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Elfsong Tavern 1

Thug
Medium humanoid (any race), any non-good
Commoner alignment
Medium humanoid (any race), any alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Armor Class 10 Speed 30 ft.
Hit Points 4 (1d8 + 0)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Skills Intimidation +2
Senses passive Perception 10
Senses passive Perception 10 Languages any one language (usually Common)
Languages any one language (usually Common) Challenge 1/2 (100 XP)
Challenge 0 (10 XP)
Pack Tactics. The thug has advantage on an attack
Actions roll against a creature if at least one of the thug's
allies is within 5 ft. of the creature and the ally
Club. Melee Weapon Attack: +2 to hit, reach 5 ft.
isn't incapacitated.
Hit: 2 (1d4) bludgeoning damage.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Spy one creature. Hit: 5 (1d6 + 2) bludgeoning
Medium humanoid (any race), any alignment damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to
Armor Class 12 hit, range 100/400 ft. Hit: 5 (1d10) piercing
Hit Points 27 (6d8 + 0) damage.
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Acolyte
Skills Deception +5, Insight +4, Investigation +5, Medium humanoid (any race), any alignment
Perception +6, Persuasion +5, Stealth +4
Senses passive Perception 16 Armor Class 10
Languages any two languages Hit Points 9 (2d8 + 0)
Challenge 1 (200 XP) Speed 30 ft.

Cunning Action. On each of its turns, the spy can


use a bonus action to take the Dash, Disengage, STR DEX CON INT WIS CHA
or Hide action. 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
Sneak Attack (1/Turn). The spy deals an extra 7
(2d6) damage when it hits a target with a weapon Skills Medicine +4, Religion +2
attack and has advantage on the attack roll, or Senses passive Perception 12
when the target is within 5 ft. of an ally of the spy Languages any one language (usually Common)
that isn't incapacitated and the spy doesn't have Challenge 1/4 (50 XP)
disadvantage on the attack roll.
Spellcasting. The acolyte is a 1st-level spellcaster.
Actions Its spellcasting ability is Wisdom (spell save DC
Multiattack. The spy makes two melee attacks. 12, +4 to hit with spell attacks). The acolyte has
following cleric spells prepared:
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft. Hit: 5 (1d6 + 2) piercing damage. Cantrips (at will): light, sacred flame, thaumaturgy
Hand Crossbow. Ranged Weapon Attack: +4 to hit, 1st level (3 slots): bless, cure wounds, sanctuary
range 30/120 ft. Hit: 5 (1d6 + 2) piercing
damage. Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft.
Hit: 2 (1d4) bludgeoning damage.

1
Elfsong Tavern 2
Sahuagin Priestess
Medium humanoid (sahuagin), lawful evil
Druid
Medium humanoid (any race), any alignment Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 40 ft.
Armor Class 11
Hit Points 27 (5d8 + 5)
Speed 30 ft. STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 13 (+1)
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) Skills Perception +6, Religion +3
Senses darkvision 120 ft., passive Perception 16
Languages Sahuagin
Skills Medicine +4, Nature +3, Perception +4 Challenge 2 (450 XP)
Senses passive Perception 14
Languages Druidic plus any two languages
Challenge 2 (450 XP) Blood Frenzy. The sahuagin has advantage on
melee attack rolls against any creature that
doesn't have all its hit points.
Spellcasting. The druid is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, Limited Amphibiousness. The sahuagin can breathe
+4 to hit with spell attacks). It has the following air and water, but it needs to be submerged at
druid spells prepared: least once every 4 hours to avoid suffocating.
Cantrips (at will): druidcraft, produce flame, Shark Telepathy. The sahuagin can magically
shillelagh command any shark within 120 feet of it, using a
limited telepathy.
1st level (4 slots): entangle, longstrider, speak
with animals, thunderwave Spellcasting. The sahuagin is a 6th-level
spellcaster. Her spellcasting ability is Wisdom
2nd level (3 slots): animal messenger, barkskin (spell save DC 12, +4 to hit with spell attacks).
She has the following cleric spells prepared:
Actions
Cantrips (at will): guidance, thaumaturgy
Quarterstaff. Melee Weapon Attack: +2 to hit (+4
to hit with shillelagh), reach 5 ft. Hit: 3 (1d6) 1st level (4 slots): bless, detect magic, guiding
bludgeoning damage, or 6 (1d8 + 2) bludgeoning bolt
damage with shillelagh or if wielded with two
2nd level (3 slots): hold person, spiritual weapon
hands.
(trident)
3rd level (3 slots): mass healing word, tongues
Actions
Multiattack. The sahuagin makes two attacks: one
with her bite and one with her claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 3 (1d4 + 1) slashing damage.

1
Elfsong Tavern 3
Half-Ogre
Large giant, any chaotic alignment
Animated Armor
Medium construct, unaligned Armor Class 12 (hide armor)
Hit Points 30 (4d10 + 8)
Speed 30 ft.
Armor Class 18
Hit Points 33 (6d8 + 6)
Speed 25 ft. STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 7 (–2) 9 (-1) 10 (+0)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (–5) 3 (–4) 1 (–5) Senses darkvision 60 ft., passive Perception 17
Languages Common, Giant
Challenge 1 (200 XP)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, Actions
poisoned Battleaxe. Melee Weapon Attack: +5 to hit, reach 5
Senses blindsight 60 ft. (blind beyond this radius), ft. Hit: 12 (2d8 + 3) slashing damage, or 14
passive Perception 6 (2d10 + 3) slashing damage if used with two
Languages — hands.
Challenge 1 (200 XP)
Gore. Melee or Ranged Weapon Attack: +5 to hit,
Antimagic Susceptibility. The armor is reach 5 ft. or range 30/120 ft. Hit: 10 (2d6 + 3)
incapacitated while in the area of an antimagic piercing damage.
field. If targeted by dispel magic, the armor must
succeed on a Constitution saving throw against
the caster's spell save DC or fall unconscious for 1
minute.
False Appearance. While the armor remains
motionless, it is indistinguishable from a normal
suit of armor.
Actions
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 5 (1d6 + 2) bludgeoning damage.

Antimagic Susceptibility. The rug is incapacitated


Rug of Smothering while in the area of an antimagic field. If targeted by
Large construct, unaligned dispel magic, the rug must succeed on a Constitution
saving throw against the caster's spell save DC or fall
Armor Class 12 unconscious for 1 minute.
Hit Points 33 (6d10 + 0)
Speed 10 ft. Damage Transfer. While it is grappling a creature, the
rug takes only half the damage dealt to it, and the
creature grappled by the rug takes the other half.
STR DEX CON INT WIS CHA False Appearance. While the rug remains motionless,
17 (+3) 14 (+2) 10 (+0) 1 (–5) 3 (–4) 1 (–5) it is indistinguishable from a normal rug.
Actions
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Smother. Melee Weapon Attack: +5 to hit, reach 5 ft.,
frightened, paralyzed, petrified, poisoned one Medium or smaller creature. Hit: The creature is
Senses blindsight 60 ft. (blind beyond this radius), grappled (escape DC 13). Until this grapple ends, the
passive Perception 6 target is restrained, blinded, and at risk of suffocating,
Languages — and the rug can't smother another target. In addition,
Challenge 2 (450 XP) at the start of each of the target's turns, the target
takes 10 (2d6 + 3) bludgeoning damage.

2
Elfsong Tavern – Pirates
Bandit Captain
Medium humanoid (any race), any non-lawful
Bandit alignment
Medium humanoid (any race), any non-lawful
alignment Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft. STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Senses passive Perception 10 Languages any two languages
Languages any one language (usually Common) Challenge 2 (450 XP)
Challenge 1/8 (25 XP)

Actions Actions
Multiattack. The captain makes three melee
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 attacks: two with its scimitar and one with its
ft. Hit: 4 (1d6 + 1) slashing damage. dagger. Or the captain makes two ranged attacks
Light Crossbow. Ranged Weapon Attack: +3 to hit, with its daggers.
range 80 ft./320 ft. Hit: 5 (1d8 + 1) piercing Scimitar. Melee Weapon Attack: +5 to hit, reach 5
damage. ft. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3)
piercing damage.
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.

3
Dungeon of the Dead Three
D1-D10 Imp
Tiny fiend (devil), lawful evil

Armor Class 13
Night Blade Hit Points 10 (3d4 + 3)
Medium humanoid (human), chaotic evil Speed 20 ft., fly 40 ft.

Armor Class 12 STR DEX CON INT WIS CHA


Hit Points 11 (2d8 + 2)
Speed 30 ft. 6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4,


STR DEX CON INT WIS CHA Stealth +5
11 (+0) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 14 (+2) Damage Resistances cold, bludgeoning, piercing,
and slashing from nonmagical/nonsilver
Damage Immunities fire, poison
Skills Intimidation +4, Stealth +6
Condition Immunities poisoned
Senses Darkvision 60, Passive Perception 10
Senses darkvision 120 ft., passive Perception 11
Languages Common
Languages Infernal, Common
Challenge 1/4 (50 XP)
Challenge 1 (200 XP)
Aura of Murder. As long as the night blade is not
Shapechanger. The imp can use its action to
incapacitated, hostile creatures within 5 feet of it
polymorph into a beast form that resembles a rat
gain vulnerability to piercing damage unless they
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a
have resistance or immunity to such damage.
spider (20 ft., climb 20 ft.), or back into its true
form. Its statistics are the same in each form. Any
Actions equipment it is wearing or carrying isn't
Dagger. Melee or Ranged Weapon Attack: +4 to transformed. It reverts to its true form if it dies.
hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2)
piercing damage. Devil's Sight. The imp can see in magical darkness.
Magic Resistance. The imp has advantage on
savesagainst spells and other magical effects.
Actions
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft.
Necromite of Myrkul Hit: 5 (1d4 + 3) piercing damage, and the target
Medium humanoid (human), neutral evil must make on a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save,
Armor Class 11 or half as much damage on a successful one.
Hit Points 13 (2d8 + 4)
Invisibility. The imp magically turns invisible until it
Speed 30 ft.
attacks, or until its concentration ends (as if
concentrating on a spell). Any equipment the imp
STR DEX CON INT WIS CHA wears or carries is invisible with it.

11 (+0) 13 (+1) 15 (+2) 16 (+3) 11 (+0) 10 (+0)

Skills Arcana +5, Religion +5


Senses passive Perception 10
Languages Abyssal, Common, Infernal
Challenge 1/2 (100 XP)
Commoner
Medium humanoid (any race), any alignment

Actions Armor Class 10


Skull Flail. Melee Weapon Attack: +2 to hit, reach 5 Hit Points 4 (1d8 + 0)
ft. Hit: 4 (1d8) bludgeoning damage. Speed 30 ft.
Claws of the Grave. Ranged Spell Attack: +5 to hit,
range 90 ft. Hit: 8 (2d4 + 3) necrotic damage. STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages any one language (usually Common)
Challenge 0 (10 XP)

4
DotDD – D12
Fist of Bane
Medium humanoid (human), lawful evil
Iron Consul
Medium humanoid (human), lawful evil Armor Class 18 (chain mail, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
Armor Class 16 (chain mail)
Hit Points 45 (6d8 + 18)
Speed 30 ft. STR DEX CON INT WIS CHA
16 (+3) 11 (+2) 13 (+1) 10 (+0) 12 (+1) 11 (+0)
STR DEX CON INT WIS CHA
17 (+3) 11 (+2) 16 (+3) 12 (+1) 15 (+2) 16 (+3) Condition Immunities Frightened
Senses passive Perception 11
Languages Common
Saving Throws Wis +4 Challenge 1/2 (100 XP)
**Skills Intimidation +5, Perception +4
Condition Immunities Frightened
Senses passive Perception 14 Tactical Discipline. The fist of Bane has advantage
Languages Common on all ability checks and saving throws made
Challenge 2 (450 XP) during combat.

Tactical Discipline. The iron consul has advantage


Actions
on all ability checks and saving throws made Mace. Melee Weapon Attack: +5 to hit, reach 5 ft.
during combat. Hit: 6 (1d6 + 3) bludgeoning damage.
Longbow. Ranged Weapon Attack: +2 to hit, range
Actions 150/600 ft. Hit: 4 (1d8) piercing damage.
Multiattack. The iron consul makes one attack with
its spear and can use its Voice of Command
ability.
Spear. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft. Hit: 6 (1d6 + 3)
piercing damage, or 7 (1d8 + 3) piercing damage Flying Sword
when used with two hands to make a melee Small construct, unaligned
attack.
Voice of Command. The iron consul selects up to Armor Class 17 (natural armor)
two allies within 90 feet of it that can hear its Hit Points 17 (5d6 + 0)
commands. Each ally can immediately use its Speed 0 ft., fly 50 ft. It can hover.
reaction to make one melee attack.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 11 (+0) 1 (–5) 5 (–3) 1 (–5)

Saving Throws Dex +4


Klim (Noble) Damage Immunities poison, psychic
Medium humanoid (human), neutral evil Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Armor Class 10 Senses blindsight 60 ft., passive Perception 7
Hit Points 9 (2d8 + 0) Languages —
Speed 30 ft. Challenge 1/4 (50 XP)

Antimagic Susceptibility. The sword is


STR DEX CON INT WIS CHA incapacitated while in an antimagic field. If
targeted by dispel magic, the sword must succeed
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) on a Constitution saving throw against the caster's
spell save DC or fall unconscious for 1 minute.
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12 False Appearance. While the sword remains
Languages any two languages motionless and isn't flying, it is indistinguishable
Challenge 1/8 (25 XP) from a normal sword.
Actions
Actions Longsword. Melee Weapon Attack: +3 to hit, reach
Unarmed Attack. Melee Weapon Attack: +2 to hit, 5 ft. Hit: 5 (1d8 + 1) slashing damage.
reach 5 ft. Hit: 1 bludgeoning damage.

5
DotDD – D13
Master of Souls
Medium humanoid (human), neutral evil
Swarm of Skeletal Rats
Medium swarm of tiny undead, unaligned Armor Class 12
Hit Points 45 (6d8 + 18)
Speed 30 ft.
Armor Class 10
Hit Points 24 (7d8 – 7)
Speed 30 ft. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 17 (+3) 19 (+4) 14 (+2) 13 (+1)
STR DEX CON INT WIS CHA
9 (–1) 11 (+0) 9 (–1) 2 (–4) 10 (+0) 3 (–4) Saving Throws Wis +4
Skills Arcana +6, Religion +6
Senses passive Perception 12
Damage Resistances bludgeoning, piercing, Languages Abyssal, Common, Infernal
slashing Challenge 4 (1,100 XP)
Condition Immunities charmed, frightened,
grappled, paralyzed, petrified, prone, restrained,
stunned Grave Magic. When the master of souls cast a spell
Senses darkvision 30 ft., passive Perception 10 that deals damage, it can change the spell’s
Languages — damage type to necrotic.
Challenge 1/4 (50 XP) Spellcasting. The master of souls is a 5th-level
spellcaster. Its spellcasting ability is Intelligence
Keen Smell. The swarm has advantage on Wisdom (spell save DC 14, +6 to hit with spell attacks). It
(Perception) checks that rely on smell. has the following wizard spells prepared:
Swarm. The swarm can occupy another creature's Cantrips (at will): chill touch (see “Actions”
space and vice versa, and the swarm can move below), mage hand, message, prestidigitation
through any opening large enough for a Tiny rat. 1st level (4 slots): burning hands, detect magic,
The swarm can't regain hit points or gain ray of sickness (see “Actions” below), shield
temporary hit points.
2nd level (3 slots): darkness, misty step,
Actions scorching ray (see “Actions” below)
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., 3rd level (2 slots): animate dead, fireball
one target in the swarm's space. Hit: 7 (2d6)
piercing damage, or 3 (1d6) piercing damage if Actions
the swarm has half of its hit points or fewer. Multiattack. The master of souls attacks twice with
its flail.
Silvered Skull Flail. Melee Weapon Attack: +2 to hit,
DotDD - D14 reach 5 ft. Hit: 4 (1d8) bludgeoning damage plus
14 (4d6) necrotic damage, and the target has
disadvantage on all saving throws until the end of
the master of souls’ next turn.
Rat Chill Touch (Cantrip). Ranged Spell Attack: +6 to
Tiny beast, unaligned hit, range 120 ft. Hit: 13 (2d8) necrotic damage,
and the target can’t regain hit points until the start
of the master of souls’ next turn. If the target is
Armor Class 10
undead, it has disadvantage on attack rolls against
Hit Points 1 (1d4 – 1)
the master of souls for the same duration.
Speed 20 ft.
Ray of Sickness (1st-Level Spell; Requires a Spell
Slot). Ranged Spell Attack: +6 to hit, range 60 ft.
STR DEX CON INT WIS CHA Hit: 9 (2d8) poison damage, and the target must
succeed on a DC 14 Constitution saving throw or
2 (–4) 11 (+0) 9 (–1) 2 (–4) 10 (+0) 4 (–3)
be poisoned until the end of the master of souls’
next turn. If the master of souls casts this spell
Senses darkvision 30 ft., passive Perception 10 using a spell slot of 2nd level or higher, the
Languages — damage increases by 1d8 for each slot level above
Challenge 0 (10 XP) 1st.
Scorching Ray (2nd-Level Spell; Requires a Spell
Keen Smell. The rat has advantage on Wisdom
Slot). Ranged Spell Attack: +6 to hit, range 120 ft.,
(Perception) checks that rely on smell.
one target per ray (3 rays if a 2nd-level spell slot is
used, 4 rays if a 3rd-level spell slot is used). Hit: 7
Actions (2d6) fire damage per ray.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.
Hit: 1 piercing damage.

6
DotDD – D17 DotDD – D23

Skeleton Fist of Bane


Medium undead, lawful evil Medium humanoid (human), lawful evil

Armor Class 13 (armor scraps) Armor Class 18 (chain mail, shield)


Hit Points 13 (2d8 + 4) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3) 16 (+3) 11 (+2) 13 (+1) 10 (+0) 12 (+1) 11 (+0)

Damage Vulnerabilities bludgeoning Condition Immunities Frightened


Condition Immunities poisoned Senses passive Perception 11
Senses darkvision 60 ft., passive Perception 9 Languages Common
Languages understands all languages it spoke in Challenge 1/2 (100 XP)
life but can't speak
Challenge 1/4 (50 XP) Tactical Discipline. The fist of Bane has advantage
on all ability checks and saving throws made
Actions during combat.
Shortsword. Melee Weapon Attack: +4 to hit, Actions
reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft.
Shortbow. Ranged Weapon Attack: +4 to hit, range Hit: 6 (1d6 + 3) bludgeoning damage.
80/320 ft. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +2 to hit, range
150/600 ft. Hit: 4 (1d8) piercing damage.

DotDD – D21

Zombie
Medium undead, neutral evil

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

STR DEX CON INT WIS CHA


13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3)

Condition Immunities poisoned


Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in
life but can't speak
Challenge 1/4 (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 from a critical hit. On a
success, the zombie drops to 1 hit point instead.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 4 (1d6 + 1) bludgeoning damage.

7
DotDD – D26 DotDD – D28

Reaper of Bhaal Skeleton


Medium humanoid (human), chaotic evil Medium undead, lawful evil

Armor Class 15 Armor Class 13 (armor scraps)


Hit Points 27 (5d8 + 5) Hit Points 13 (2d8 + 4)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 13 (+1) 15 (+2) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3)

Skills Intimidation +5, Perception +3, Persuasion Damage Vulnerabilities bludgeoning


+5, Stealth +9 Condition Immunities poisoned
Senses Darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 9
Languages Common Languages understands all languages it spoke in
Challenge 2 (450 XP) life but can't speak
Challenge 1/4 (50 XP)
Aura of Murder. As long as the reaper is not
incapacitated, hostile creatures within 5 feet of it
gain vulnerability to piercing damage unless they
Actions
have resistance or immunity to such damage. Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Innate Spellcasting. The reaper’s innate spellcasting
ability is Charisma (spell save DC 13). It can Shortbow. Ranged Weapon Attack: +4 to hit, range
innately cast the following spells, requiring no 80/320 ft. Hit: 5 (1d6 + 2) piercing damage.
material components:
1/day each: charm person, disguise self, sanctuary
Actions
Multiattack. The reaper makes two dagger attacks
and uses Shroud Self.
Dagger. Melee or Ranged Weapon Attack: +7 to
hit, reach 5 ft. or range 20/60 ft. Hit: 7 (1d4 + 5)
piercing damage.
Shroud Self. The reaper magically turns invisible
until the start of its next turn. This invisibility ends
if the reaper makes an attack roll, makes a damage
roll, or casts a spell.

8
DotDD – D29 & D33
Death's Head of Bhaal
Medium humanoid (human), chaotic evil

Mortlock Vanthampur Armor Class 15


Medium humanoid (human), lawful evil Hit Points 76 (8d8 + 40)
Speed 50 ft.
Armor Class 12
Hit Points 90 (12d8 + 36)
STR DEX CON INT WIS CHA
Speed 30 ft.
20 (+5) 20 (+5) 20 (+5) 14 (+2) 13 (+1) 16 (+3)
STR DEX CON INT WIS CHA
Skills Intimidation +6, Perception +4, Persuasion
11 (+8) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 13 (+1) +6, Stealth +11
Senses Darkvision 60 ft., passive Perception 14
Skills Athletics +6, Intimidation +5 Languages Common
Senses passive Perception 11 Challenge 5 (1,800 XP)
Languages Common
Challenge 3 (700 XP) Aura of Murder. As long as the death's head is not
incapacitated, hostile creatures within 5 feet of it
Indomitable (2/day). Mortlock can reroll a saving gain vulnerability to piercing damage unless they
throw that he fails. He must use the new roll. have resistance or immunity to such damage.
Magic Resistance. The death’s head has advantage
Actions on saving throws against spells and other magical
Multiattack. Mortlock makes two attacks with his effects.
greatclub. ###Actions Multiattack. The death’s head uses
Stunning Gaze and makes two dagger attacks.
Greatclub. Melee Weapon Attack: +6 to hit, reach
5 ft. Hit: 9 (2d4 + 4) bludgeoning damage, plus 5 Dagger. Melee or Ranged Weapon Attack: +7 to
(2d4) bludgeoning damage if Mortlock has taken hit, reach 5 ft. or range 20/60 ft. Hit: 7 (1d4 + 5)
any damage since his last turn. piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to Stunning Gaze. The death’s head targets one
hit, range 100/400 ft. Hit: 7 (1d10 + 2) piercing creature it can see within 30 feet of it. The target
damage. must succeed on a DC 14 Wisdom saving throw
or be stunned until the end of its next turn.
Reactions
Unstoppable (3/Day). The death’s head reduces the
damage it takes from an attack to 0.

9
Surprise! Dragon Cultists
Cult Fanatic
Medium humanoid (any race), any non-good
alignment
Cultist
Medium humanoid (any race), any non-good Armor Class 13 (leather)
alignment Hit Points 33 (6d8 + 6)
Speed 30 ft.
Armor Class 12 (leather)
Hit Points 9 (2d8 + 0)
STR DEX CON INT WIS CHA
Speed 30 ft.
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
STR DEX CON INT WIS CHA
Skills Deception +4, Persuasion +4, Religion +2
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Senses passive Perception 11
Languages any one language (usually Common)
Skills Deception +2, Religion +2 Challenge 2 (450 XP)
Senses passive Perception 10
Languages any one language (usually Common) Dark Devotion. The fanatic has advantage on
Challenge 1/8 (25 XP) saving throws against being charmed or
frightened.
Dark Devotion. The cultist has advantage on saving Spellcasting. The fanatic is a 4th-level spellcaster.
throws against being charmed or frightened. Its spell casting ability is Wisdom (spell save DC
11, +3 to hit with spell attacks). The fanatic has
Actions the following cleric spells prepared:
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 Cantrips (at will): light, sacred flame, thaumaturgy
ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
1st level (4 slots): command, inflict wounds,
shield of faith
2nd level (3 slots): hold person, spiritual weapon
Actions
Multiattack. The fanatic 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)
piercing damage.

10
Low Lantern Staff & Patrons
Kenku
Medium humanoid (kenku), chaotic neutral
Thug
Medium humanoid (any race), any non-good Armor Class 13
alignment Hit Points 13 (3d8 + 0)
Speed 30 ft.
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10) STR DEX CON INT WIS CHA
Speed 30 ft.
10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0)

STR DEX CON INT WIS CHA Skills Deception +4, Perception +2, Stealth +5
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Senses passive Perception 12
Languages understands Auran and Common but
speaks only through the use of its Mimicry trait
Skills Intimidation +2 Challenge 1/4 (50 XP)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP) Ambusher. The kenku has advantage on attack
rolls against any creature it has surprised.
Pack Tactics. The thug has advantage on an attack Mimicry. The kenku can mimic any sounds it has
roll against a creature if at least one of the thug's heard, including voices. A creature that hears the
allies is within 5 ft. of the creature and the ally sounds can tell they are imitations with a
isn't incapacitated. successful DC 14 Wisdom (Insight) check.

Actions Actions
Multiattack. The thug makes two melee attacks. Shortsword. Melee Weapon Attack: +5 to hit,
reach 5 ft. Hit: 6 (1d6 + 3) piercing damage.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) bludgeoning Shortbow. Ranged Weapon Attack: +5 to hit, range
damage. 80/320 ft. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to
hit, range 100/400 ft. Hit: 5 (1d10) piercing
damage.

Spellcasting. The mage is a 9th-level spellcaster. Its


Mage spellcasting ability is Intelligence (spell save DC 14,
Medium humanoid (any race), any alignment +6 to hit with spell attacks). The mage has the
following wizard spells prepared:
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8 + 0) Cantrips (at will): fire bolt, light, mage hand,
Speed 30 ft. prestidigitation
1st level (4 slots): detect magic, mage armor, magic
missile, shield
STR DEX CON INT WIS CHA
2nd level (3 slots): misty step, suggestion
9 (–1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
3rd level (3 slots): counterspell, fireball, fly
Saving Throws Int +6, Wis +4 4th level (3 slots): greater invisibility, ice storm
Skills Arcana +6, History +6 5th level (1 slot): cone of cold
Senses passive Perception 11
Languages any four languages Actions
Challenge 6 (2300 XP)
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2)
piercing damage.

11
Drow Duergar
Medium humanoid (elf), neutral evil Medium humanoid (dwarf), lawful evil

Armor Class 15 (chain shirt) Armor Class 16 (scale mail, shield)


Hit Points 13 (3d8 + 0) Hit Points 26 (4d8 + 8)
Speed 30 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (–1)

Skills Perception +2, Stealth +4 Damage Resistances poison


Senses darkvision 120 ft., passive Perception 12 Senses darkvision 120 ft., passive Perception 10
Languages Elvish, Undercommon Languages Dwarvish, Undercommon
Challenge 1/4 (50 XP) Challenge 1 (200 XP)

Fey Ancestry. The drow has advantage on saving Duergar Resilience. The duergar has advantage on
throws against being charmed, and magic can't saving throws against poison, spells, and illusions,
put the drow to sleep. as well as to resist being charmed or paralyzed.
Innate Spellcasting. The drow's spellcasting ability Sunlight Sensitivity. While in sunlight, the duergar
is Charisma (spell save DC 11). It can innately cast has disadvantage on attack rolls, as well as on
the following spells, requiring no material Wisdom (Perception) checks that rely on sight.
components:
At will: dancing lights
Actions
Enlarge (Recharges after a Short or Long Rest). For 1
1/day each: darkness, faerie fire minute, the duergar magically increases in size,
Sunlight Sensitivity. While in sunlight, the drow has along with anything it is wearing or carrying. While
disadvantage on attack rolls, as well as on Wisdom enlarged, the duergar is Large, doubles its damage
(Perception) checks that rely on sight. dice on Strength-based weapon attacks (included
in the attacks), and makes Strength checks and
Actions Strength saving throws with advantage. If the
duergar lacks the room to become Large, it attains
Shortsword. Melee Weapon Attack: +4 to hit,
the maximum size possible in the space available.
reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
War Pick. Melee Weapon Attack: +4 to hit, reach 5
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
ft. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 +
range 30/120 ft. Hit: 5 (1d6 + 2) piercing
2) piercing damage while enlarged.
damage, and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1 Javelin. Melee or Ranged Weapon Attack: +4 to hit,
hour. If the saving throw fails by 5 or more, the reach 5 ft. or range 30/120 ft. Hit: 5 (1d6 + 2)
target is also unconscious while poisoned in this piercing damage, or 9 (2d6 + 2) piercing damage
way. The target wakes up if it takes damage or if while enlarged.
another creature takes an action to shake it awake.
Invisibility (Recharges after a Short or Long Rest).
The duergar magically turns invisible until it
attacks, casts a spell, or uses its Enlarge, or until
its concentration is broken, up to 1 hour (as if
concentrating on a spell). Any equipment the
duergar wears or carries is invisible with it.
Commoner
Medium humanoid (any race), any alignment

Armor Class 10
Hit Points 4 (1d8 + 0)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages any one language (usually Common)
Challenge 0 (10 XP)

12
Veteran Flying Dagger
Tiny construct, unaligned
Medium humanoid (any race), any alignment
Armor Class 17 (natural armor)
Armor Class 17 Hit Points 7 (3d4)
Hit Points 58 (9d8 + 18) Speed 0 ft., fly 50 ft. It can hover.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 1 (–5) 5 (–3) 1 (–5)
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Saving Throws Dex +4
Skills Athletics +5, Perception +2 Damage Immunities poison, psychic
Senses passive Perception 12 Condition Immunities blinded, charmed, deafened,
Languages any one language (usually Common) frightened, paralyzed, petrified, poisoned
Challenge 3 (700 XP) Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Actions Languages —
Challenge 1/8 (25 XP)
Multiattack. The veteran makes two longsword
attacks. If it has a shortsword drawn, it can also
Antimagic Susceptibility. The sword is
make a shortsword attack.
incapacitated while in the area of an antimagic
Longsword. Melee Weapon Attack: +5 to hit, reach field. If targeted by dispel magic, the sword must
5 ft. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 succeed on a Constitution saving throw against
+ 3) slashing damage if used with two hands. the caster's spell save DC or fall unconscious for 1
minute.
Shortsword. Melee Weapon Attack: +5 to hit,
reach 5 ft. Hit: 6 (1d6 + 3) piercing damage. False Appearance. While the sword remains
motionless and isn't flying, it is indistinguishable
Heavy Crossbow. Ranged Weapon Attack: +3 to from a normal sword.
hit, range 100/400 ft. Hit: 6 (1d10 + 1) piercing
damage. Actions
Dagger. Melee Weapon Attack: +3 to hit, reach 5
ft. Hit: 1 (1d4 + 1) piercing damage.

Shapechanger. The imp can use its action to


Imp polymorph into a beast form that resembles a rat
Tiny fiend (devil), lawful evil (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
Armor Class 13 statistics are the same in each form. Any equipment
Hit Points 10 (3d4 + 3) it is wearing or carrying isn't transformed. It reverts to
Speed 20 ft., fly 40 ft. its true form if it dies.
Devil's Sight. The imp can see in magical darkness.
STR DEX CON INT WIS CHA Magic Resistance. The imp has advantage on
6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) savesagainst spells and other magical effects.
Actions
Skills Deception +4, Insight +3, Persuasion +4,
Stealth +5 Sting. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit:
Damage Resistances cold, bludgeoning, piercing, and 5 (1d4 + 3) piercing damage, and the target must
slashing from nonmagical/nonsilver make on a DC 11 Constitution saving throw, taking
Damage Immunities fire, poison 10 (3d6) poison damage on a failed save, or half as
Condition Immunities poisoned much damage on a successful one.
Senses darkvision 120 ft., passive Perception 11 Invisibility. The imp magically turns invisible until it
Languages Infernal, Common attacks, or until its concentration ends (as if
Challenge 1 (200 XP) concentrating on a spell). Any equipment the imp
wears or carries is invisible with it.

13
LL - Dealing with Amrik
Amrik Vanthampur
Medium humanoid (human), lawful evil
Thug
Medium humanoid (any race), any non-good Armor Class 17 (leather armor, Charisma modifier)
alignment Hit Points 66 (6d8 + 12)
Speed 30 ft.
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10) STR DEX CON INT WIS CHA
Speed 30 ft.
12 (+1) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 15 (+2)

STR DEX CON INT WIS CHA Skills Acrobatics +6, Athletics +3, Deception +6,
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Insight +6
Senses passive Perception 12
Languages Common, Infernal
Skills Intimidation +2 Challenge 3 (700 XP)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP) Suave Defense. While Amrik is wearing light or no
armor and wielding no shield, his AC includes his
Charisma modifier.
Pack Tactics. The thug has advantage on an attack
roll against a creature if at least one of the thug's Actions
allies is within 5 ft. of the creature and the ally
isn't incapacitated. Multiattack. Amrik makes three dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to
Actions hit, reach 5 ft. or range 20/60 ft. Hit: 6 (1d4 + 4)
piercing damage.
Multiattack. The thug makes two melee attacks.
Smoke Bomb (1/Day). Amrik hurls a smoke bomb
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., up to 20 feet away. The bomb explodes on
one creature. Hit: 5 (1d6 + 2) bludgeoning impact, creating a cloud of black smoke that fills a
damage. 10-foot-radius sphere. The area within the cloud is
Heavy Crossbow. Ranged Weapon Attack: +2 to heavily obscured. A strong wind disperses the
hit, range 100/400 ft. Hit: 5 (1d10) piercing cloud, which otherwise remains until the end of
damage. Amrik’s next turn.

Flyby. The spined devil doesn’t provoke opportunity


Spined Devil attacks when it flies out of an enemy’s reach.
Small fiend (devil), lawful evil
Limited Spines. The devil has twelve tail spines. Used
spines regrow by the time the devil finishes a long
Armor Class 13 (natural armor) rest.
Hit Points 22 (5d6 + 5)
Speed 20 ft., fly 40 ft. Magic Resistance. The spined devil has advantage on
saving throws against spells and other magical
effects.
STR DEX CON INT WIS CHA
Actions
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (–1)
Multiattack. The devil makes two attacks: one with its
bite and one with its fork or two with its tail spines.
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical weapons that aren't Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
silvered creature. Hit: 5 (2d4) piercing damage.
Damage Immunities fire, poison
Condition Immunities poisoned Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Senses darkvision 120 ft., passive Perception 12 creature. Hit: 3 (1d6) piercing damage.
Languages Infernal, telepathy 120 ft. Tail Spine. Ranged Weapon Attack: +4 to hit, range
Challenge 2 (450 XP) 20/80 ft., one creature. Hit: 4 (1d4 + 2) piercing
damage plus 3 (1d6) fire damage.
Devil's Sight. Magical darkness doesn’t impede the
spined devil’s darkvision.

14
Vanthampur Villa - V1-V17
Guard
Medium humanoid (human), lawful evil
Imp
Tiny fiend (devil), lawful evil Armor Class 16
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
STR DEX CON INT WIS CHA
6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Skills Deception +4, Insight +3, Persuasion +4, Challenge 1/8 (25 XP)
Stealth +5
Damage Resistances cold, bludgeoning, piercing,
and slashing from nonmagical/nonsilver Actions
weapons Spear. Melee or Ranged Weapon Attack: +3 to hit,
Damage Immunities fire, poison reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1)
Condition Immunities poisoned piercing damage or 5 (1d8 + 1) piercing damage
Senses darkvision 120 ft., passive Perception 11 if used with two hands to make a melee attack.
Languages Infernal, Common
Challenge 1 (200 XP)

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 Thurstwell Vanthampur
spider (20 ft., climb 20 ft.), or back into its true Medium humanoid (human), lawful evil
form. Its statistics are the same in each form,
except for the speed changes noted. Any
equipment it is wearing or carrying isn't Armor Class 9
transformed. It reverts to its true form if it dies. Hit Points 5 (2d8 - 4)
Speed 30 ft.
Devil's Sight. Magical darkness doesn't impede the
imp's darkvision.
STR DEX CON INT WIS CHA
Magic Resistance. The imp has advantage on
saving throws against spells and other magical 7 (-2) 8 (-1) 6 (-2) 15 (+2) 17 (+3) 12 (+1)
effects.
Skills Deception +3, Insight +5, Perception +5,
Actions Religion +4
Sting (Bite in Beast Form). Melee Weapon Attack: Senses passive Perception 15
+5 to hit, reach 5 ft. Hit: 5 (1d4 + 3) piercing Languages Common, Elvish, Infernal
damage, and the target must make on a DC 11 Challenge 1/8 (25 XP)
Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage Dark Devotion. Thurstwell has advantage on saving
on a successful one. throws against being charmed or frightened.
Invisibility. The imp magically turns invisible until it Spellcasting. Thurstwell is a 2nd-level spellcaster.
attacks, or until its concentration ends (as if His spellcasting ability is Wisdom (spell save DC
concentrating on a spell). Any equipment the imp 13). He has the following cleric spells prepared:
wears or carries is invisible with it.
Cantrips (at will): guidance, sacred flame (see
“Actions” below), thaumaturgy
1st level (3 slots): command, detect evil and
good, sanctuary
Actions
Sacred Flame (Cantrip). Flame-like radiance
descends on one creature Thurstwell can see
within 60 feet of him. The target must succeed on
a DC 13 Dexterity saving throw or take 4 (1d8)
radiant damage, gaining no benefit from cover.

15
Vanthampur Villa – V18-V19
Imp
Tiny fiend (devil), lawful evil
Helmed Horror
Medium construct, neutral Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
Armor Class 20 (plate, shield)
Hit Points 50 (8d8 + 24)
Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA
6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 10 (0) 10 (0) 10 (0) Skills Deception +4, Insight +3, Persuasion +4,
Stealth +5
Damage Resistances cold, bludgeoning, piercing,
Skills Perception +4 and slashing from nonmagical/nonsilver
Damage Resistances Bludgeoning, Piercing, and weapons
Slashing from Nonmagical Attacks that aren't Damage Immunities fire, poison
Adamantine Condition Immunities poisoned
Damage Immunities force, necrotic, poison Senses darkvision 120 ft., passive Perception 11
Condition Immunities blinded, charmed, deafened, Languages Infernal, Common
exhaustion, frightened, paralyzed, petrified, Challenge 1 (200 XP)
poisoned, stunned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 14 Shapechanger. The imp can use its action to
Languages understands the languages of its polymorph into a beast form that resembles a rat
creator but can’t speak (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a
Challenge 4 (1,100 XP) 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
Magic Resistance. The helmed horror has equipment it is wearing or carrying isn't
advantage on saving throws against spells and transformed. It reverts to its true form if it dies.
other magical effects.
Devil's Sight. Magical darkness doesn't impede the
Spell Immunity. The helmed horror is immune to imp's darkvision.
three spells chosen by its creator. Typical
immunities include fireball, heat metal, and Magic Resistance. The imp has advantage on
lightning bolt. saving throws against spells and other magical
effects.
Actions
Multiattack. The helmed horror makes two
Actions
longsword attacks. Sting (Bite in Beast Form). Melee Weapon Attack:
+5 to hit, reach 5 ft. Hit: 5 (1d4 + 3) piercing
Longsword. Melee Weapon Attack: +6 to hit, reach damage, and the target must make on a DC 11
5 ft. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 Constitution saving throw, taking 10 (3d6) poison
+ 4) slashing damage if used with two hands. damage on a failed save, or half as much damage
on a successful one.
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.
Commoner
Medium humanoid (any race), any alignment

Armor Class 10
Hit Points 4 (1d8 + 0)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages any one language (usually Common)
Challenge 0 (10 XP)

16
Vanthampur Villa – V20-V22
Cultist
Medium humanoid (any race), lawful evil
Spined Devil
Small fiend (devil), lawful evil Armor Class 12
Hit Points 9 (2d8 + 0)
Speed 30 ft.
Armor Class 13 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (–1) Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Damage Resistances cold; bludgeoning, piercing, Challenge 1/8 (25 XP)
and slashing from nonmagical weapons that
aren't silvered
Damage Immunities fire, poison Dark Devotion. The cultist has advantage on saving
Condition Immunities poisoned throws against being charmed or frightened.
Senses darkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft. Actions
Challenge 2 (450 XP) Scimitar. Melee Weapon Attack: +3 to hit, reach 5
ft. Hit: 4 (1d6 + 1) slashing damage.
Devil's Sight. Magical darkness doesn’t impede the
spined devil’s darkvision.
Flyby. The spined devil doesn’t provoke
opportunity attacks when it flies out of an
enemy’s reach. Cult Fanatic
Limited Spines. The devil has twelve tail spines. Medium humanoid (any race), lawful evil
Used spines regrow by the time the devil finishes
a long rest. Armor Class 13
Magic Resistance. The spined devil has advantage Hit Points 33 (6d8 + 6)
on saving throws against spells and other magical Speed 30 ft.
effects.
Actions STR DEX CON INT WIS CHA
Multiattack. The devil makes two attacks: one with 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
its bite and one with its fork or two with its tail
spines. Skills Deception +4, Persuasion +4, Religion +2
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Senses passive Perception 11
Hit: 5 (2d4) piercing damage. Languages any one language (usually Common)
Challenge 2 (450 XP)
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft.
Hit: 3 (1d6) piercing damage. Dark Devotion. The fanatic has advantage on
Tail Spine. Ranged Weapon Attack: +4 to hit, range saving throws against being charmed or
20/80 ft. Hit: 4 (1d4 + 2) piercing damage plus 3 frightened.
(1d6) fire damage.
Spellcasting. The fanatic is a 4th-level spellcaster.
Its spell casting ability is Wisdom (spell save DC
11, +3 to hit with spell attacks). The fanatic has
the following cleric spells prepared:
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 fanatic 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)
piercing damage.

17
Vanthampur Villa – V26-V28
Thalamra Vanthampur
Medium humanoid (human), lawful evil

Cultist Armor Class 10


Medium humanoid (any race), lawful evil Hit Points 78 (12d8 + 24)
Speed 30 ft.
Armor Class 12
Hit Points 9 (2d8 + 0)
STR DEX CON INT WIS CHA
Speed 30 ft.
17 (+3) 10 (+0) 15 (+2) 13 (+1) 16 (+3) 18 (+4)
STR DEX CON INT WIS CHA
Skills Deception +6, Insight +5, Intimidation +6,
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Religion +3
Senses Darkvision 120 ft., Passive Perception 13
Skills Deception +2, Religion +2 Languages Common, Infernal
Senses passive Perception 10 Challenge 4 (1,100 XP)
Languages any one language (usually Common)
Challenge 1/8 (25 XP) Dark Devotion. Thalamra has advantage on saving
throws against being charmed or frightened.
Dark Devotion. The cultist has advantage on saving Devil’s Sight. Thalamra can see normally in both
throws against being charmed or frightened. magical and nonmagical darkness out to 120 ft.
Actions Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 Multiattack. Thalamra uses eldritch blast twice or
ft. Hit: 4 (1d6 + 1) slashing damage. makes two unarmed strikes.
Eldritch Blast (Cantrip). Ranged Spell Attack: +6 to
hit, range 120 ft. Hit: 9 (1d10 + 4) force damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft. Hit: 4 bludgeoning damage.
Reactions
Hellish Rebuke (1st-Level Spell; 2/Day). When
Thalamra is damaged by a creature within 60 feet
of her that she can see, the creature that damaged
her is engulfed in hellish flames and must make a
DC 14 Dexterity saving throw, taking 16 (3d10)
fire damage on a failed save, or half as much
damage on a successful one.

Barbed Hide. At the start of each of its turns, the


Barbed Devil barbed devil deals 5 (1d10) piercing damage to any
Medium fiend (devil), lawful evil creature grappling it.

Armor Class 15 Devil's Sight. Magical darkness doesn't impede the


Hit Points 110 (13d8 + 52) devil's darkvision.
Speed 30 ft. Magic Resistance. The devil has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA Actions
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Multiattack. The devil makes three melee attacks: one
with its tail and two with its claws. Alternatively, it
Saving Throws Str +6, Con +7, Wis +5, Cha +5 can use Hurl Flame twice.
Skills Deception +5, Insight +5, Perception +8 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft .
Damage Resistances cold, bludgeoning, piercing, and Hit: 6 (1d6 + 3) piercing damage.
slashing from nonmagical weapons that aren't
silvered Tail. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit:
Damage Immunities fire, poison 10 (2d6 + 3) piercing damage.
Condition Immunities poisoned Hurl Flame. Ranged Spell Attack: +5 to hit, range 150
Senses darkvision 120 ft., passive Perception 18 ft. Hit: 10 (3d6) fire damage. If the target is a
Languages Infernal, telepathy 120 ft. flammable object that isn't being worn or carried, it
Challenge 5 (1800 XP) also catches fire.

18
Vanthampur Villa – V29
Spy
Medium humanoid (any race), any alignment

Noble Armor Class 12


Medium humanoid (any race), any alignment Hit Points 27 (6d8 + 0)
Speed 30 ft.
Armor Class 15 (breast plate)
Hit Points 9 (2d8 + 0)
STR DEX CON INT WIS CHA
Speed 30 ft.
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
STR DEX CON INT WIS CHA
Skills Deception +5, Insight +4, Investigation +5,
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) Perception +6, Persuasion +5, Stealth +4
Senses passive Perception 16
Skills Deception +5, Insight +4, Persuasion +5 Languages any two languages
Senses passive Perception 12 Challenge 1 (200 XP)
Languages any two languages
Challenge 1/8 (25 XP) Cunning Action. On each of its turns, the spy can
use a bonus action to take the Dash, Disengage,
or Hide action.
Actions
Sneak Attack (1/Turn). The spy deals an extra 7
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.
(2d6) damage when it hits a target with a weapon
Hit: 5 (1d8 + 1) piercing damage.
attack and has advantage on the attack roll, or
Reactions when the target is within 5 ft. of an ally of the spy
that isn't incapacitated and the spy doesn't have
Parry. The noble adds 2 to its AC against one disadvantage on the attack roll.
melee attack that would hit it. To do so, the noble
must see the attacker and be wielding a melee Actions
weapon.
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ft. Hit: 5 (1d6 + 2) piercing
damage.

Steadfast. The devil can't be frightened while it can


Bearded Devil see an allied creature within 30 feet of it.
Medium fiend (devil), lawful evil
Actions
Armor Class 13 (natural armor) Multiattack. The devil makes two attacks: one with its
Hit Points 52 (8d8 + 16) beard and one with its glaive.
Speed 30 ft.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 6 (1d8 + 2) piercing damage, and
STR DEX CON INT WIS CHA the target must succeed on a DC 12 Constitution
saving throw or be poisoned for 1 minute. While
16 (+3) 15 (+2) 15 (+2) 9 (–1) 11 (+0) 11 (+0) poisoned in this way, the target can't regain hit
points. The target can repeat the saving throw at the
Saving Throws Str +5, Con +4, Wis +2 end of each of its turns, ending the effect on itself on
Damage Resistances cold, bludgeoning, piercing, and a success.
slashing from nonmagical weapons that aren't
silvered Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.
Damage Immunities fire, poison Hit: 8 (1d10 + 3) slashing damage. If the target is a
Condition Immunities poisoned creature other than an undead or a construct, it must
Senses darkvision 120 ft., passive Perception 10 succeed on a DC 12 Constitution saving throw or
Languages Infernal, telepathy 120 ft. lose 5 (1d10) hit points at the start of each of its
Challenge 3 (700 XP) turns due to an infernal wound. Each time the devil
hits the wounded target with this attack, the damage
dealt by the wound increases by 5 (1d10). Any
Devil's Sight. Magical darkness doesn't impede the
creature can take an action to stanch the wound with
devil's darkvision.
a successful DC 12 Wisdom (Medicine) check. The
Magic Resistance. The devil has advantage on saving wound also closes if the target receives magical
throws against spells and other magical effects. healing.
19
Vanthampur Villa – V32-V35
Cult Fanatic
Medium humanoid (any race), lawful evil
Cultist
Medium humanoid (any race), lawful evil Armor Class 13
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Armor Class 12
Hit Points 9 (2d8 + 0)
Speed 30 ft. STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common)
Skills Deception +2, Religion +2 Challenge 2 (450 XP)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP) Dark Devotion. The fanatic has advantage on
saving throws against being charmed or
frightened.
Dark Devotion. The cultist has advantage on saving
throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster.
Its spell casting ability is Wisdom (spell save DC
Actions 11, +3 to hit with spell attacks). The fanatic has
the following cleric spells prepared:
Scimitar. Melee Weapon Attack: +3 to hit, reach 5
ft. Hit: 4 (1d6 + 1) slashing damage. 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 fanatic 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)
piercing damage.

Thavius Kreeg
Medium humanoid (human), lwaful evil

Armor Class 10
Hit Points 40 (9d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 11 (+0) 15 (+2) 18 (+4) 16 (+3)

Skills Deception +5, Medicine +6, Persuasion +5,


Religion +4
Senses passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 1/2 (100 XP)

Shadow of Guilt. Thavius’s shadow is that of a


pudgy, horned devil with small wings.

Actions
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 4 (1d6 + 1) bludgeoning damage.

20
Knights of the Shield
Veteran
Medium humanoid (any race), any alignment
Cambion
Medium fiend, any alignment Armor Class 17
Hit Points 58 (9d8 + 18)
Speed 30 ft.
Armor Class 19 (scale mail)
Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3) Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Saving Throws Str +7, Con +6, Int +5, Cha +6 Challenge 3 (700 XP)
Skills Deception +6, Intimidation +6, Perception
+4, Stealth +7
Damage Resistances cold, fire, lightning, poison; Actions
bludgeoning, piercing, and slashing from Multiattack. The veteran makes two longsword
nonmagical weapons attacks. If it has a shortsword drawn, it can also
Senses darkvision 60 ft., passive Perception 14 make a shortsword attack.
Languages Abyssal, Common, Infernal
Challenge 5 (1800 XP) Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
Fiendish Blessing. The AC of the cambion includes + 3) slashing damage if used with two hands.
its Charisma bonus. Shortsword. Melee Weapon Attack: +5 to hit,
Innate Spellcasting. The cambion's innate reach 5 ft. Hit: 6 (1d6 + 3) piercing damage.
spellcasting ability is Charisma (spell save DC 14, Heavy Crossbow. Ranged Weapon Attack: +3 to
+6 to hit with spell attacks). It can innately cast hit, range 100/400 ft. Hit: 6 (1d10 + 1) piercing
the following spells, requiring no material damage.
components:
3/day: alter self, command, detect magic 1/day:
plane shift (self only)
Actions
Multiattack. The cambion makes two melee attacks
or uses its Fire Ray twice.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft. Hit: 7 (1d6 + 4)
piercing damage, or 8 (1d8 + 4) piercing damage
if used with two hands to make a melee attack,
plus 3 (1d6) fire damage.
Fire Ray. Ranged Spell Attack: +7 to hit, range
120ft. Hit: 10 (3d6) fire damage.
Fiendish Charm. One humanoid the cambion can
see within 30 feet of it must succeed on a DC 14
Wisdom saving throw or be magically charmed for
1 day. The charmed target obeys the cambion's
spoken commands. If the target suffers any harm
from the cambion or another creature or receives
a suicidal command from the cambion, the target
can repeat the saving throw, ending the effect on
itself on a success. If a target's saving throw is
successful, or if the effect ends for it, the creature
is immune to the cambion's Fiendish Charm for
the next 24 hours.

21
Reya & Lulu

Veteran Actions
Medium humanoid (any race), any alignment
Multiattack. The veteran makes two longsword
attacks. If it has a shortsword drawn, it can also make
Armor Class 17 a shortsword attack.
Hit Points 58 (9d8 + 18)
Speed 30 ft. Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
STR DEX CON INT WIS CHA
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) ft. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
Skills Athletics +5, Perception +2 range 100/400 ft. Hit: 6 (1d10 + 1) piercing
Senses passive Perception 12 damage.
Languages any one language (usually Common)
Challenge 3 (700 XP)

Innate Spellcasting. The hollyphant’s innate


Hollyphant spellcasting ability is Wisdom (spell save DC 15). It
Small celestial, lawful good can innately cast the following spells, requiring no
material components:
Armor Class 18 (natural armor) At will: light
Hit Points 30 (4d10 + 8)
Speed 30 ft. 2/day each: bless, cure wounds, protection from evil
and good
1/day each: banishment, heal, raise dead,
STR DEX CON INT WIS CHA shapechange (into a golden-furred mammoth with
10 (+0) 11 (+0) 12 (+1) 16 (+3) 19 (+4) 16 (+3) feathered wings and a flying speed of 120 ft.),
teleport (with no chance of error)
Saving Throws Dex +3, Con +4, Cha +6 Magic Weapons. The hollyphant’s weapon attacks are
Damage Resistances Damage Resistances magical.
Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks Actions
Damage Immunities Poison Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft.
Condition Immunities Poisoned Hit: 3 (1d6) piercing damage.
Senses Passive Perception 14
Languages Celestial, Telepathy 120 ft. Trumpet (3/Day). The hollyphant blows air through its
Challenge 5 (1,800 XP) trunk, creating a trumpet sound that can be heard out
to a range of 600 feet. The trumpet also creates a 30-
Aura of Invulnerability. An invisible aura forms a 10- foot cone of energy that has one of the following
foot-radius sphere around the hollyphant for as long effects, chosen by the hollyphant:
as it lives. Any spell of 5th level or lower cast from
Trumpet of Blasting. Each creature in the cone must
outside the barrier can’t affect creatures or objects
make a DC 14 Constitution saving throw. On a failed
within it, even if the spell is cast using a higher level
save, a creature takes 17 (5d6) thunder damage and
spell slot. Such a spell can target creatures and
is deafened for 1 minute. On a successful save, a
objects within the barrier, but the spell has no effect
creature takes half as much damage and isn’t
on them. Similarly, the area within the barrier is
deafened. Nonmagical objects in the cone that aren’t
excluded from the areas affected by such spells. The
being held or worn take 35 (10d6) thunder damage.
hollyphant can use an action to suppress this trait
until its concentration ends (as if concentrating on a Trumpet of Sparkles. Creatures in the cone must make
spell). a DC 14 Constitution saving throw, taking 22 (4d8 +
4) radiant damage on a failed save, or half as much
damage on a successful one. Evil creatures have
disadvantage on the saving throw. Good creatures in
the cone take no damage.

22

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