spy 1 Actions
Medium Humanoid (Any Race), Any Alignment 200 xp Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
damage when it hit s a target with a weapon attack and has
advantage on the attack roll , or when the target is within 5
Armor class Hit points Speed feet of an ally of the spy that isn't incapacitated and the spy
30 ft. doesn't have disadvantage on the attack roll.
12 27 Longbow. Ranged Weapon Attack: +4 to hit, ranged
(6d8) 150f/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Languages:
Challenge: (0 xp)
Armor class
Languages:
Challenge: (0 xp)
Shapechanger.
And Hybrid FormThe werebear can use its Actions
Natural Armor, 135
action to polymorph into a Large bear-
Armor class Hit points
18d8+54 19
(30ft. (40ft., climb 30ft. in bear or hybrid form)) (10)
Speed
17
(0 xp)
0 xp
Greataxe (Humanoid Or Hybrid Form Actions
Only). Melee Weapon Attack: +7 To Hit,
Reach 5 Ft., One Target. Hit: 10 (1d12
+ 4) Slashing Damage.
, Werebears Are Powerful Lycanthropes With The Ability To Temper Their
Monstrous Natures And Reject Their Violent Impulses. In Humanoid Form,
They Are Large, Muscular, And Covered In Hair Matching The Color Of Their
Ursine Form's Fur. A Were Bear Is A Loner By Nature, Fearing What Might
Happen To Innocent Creatures Around It When Its Bestial Nature Takes Over.
Languages:
Challenge: (0 xp)
0 xp
Werewolf Actions
Medium Humanoid (Human, Shapechanger), Chaotic Evil
Armor class
Languages:
Challenge: (0 xp)
Shapechanger.
Hybrid Form The werewolf can use its Actions
Natural Armor, 58
action to polymorph into a wolf-
Armor class Hit points Speed
14
9d8+18 15
(30ft. (40ft. in wolfform)) (13)
0 xp
Spear (Humanoid Form Only). Melee Actions
Or Ranged Weapon Attack: +4 To Hit,
Reach 5 Ft. Or Range 20/60 Ft., One
Creature. Hit: 5 (1d6 + 2) Piercing
Damage, Or 6 (1d8 + 2) Piercing
Damage If Used With Two Hands To
Make A Melee Attack.
, A Werewolf Is A Savage Predator. In Its Humanoid Form, A Werewolf Has
Heightened Senses, A Fiery Temper, And A Tendency To Eat Rare Meat. Its
Wolf Form Is A Fearsome Predator, But Its Hybrid Form Is More Terrifying By
Far -A Furred And Well-Muscled Humanoid Body Topped By A Ravening
Wolf's Head. A Werewolf Can Wield Weapons In Hybrid Form, Though It
Prefers To Tear Foes Apart With Its Powerful Claws And Bite.
Languages:
Challenge: (0 xp)
Zombie 1/4 Actions
Medium Undead, Neutral Evil 50 xp Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
Armor class Hit points Speed from a critical hit. On a success, the zombie drops to 1 hit
20 ft. point instead.
8 22 Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
(3d8+9) target.
Hit: 4 (1d6 + 1) bludgeoning damage.
STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)