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Barbed Devil 5 Actions

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)

Save Throws: Str +6, Con +7, Wis +5, Cha +5


Skills: Deception +5, Insight +5, Perception +8
Damage Resistances: cold, bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
Damage Immunities: re, poison
Condition Immunities: poisoned
Senses: darkvision 120ft., passive Perception 18
Languages: Infernal , telepathy 120ft.
Challenge: 5 (1,800 xp)
Multiattack. The devil makes three melee attacks: one with
its tail and two with its claws. Alternatively, it can use Hurl
Flame twice.

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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)

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (0) 9 (-1)

Senses: passive Perception 10


Languages: any one language (usually Common)
Challenge: 2 (450 xp)
Hailing from uncivilized lands, unpredictable berserkers come
together in war parties and seek conflict wherever they can
find it.

Cult Fanatic 2 Actions


Medium Humanoid (Any Race), Any Non-Good Alignment 450 xp Rotting ray Ranged attack: +10 vs. Dexterity or Constitution.
Hit: Target starts to rot and gain 14 (1d12+8) necrotic
damage and is frightened. Save ends.
Armor class Hit points Speed Club. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
30 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) slashing
13 33 damage.
(leather armor) (6d8+6)

STR DEX CON INT WIS CHA


11 (0) 14 (+2) 12 (+1) 10 (0) 13 (+1) 14 (+2)

Save Throws: Dex +6, Wis +3


Skills: Deception +4, Persuasion +4, Religion +2
Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge: 2 (450 xp)
Multiattack. The fanatic makes two melee attacks.
Fanatics are often part of a cult's leadership, using their
charisma and dogma to influence and prey on those of weak
will. Most are interested in personal power above all else.
Death Dog 1 Actions
Medium Monstrosity, Neutral Evil 200 xp Multiattack. The dog makes two bite attacks.

Armor class Hit points Speed


40 ft.
12 39
(6d8+12)

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)

Skills: Perception +5, Stealth +4


Senses: darkvision 120ft., passive Perception 15
Languages: -
Challenge: 1 (200 xp)
Two-Headed. The dog has advantage on Wisdom
(Perception) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, or knocked
unconscious.

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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)

Condition Immunities: blinded, charmed, deafened,


exhaustion, frightened, prone
Senses: blindsight 60ft. (blind beyond this radius) , passive
Perception 8
Languages: -
Challenge: 2 (450 xp)

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)

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 10 (0) 11 (0) 10 (0) 8 (-1)

Damage Resistances: necrotic


Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60ft., passive Perception 10
Languages: Common
Challenge: 2 (450 xp)

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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)

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (0) 10 (0) 9 (-1)

Senses: darkvision 60ft., passive Perception 10


Languages: Common, Goblin
Challenge: 1/2 (100 xp)
Martial Advantage. Once per turn, the hobgoblin can deal an
extra 7 (2d6) damage to a creature it hits with a weapon
attack if that creature is within 5 feet of an ally of the
hobgoblin that isn't incapacitated.

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

Languages:
Challenge: (0 xp)
Hobgoblin Captain 3 Actions
Medium Humanoid (Goblinoid), Lawful Evil 700 xp Multiattack. The hobgoblin makes two greatsword attacks.

Armor class Hit points Speed


30 ft
17 39
(half plate) (6d8+12)

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (0) 13 (+1)

Senses: darkvision 60ft., passive Perception 10


Languages: Common, Goblin
Challenge: 3 (700 xp)
Martial Advantage. Once per turn , the hobgoblin can deal
an extra 10 (3d6) damage to a creature it hits with a weapon
attack if that creature is with in 5 feet of an ally of the
hobgoblin that isn't incapacitated.
Reactions
Parry.The hobgoblin adds 3 to its AC against one melee
attack that would hit it. To do so, the hobgoblin must see the
attacker and be wielding a melee weapon.

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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)

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (0) 15 (+2)

Save Throws: lnt +5, Wis +3, Cha +5


Senses: darkvision 60ft., passive Perception 10
Languages: Common, Goblin
Challenge: 6 (2,300 xp)
Martial Advantage. Once per turn, the hobgoblin can deal an
extra 14 (4d6) damage to a creature it hits with a weapon
attack if that creature is within 5 feet of an ally of the
hobgoblin that isn't incapacitated.

, 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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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)

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (0) 10 (0) 9 (-1)

Senses: darkvision 60ft., passive Perception 10


Languages: Common, Goblin
Challenge: 1/2 (100 xp)
Martial Advantage. Once per turn, the hobgoblin can deal an
extra 7 (2d6) damage to a creature it hits with a weapon
attack if that creature is within 5 feet of an ally of the
hobgoblin that isn't incapacitated.

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

Languages:
Challenge: (0 xp)
Knight 3 Actions
Medium Humanoid (Any Race), Any Alignment 700 xp

Armor class Hit points Speed


30 ft.
18 52
(plate) (8d8+16)

STR DEX CON INT WIS CHA


16 (+3) 11 (0) 14 (+2) 11 (0) 11 (0) 15 (+2)

Save Throws: Con +4, Wis +2


Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge: 3 (700 xp)
Brave. The knight has advantage on saving throws against
being frightened .

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.
,

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

Languages:
Challenge: (0 xp)

Minotaur Skeleton 2 Actions


Large Undead, Lawful Evil 450 xp

Armor class Hit points Speed


40 ft.
12 67
(natural armor) (9d10+18)

STR DEX CON INT WIS CHA


18 (+4) 11 (0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Immunities: poison


Condition Immunities: exhaustion, poisoned
Senses: darkvision 60ft., passive Perception 9
Languages: understands Abyssal but can't speak
Challenge: 2 (450 xp)
Damage Vulnerabilities bludgeoning
0 xp
Charge. If The Skeleton Moves At Actions
Least 10 Feet Straight Toward A
Target And Then Hits It With A Gore
Attack On The Same Turn, The Target
Takes An Extra 9 (2d8) Piercing
Damage. If The Target Is A Creature, It
Must Succeed On A DC 14 Strength
Saving Throw Or Be Pushed Up To 10
Feet Away And Knocked Prone.
Greataxe. Melee Weapon Attack: +6 To Hi T, Reach 5 Ft., One Target. Hit: 17
(2d12 + 4) Slashing Damage.
,

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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)

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 12 (+1) 10 (0) 10 (0) 11 (0)

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

Languages:
Challenge: (0 xp)
0 xp
Shadow Actions
Medium Undead, Chaotic Evil

Armor class Hit points Speed


40 ft.
12 16
(3d8+3)

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (0) 8 (-1)

Skills: Stealth +4 (+6 in dim light or darkness)


Damage Resistances: acid, cold, re, lightning, thunder,
bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, grappled,
Languages:
Challenge: (0 xp)

0 xp
Paralyzed, Petri ed, Poisoned, Prone, Actions
Restrained
Darkvision 60ft., Passive Perception 10, -

Armor class Hit points

1/2 Damage Vulnerabilities


(100)
radiant

Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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

Shadows are undead that resemble


dark exaggerations of humanoid
shadows. Undead Nature. A shadow
doesn't require air, food, drink, or
sleep.
Hit points Speed

STR DEX CON INT WIS CHA


( 5) ( 5) ( 5) ( 5) ( 5) ( 5)

Skeleton 1/4 Actions


Medium Undead, Lawful Evil 50 xp Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Armor class Hit points Speed
30 ft.
13 13
(armor scraps) (2d8+4)

STR DEX CON INT WIS CHA


10 (0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Immunities: poison


Condition Immunities: exhaustion, poisoned
Senses: darkvision 60ft., passive Perception 9
Languages: understands all languages it knew in life but can't
speak
Challenge: 1/4 (50 xp)
Damage Vulnerabilities bludgeoning
0 xp
Shortbow. Ranged Weapon Attack: +4 Actions
To Hit, Range 80f320 Ft ., One Target.
Hit: 5 (1d6 + 2) 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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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.

STR DEX CON INT WIS CHA


10 (0) 15 (+2) 10 (0) 12 (+1) 14 (+2) 16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception


+6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses: passive Perception 16
Languages: any two languages
Challenge: 1 (200 xp)
Cunning Action. On each of its turns, the spy can use a
bonus action to take the Dash, Disengage, or Hide action.
0 xp
Engineering Bomb: Ranged Weapon Actions
Attack: Athletics Check 2 For Each 5
Ft. Spy Throws A Mechanical Bomb To
The Ground Under The Enemy. The
Bomb Ticking And Explodes In 15 Ft.
Radius In ating 15 (1d12+6) Damage
(Type Depends On Bomb
Con guration). Target Is Pushed And
Knocked Prone 10 Ft. From Explosion
Center.
,

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

Languages:
Challenge: (0 xp)

Vampire Spellcaster 5 Actions


Medium Undead, Neutral Evil 1,800 xp Multiattack. The vampire makes two attacks, only one of which
can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Armor class Hit points Speed Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the
30 ft. vampire can grapple the target (escape DC 13).
15 82 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the vampire,
(natural armor) (11d8+33) incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus
7 (2d6) necrotic damage. The target's hit point maximum is
STR DEX CON INT WIS CHA reduced by an amount equal to the necrotic damage taken, and
the vampire regains hit points equal to that amount. The reduction
16 (+3) 16 (+3) 16 (+3) 11 (0) 10 (0) 12 (+1) lasts until the target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
Save Throws: Dex +6, Wis +3 Regeneration. The vampire regains 10 hit points at the start of its
Skills: Perception +3, Stealth +6 turn if it has at least 1 hit point and isn't in sunlight or running
water. If the vampire takes radiant damage or damage from holy
Damage Resistances: necrotic, bludgeoning, piercing, and water, this trait doesn't function at the start of the vampire's next
slashing from non magical weapons turn.
Spider Climb. The vampire can climb difficult surfaces, including
Senses: darkvision 60ft., passive Perception 13 upside down on ceilings, without needing to make an ability
Languages: the languages it knew in life check.
Vampire Weaknesses. The vampire has the following flaws:
Challenge: 5 (1,800 xp) Forbiddance. The vampire can't enter a residence without an
invitation from one of the occupants.
Awakened to an endless night, vampires hunger for the life Harmed by Running Water. The vampire takes 20 acid damage
they have lost and sate that hunger by drinking the blood of when it ends its turn in running water.
the living. Vampires abhor sunlight, for its touch burns them. Stake to the Heart. The vampire is destroyed if a piercing weapon
They never cast shadows or reflections, and any vampire made of wood is driven into its heart while it is incapacitated in its
wishing to move unnoticed among the living keeps to the resting place.
darkness and far from reflective surfaces. Sunlight Hypersensitivity. The vampire takes 20 radiant damage
when it starts its turn in sunlight. While in sunlight, it has
disadvantage on attack rolls and ability checks.
0 xp
Werebear Actions
Medium Humanoid (Human, Shapechanger), Neutral Good

Armor class

10 in humanoid form, 11 in bear


Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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

STR DEX CON INT WIS CHA


11 (0) 12 (+1) 12 (+1) (-5) Perception +7 (-5) (-5)

Save Throws: bludgeoning, piercing, and slashing damage from


non magical weapons that aren't silvered
Damage Resistances: passive Perception 17
Damage Immunities: Common (can't speak in bear form)
Condition Immunities: 5
Senses: 1800
Languages:
Challenge: Shapechanger. The werebear can use its action to
polymorph into a Large bear-humanoid hybrid or into a Large
bear, or back into its true form, which is humanoid. Its statistics,
other than its size and 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 Smell. The werebear has advantage on Wisdom
(Perception) checks that rely on smell.

(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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

Languages:
Challenge: (0 xp)

0 xp
Werewolf Actions
Medium Humanoid (Human, Shapechanger), Chaotic Evil

Armor class

11 in humanoid form, 12 in wolf or


Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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)

STR DEX CON INT WIS


10 (0) 11 (0) 10 (0) (-5) Perception +4, Stealth +3 (-5)
CHA
(-5)

Save Throws: bludgeoning, piercing, and slashing damage from


non magical weapons that aren't silvered
Damage Resistances: passive Perception 14
Damage Immunities: Common (can't speak in wolf form)
Condition Immunities: 3
Senses: 700
Languages:
Challenge: 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. The werewolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell. (0 xp)

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.

Armor class Hit points Speed

STR DEX CON INT WIS CHA


(-5) (-5) (-5) (-5) (-5) (-5)

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)

Damage Immunities: poison


Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: languages understands the languages it knew in
life but can't speak
Challenge: 1/4 (50 xp)
Zombies appear as they did in life, showing the wounds that
killed them. However, the magic that creates these vile
creatures often takes time to run its course. Dead warriors
might rise from a battlefield, eviscerated and bloated after
days in the sun. The muddy cadaver of a peasant could claw
its way from the ground, riddled with maggots and worms. A
zombie might wash ashore or rise from a marsh, swollen and
reeking after weeks in the water.

Zombie Ogre 2 Actions


Large Undead, Neutral Evil 450 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
30 ft. point instead.
8 85 Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
(9d10+36) one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

Damage Immunities: poison


Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: understands Common and Giant but can't speak
Challenge: 2 (450 xp)
Zombies appear as they did in life, showing the wounds that
killed them. However, the magic that creates these vile
creatures often takes time to run its course. Dead warriors
might rise from a battlefield, eviscerated and bloated after
days in the sun. The muddy cadaver of a peasant could claw
its way from the ground, riddled with maggots and worms. A
zombie might wash ashore or rise from a marsh, swollen and
reeking after weeks in the water.

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