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Manual of Monsters

An assortment of monsters and races


for your adventurers to face in the world of Azeroth
Version 1.0 — First release
Version
Credits Foreword
Contributors listed by community usernames. We've made this book in an attempt to bring the beloved
Warcraft franchise into the 5th edition of Dungeons &
Manual of Monsters Leads: Jih, Tangerine Dragons. It is a task that has taken us months to do, and
Creature Statistics: Angery, Arenalor, Auvreannia, it'll likely take many more still. Everyone involved are
Geamros, Jih, Tangerine working this in their spare time, aiming to bring a genuine
Text Writing: Auvreannia, Geamros, Jih, Tangerine recreation of Warcraft as a D&D 5th Edition tabletop RPG.
Layouting: Jih, Tangerine This book is made to compliment official D&D 5th
Managing Editors: Jih, Tangerine edition books, including the Player's Handbook, Dungeon
Master's Guide, and Monster Manual. It has been built on
Additional Contribution: Our Discord Community the framework set by those books, and designed to be
brought in as any supplement book would. Without any
Cover Illustrator: Zhang Zs more work than to just use the material presented.
Interior Illustrators: Abe Taraky, Alex Garner, Andrei It has been written with the intention of always being a
Kiselev, Andrew Hou, Anndr, Anthony Avon, Arthur free resource for everyone to use. Never to be bought or
Bozonnet, Blizzard Cinematics, Blizzard Entertainment, paid for. We've made this because we want others to enjoy
Chris Deboda, Dan Mumford, Dan Scott, Dmitry Bolotov, the Warcraft universe under D&D 5th Edition rules. Not for
Dmitry Prozorov, Elodie Metivier, Glenn Rane, Grace any monetary gain.
Liu, Jakub Kasber, James Ryman, Jimmy Lo, Jorge With each coming update, all changes will be noted in
Jacinto, Justin Kunz, kikicianjur, Laurel D. Austin, the Changelog — Link is provided below.
Lloyd Hoshide, Luke Mancini, Mark Gibbons, Markus
Erdt, Matt Smith, Matthew Mckeown, Maxence Burgel, ChangeLog
Miao Zi, Monica Langlois, Mr. Jack, Noah Warner,
Peter Lee, Phillip Zhang, Raymond Swanland, Ruan Heroes Handbook
Jia, Sean O'Daniels, Sojin Hwang, Timens, UnidColor, Did you know that we have a Heroes Handbook as well
Wei Wang, Zhang Zs to go alongside the Manual of Monsters? A fully fleshed-
out player book, bringing with it all the races and classes
Based on the original D&D game created by from World of Warcraft!
E. Gary Gygax and Dave Arneson, as well as Heroes Handbook
Brian Blume, Rob Kuntz, James Ward and Don Kaye.
Based on the Warcraft franchise by Want to help grow a community?
© Blizzard Entertainment We're a relatively small group working together on this,
and as such our ability to playtest all of it is limited.
Playtesting provided by If you want to help the project out and give feedback,
suggest changes and new features for the books, or
Special thanks to simply just join our growing Warcraft RPG community,
This entire book was made using GM Binder. It is an we have both an active discord server and a subreddit
amazing tool for creating authentic-looking homebrew dedicated to this project! — Links below!
material for 5th Edition Dungeons and Dragons. Without Discord Server Subreddit
it, this project would've likely never been considered.

www.GmBinder.com

Legal Stuff

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Community Content Agreement for Dungeon Masters Guild.

2
Contents
Ch. 1: Bestiary ..........................................4 Preface .........................................................4 App. A: Miscellaneous Creatures .. 116

Index of Monster Stat Blocks


Ancients .................................................... 10 Grell ........................................................... 52 Satyrs .........................................................84
Basilisk ......................................................13 Harpies ......................................................53 Scourge .....................................................86
Bog Beasts ................................................14 Kobolds ..................................................... 55 Shale Spider ............................................ 92
Centaurs ................................................... 17 Kodos .........................................................57 Shredder ...................................................93
Core Hounds ............................................20 Lashers ......................................................58 Silithids .....................................................94
Dinosaurs ................................................. 22 Leper Gnome ...........................................60 Skeletons .................................................. 98
Dragonhawks ...........................................24 Makrura .................................................... 61 Treant ......................................................100
Dust Devil .................................................25 Mana Wyrms ............................................62 Troggs ......................................................101
Dwarves: Dark Iron ................................26 Mechanicals ............................................. 63 Trolls ........................................................104
Elementals ................................................30 Murlocs ..................................................... 67 Thunder Lizard .....................................108
Faceless Ones ..........................................34 Nagas .........................................................69 Whale Shark ..........................................109
Fleshbeast ................................................ 36 Ogres ......................................................... 73 Wind Serpents ...................................... 110
Furbolg ......................................................37 Owlbeasts ................................................. 75 Wretched ................................................ 112
Ghosts ....................................................... 38 Quilboars .................................................. 77 Worgen: Feral ........................................ 113
Gnolls ........................................................ 46 Ravagers ................................................... 80 Yetis ......................................................... 114
Golems ...................................................... 50 Sabercats ..................................................82

3
Chapter 1: Bestiary

T
HERE IS A BIG WORLD OUT THERE.
From the familiar shores of Azeroth and the Size Categories
torn reaches of Draenor, across the Twisting Size Space Examples
Nether to a thousand worlds within the great Tiny 2½ by 2½ ft.
cosmic planes. It's no wonder so many take
to the call for adventure and seek out on the- Small 5 by 5 ft.
ir own, and no surprise to hear of the dang- Medium 5 by 5 ft.
ers they've found along the way.
This chapter presents creatures found throughout the Large 10 by 10 ft.
Warcraft universe. Some of the statistics have been brou- Huge 15 by 15 ft.
ght over or otherwise adopted from the D&D System
Reference Document (SRD) under the Open Gaming Gargantuan 20 by 20 ft. or larger
License (OGL), while the majority were written by the fans
and contributors to this project -- without whom this book
would likely be a long way away still. Modifying Creatures
Here you will find statistics for many classic fantasy RPG Despite the versatile collection of monsters in this
staples -- skeletons, yetis, owlbeasts, harpies, gnolls, basi- block, you might be at a loss when it comes to
lisks, ghosts, and more -- as well as numerous creatures finding the perfect creature for part of an adventure.
iconic to Warcraft; such as the insidious murlocs, the Feel free to tweak a creature to make it into
lumbering woodland ancients, and the ever-looming threat something more useful for you, perhaps by
of the undead Scourge. borrowing a trait or two from a different monster or
If you are looking for material to run a campaign set by using a variant or template, such as the ones in
within the Warcraft universe, whether with material of your this book. Keep in mind that modifying a monster,
own or with material taken from the Heroes' Handbook including when you apply a template to it, might
also written as part of this project, we hope this book will change its challenge rating.
provide you with enough material to keep your players on
their toes as they venture through Azeroth and beyond.
Type
This chapter is not yet finished
A monster's type speaks to its fundamental nature. Certain
As of this first release of our Manual of Monsters, this book spells, magic items, class features, and other effects in the
contains statistics for 179 monsters and miscellaneous game interact in special ways with creatures of a particular
creatures suitable for a Warcraft campaign. type. For example, an arrow of dragon slaying deals extra
In the long run, our full goal is a book of statistics for damage not only to dragons but also other creatures of the
approximately 600 (and perhaps later, even more) dragon type, such as drakonids and drakeadons.
monsters, creatures, and NPCs. From mundane beasts to The game includes the following monster types, which
the great Dragonflights and the infernal armies of the have no rules of their own.
Burning Legion, as well as legendary figures. Aberrations are utterly alien beings. Many of them have
innate magical abilities drawn from the creature's alien
Statistics mind rather than the mystical forces of the world. The quin-
tessential aberrations are forgotten ones, nerubians, and
A monster's statistics, sometimes referred to as its stat the creations of the old gods.
block, provide the essential information that you need to Beasts are nonhumanoid creatures that are a natural
run the monster. part of the fantasy ecology. Some of them have magical
Size powers, but most are unintelligent and lack any society or
language. Beasts include all varieties of ordinary animals,
A monster can be Tiny, Small, Medium, Large, Huge, or dinosaurs, and giant versions of animals.
Gargantuan. The Size Categories table shows how much
space a creature of a particular size controls in combat.
See the 5th edition Player's Handbook for more
information on creature size and space.

CHAPTER 2 | INTRODUCTION
4
    Constructs are made, not born. Some are programmed Tags
by their creators to follow a set of instructions, while others A monster might have one or more tags appended to its
are imbued with sentience and capable of independent type, in parentheses. For example, an orc has the human-
thought. Golems are the iconic constructs. oid (orc) type. The parenthetical tags provide additional
Dragons are reptilian creatures of ancient origin and categorization for certain creatures. The tags have no rules
tremendous power. The dragonflights are highly intelligent of their own, but something in the game, such as a magic
and have innate magic. This category also includes distant item, might refer to them. For instance, a spear that is
relatives of the dragonflights; such as the less powerful and especially effective at fighting demons would work against
less magical dragonspawns and proto-drakes. any monster that has the demon tag.
Elementals are creatures native to the elemental plane.
Some creatures of this type are little more than animate Alignment
masses of their respective elements. Others have biological
forms infused with elemental energy. The races of elemen- A monster's alignment provides a clue to its disposition and
tal creatures include ascendants, bound and unbound how it behaves in a roleplaying or combat situation. For
elementals, and revenants. example, a chaotic evil monster might be difficult to reason
Fey are magical creatures closely tied to the forces of with and might attack characters on sight, while a neutral
nature. They dwell in twilight groves and misty forests. monster might be willing to negotiate. See the Heroes
They are closely tied to the Emerald Dream. Fey include Handbook for descriptions of the different alignments.
dryads, faerie dragons, and wisps. The alignment specified in a monster's stat block is the
Fiends are creatures of wickedness native to worlds default. Feel free to depart from it and change a monster's
beyond Azeroth. Many originate from the Great Dark alignment to suit the needs of your campaign. If you want a
Beyond and its Twisting Nether, others were corrupted on good-aligned doomguard or an evil keeper of the grove,
planets far away. Fiends all serve Sargeras the Dark Titan, there's nothing stopping you.
and in turn the Void Lords themselves. Fiends include Some creatures can have any alignment. Meaning, you
demons, infernals, and the Eredar. can choose the monster's alignment. Some monster's
Giants tower over humans and their kind. They are enor- alignment entry indicates a tendency or aversion toward
mous creatures created by the titans, many of whom still law, chaos, good, or evil. For example, a berserker can be
show the stone shapes of their makers. Giants include sea any chaotic alignment (chaotic good, chaotic neutral, or
giants, ogres, breakers, and the vrykul. chaotic evil), as befits its wild nature.
Humanoids are the main people of Azeroth, both Many creatures of low intelligence have no comprehen-
civilized and savage, including humans and a tremendous sion of law or chaos, good or evil. They don't make moral or
variety of other species. They have language and culture, ethical choices, but rather act on instinct. These creatures
few if any innate magical abilities (though most humanoids are unaligned, which means they don't have an alignment.
can learn spellcasting), and a bipedal form. The most
common humanoid races are the ones most suitable as Armor Class
player characters: humans, orcs, trolls, and dwarves. A monster that wears armor or carries a shield has an
A variety of humanoids appear throughout this book, but Armor Class (AC) that takes its armor, shield, and Dexterity
the races detailed in the Heroes Handbook are dealt with into account. Otherwise, a monster's AC is based on its
in appendix B. That appendix gives you a number of stat Dexterity modifier and natural armor, if any. If a monster
blocks that you can use to make variations of those races. has natural armor, wears armor, or carries a shield, this is
Monstrosities are monsters, frightening creatures that noted in parentheses after its AC value.
are not ordinary, not truly natural, and almost never benign.
Some are the results of magical experimentation gone Hit Points
awry, and others are the product of terrible curses. They
defy categorization, and in some sense serve as a catch-all A monster usually dies or is destroyed when it drops to 0
category for creatures that don't fit into any type. hit points.
Oozes are gelatinous creatures that rarely have a fixed A monster's hit points are presented both as a die expres-
shape. They adapt to their environment, taking on aspects sion and as an average number. For example, a monster
of their surroundings. with 2d8 hit points has 9 hit points on average (2 x 4½).
Plants in this context are vegetable creatures, not Hit Dice by Size
ordinary flora. Most of them are ambulatory, and some are
carnivorous. The quintessential plants are the ancients and Monster Size Hit Dice Average HP per Die
treants. Fungal creatures such as sporelings and the Tiny d4 2½
mandragora also fall into this category. Small d6 3½
Titans are beings made by titans themselves. Many
resemble constructs, being massive creatures made of Medium d8 4½
stone or other inanimate materials. Titans include titan Large d10 5½
constructs, titanforged, and titanic watchers.
Undead are once-living creatures brought to a horrifying Huge d12 6½
state of undeath through the practice of necromantic magic Gargantuan d20 10½
or some unholy curse. Undead include walking corpses,
such as zombies and the San’layn, as well as bodiless A monster's Constitution modifier also affects the
spirits, such as ghosts and specters. number of hit points it has. Its Constitution modifier is
multiplied by the number of Hit Dice it possesses, and the
result is added to its hit points. For example, if a monster
has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it
has 2d8 + 2 hit points (average 11).
CHAPTER 2 | INTRODUCTION
5
Speed Proficiency Bonus by Challenge Rating
A monster's speed tells you how far it can move on its turn. Proficiency Proficiency
For more information on speed, see the 5th edition Player's Challenge Bonus Challenge Bonus
Handbook. 0 +2 14 +5
All creatures have a walking speed, simply called the
monster's speed. Creatures that have no form of ground- 1/8 +2 15 +5
based locomotion have a walking speed of 0 feet. 1/4 +2 16 +5
Some creatures have one or more of the following
additional movement modes. 1/2 +2 17 +6
1 +2 18 +6
Burrow
A monster that has a burrowing speed can use that speed 2 +2 19 +6
to move through sand, earth, mud, or ice. A monster can't 3 +2 20 +6
burrow through solid rock unless it has a special trait that
allows it to do so. 4 +2 21 +7
Climb 5 +3 22 +7
A monster that has a climbing speed can use all or part of 6 +3 23 +7
its movement to move on vertical surfaces. The monster
doesn't need to spend extra movement to climb. 7 +3 24 +7
8 +3 25 +8
Fly
A monster that has a flying speed can use all or part of its 9 +4 26 +8
movement to fly. Some monsters have the ability to hover, 10 +4 27 +8
which makes them hard to knock out of the air (as ex-
plained in the rules on flying in the 5th edition Player's 11 +4 28 +8
Handbook). Such a monster stops hovering when it dies. 12 +4 29 +9
Swim 13 +5 30 +9
A monster that has a swimming speed doesn't need to
spend extra movement to swim.
Skills
Ability Scores The Skills entry is reserved for monsters that are proficient
Every monster has six ability scores (Strength, Dexterity, in one or more skills. For example, a monster that is very
Constitution, Intelligence, Wisdom, and Charisma) and perceptive and stealthy might have bonuses to Wisdom
corresponding modifiers. For more information on ability (Perception) and Dexterity (Stealth) checks.
scores and how they're used in play, see the 5th edition A skill bonus is the sum of a monster's relevant ability
Player's Handbook. modifier and its proficiency bonus, which is determined by
the monster's challenge rating (as shown in the Proficiency
Saving Throws Bonus by Challenge Rating table). Other modifiers might
The Saving Throws entry is reserved for creatures that are apply. For instance, a monster might have a larger-than-
adept at resisting certain kinds of effects. For example, a expected bonus (usually double its proficiency bonus) to
creature that isn't easily charmed or frightened might gain account for its heightened expertise.
a bonus on its Wisdom saving throws. Most creatures don't Vulnerabilities, Resistances,
have special saving throw bonuses, in which case this
section is absent. and Immunities
A saving throw bonus is the sum of a monster's relevant Some creatures have vulnerability, resistance, or immunity
ability modifier and its proficiency bonus, which is deter- to certain types of damage. Additionally, some creatures
mined by the monster's challenge rating (as shown in the are immune to certain conditions. If a monster is immune
Proficiency Bonus by Challenge Rating table). to a game effect that isn't considered damage or a
condition, it has a special trait.
Armor, Weapon, & Tool Proficiency
Assume that a creature is proficient with its armor,
weapons, and tools. If you swap them out, you
decide whether the creature is proficient with its
new equipment.
For example, an ogre typically wears hide armor
and wields a greatclub. You could equip an ogre with
chain mail and a greataxe instead, and assume the
ogre is proficient with both, one or the other, or
neither.
See the 5th edition Player's Handbook for rules on
using armor or weapons without proficiency.

CHAPTER 2 | INTRODUCTION
6
Senses Challenge
The Senses entry notes a monster's passive Wisdom A monster's challenge rating tells you how great a threat
(Perception) score, as well as any special senses the the monster is. An appropriately equipped and well-rested
monster might have. Special senses are described below. party of four adventurers should be able to defeat monsters
that has a challenge rating equal to its level without
Blindsight suffering any deaths. For example, a party of four 3rd-level
A monster with blindsight can perceive its surroundings characters should find a monster with a challenge rating of
without relying on sight, within a specific radius. 3 to be a worthy challenge, but not a deadly one.
Creatures without eyes, such as oozes, typically have this Monsters that are significantly weaker than 1st-level
special sense, as do creatures with echolocation or height- characters have a challenge rating lower than 1. Monsters
ened senses, such as bats and the dragonflights. with a challenge rating of 0 are insignificant except in large
If a monster is naturally blind, it has a parenthetical note numbers; those with no effective attacks are worth no
to this effect, indicating that the radius of its blindsight experience points, while those that have attacks are worth
defines the maximum range of its perception. 10 XP each.
Some monsters present a greater challenge than even a
Darkvision typical 20th-level party can handle. These monsters have a
A monster with darkvision can see in the dark within a challenge rating of 21 or higher and are specifically
specific radius. The monster can see in dim light within the designed to test player skill.
radius as if it were bright light, and in darkness as if it were
dim light. The monster can't discern color in darkness, only Experience Points
shades of gray. Many creatures that live underground have The number of experience points (XP) a monster is worth
this special sense. is based on its challenge rating. Typically, XP is awarded
for defeating the monster although the DM may also award
Tremorsense XP for neutralizing the threat posed by the monster in
A monster with tremorsense can detect and pinpoint the some other manner.
origin of vibrations within a specific radius, provided that Unless something tells you otherwise, a monster
the monster and the source of the vibrations are in contact summoned by a spell or other magical ability is worth the
with the same ground or substance. Tremorsense can't be XP noted in its stat block.
used to detect flying or incorporeal creatures. The 5th edition Dungeon Master's Guide explains how to
create encounters using XP budgets, as well as how to
Truesight adjust an encounter's difficulty.
A monster with truesight can, out to a specific range, see in
normal and magical darkness, see invisible creatures and Experience Points by Challenge Rating
objects, automatically detect visual illusions and succeed Challenge XP Challenge XP
on saving throws against them, and perceive the original
form of a shapechanger or a creature that is transformed 0 0 or 10 14 11,500
by magic. Furthermore, the monster can see into the 1/8 25 15 13,000
Ethereal Plane within the same range.
1/4 50 16 15,000
Languages 1/2 100 17 18,000
The languages that a monster can speak are listed in 1 200 18 20,000
alphabetical order. Sometimes a monster can understand a
language but can't speak it, and this is noted in its entry. 2 450 19 22,000
A "—" indicates that a creature neither speaks nor under- 3 700 20 25,000
stands any language. 4 1,100 21 33,000
Telepathy 5 1,800 22 41,000
Telepathy is a magical ability that allows a monster to 6 2,300 23 50,000
communicate mentally with another creature within a
specified range. The contacted creature doesn't need to 7 2,900 24 62,000
share a language with the monster to communicate in this 8 3,900 25 75,000
way with it, but it must be able to understand at least one
language. A creature without telepathy can receive and 9 5,000 26 90,000
respond to telepathic messages but can't initiate or 10 5,900 27 105,000
terminate a telepathic conversation.
A telepathic monster doesn't need to see the creature 11 7,200 28 120,000
and can end the telepathic contact at any time. The contact 12 8,400 29 135,000
is broken as soon as the two creatures are no longer within
range of each other or if the telepathic monster contacts a 13 10,000 30 155,000
different creature within range. A telepathic monster can
initiative or terminate a telepathic conversation without
using an action, but while the monster is incapacitated, it
can't initiate telepathic contact, and contact is terminated.
A creature within the area of an antimagic field or in any
other location where magic doesn't function can't send or
receive telepathic messages.
CHAPTER 2 | INTRODUCTION
7
Special Traits
Special traits (which appear after a monster's challenge
rating but before any actions or reactions) are character-
istics that are likely to be relevant in a combat encounter
and that require some explanation.
Innate Spellcasting
A monster with this innate ability to cast spells has the
Innate Spellcasting special trait. Unless noted otherwise,
an innate spell of 1st level or higher is always cast as its
lowest possible level and can't be cast at a higher level. If a
monster has a cantrip where its level matters and no level
is given, use the monster's challenge rating.
An innate spell can have special rules or restrictions. For
example, a spell might have a "self only" restriction, which
means that the spell affects only the caster.
A monster's innate spells can't be swapped out with
other spells. If a monster's innate spells don't require attack
rolls, no attack bonus is given for them.
Spellcasting
A monster with the Spellcasting class feature has a
spellcaster level and spell slots, which it uses to cast its
spells of 1st level and higher (as explained in the 5th
edition Player's Handbook). The spellcaster level is also
used for any cantrips included in the feature.
The monster has a list of spells known or prepared from
a particular class. The list might also include spells from a
feature in that class, such as the Divine Priesthood feature
of the priest or the Druid Path feature of the druid.
A monster can cast spells from its list at a higher level if
it has the spell slot to do so. For example, a creature with
the 3rd-level lightning bolt spell can cast it as a higher level
spell if such a spell slot is available.
You can change the spells that a monster knows or has
prepared, replacing any spell on a monster's spell list with a
different spell of the same level and from the same class
list. If you do so, you might cause the monster to be a
greater or lesser threat than suggested by its challenge
rating.
Psionics
A monster that casts spells using only the power of its
mind has the psionics tag added to its Spellcasting or
Innate Spellcasting special trait. This tag carries no special
rules of its own, but other parts of the game might refer to
it. A monster that has this tag typically doesn't require any
components to cast its spells.
Actions
When a monster takes its action, it can choose from the
options in the Action section of its stat block or use one of
the actions available to all creatures, such as the Dash or
Hide action, as described in the 5th edition Player's
Handbook
Melee and Ranged Attacks
The most common action that a monster will take in
combat are melee and ranged attacks. These can be spell
attacks or weapon attacks, where the "weapon" might be a
manufactured item or a natural weapon, such as a claw or
tail spike. For more information on the different kinds of
attacks, see the 5th edition Player's Handbook.
Creature vs. Target. The target of a melee or ranged
attack is either one creature or one target, the difference
being that a "target" can be a creature or an object
CHAPTER 2 | INTRODUCTION
8
    Hit. any damage dealt or other effects that occur as a Equipment
result of an attack hitting a target are described after the
"Hit" notation. You have the option of taking average A stat block rarely refers to equipment, other than armor or
damage or rolling the damage; for this reason, both the weapons used by a monster. A creature that customarily
average damage and the die expression are presented. wears clothes, such as humanoid, is assumed to be dressed
Miss. If an attack has an effect that occurs on a miss that appropriately.
information is presented after the "Miss:" notation. You can equip monsters with additional gear and trinkets
however you like, using the equipment chapter of the 5th
Multiattack edition Player's Handbook, and our Heroes Handbook for
A creature that can make multiple attacks on its turn has inspiration, and you decide how much of a monster's equip-
the Multiattack ability. A creature can't use Multiattack ment is recoverable after the creature is slain and whether
when making an opportunity attack, which must be a single any of that equipment is still usable. A battered suit of
melee attack. armor made for a monster is rarely usable by someone
else, for instance.
Ammunition If a monster with spellcasting requires material
A monster carries enough ammunition to make its ranged components to cast its spells, assume that it has the
attacks. You can assume that a monster has 2d4 pieces of material components it needs to cast the spells in its stat
ammunition for a thrown weapon attack, and 2d10 pieces block.
of ammunition for a projectile weapon such as a bow or
crossbow. Legendary Creatures
Reactions A legendary creature can do things that ordinary creatures
If a monster can do something special with its reaction, can't. Legendary creatures can take special actions outside
that information is contained here. If a creature has no their turns, and a few can exert power over their environ-
special reaction, this section is absent. ment, causing extraordinary magical effects to occur in
their vicinity.
Limited Usage
Legendary Actions
Some special abilities have restrictions on the number of
times they can be used. A legendary creature can take a certain number of special
X/Day. The notation "X/Day" means a special ability can actions—called legendary actions—outside its turn. Only
be used X number of times and that a monster must finish one legendary action option can be used at a time and only
a long rest to use it again. at the end of another creature's turn. A legendary creature
Recharge X—Y. The notation "Recharge X—Y" means a regains spent legendary actions at the start of its turn. It
monster can use a special ability once and that the ability isn't required to use its legendary actions, and it can't use
then has a random chance of recharging during each legendary actions while incapacitated.
subsequent round of combat. At the start of each of the A Legendary Creature's Lair
monster's turns, roll a d6. If the roll is one of the numbers
in the recharge notation, the monster regains the use of the A legendary creature might have a section of describing its
special ability. The ability also recharges when the monster lair and the special effects it can create while there, either
finishes a short or long rest. by act of will or simply by being present. Not all legendary
For example, "Recharge 5-6" means a monster can use creatures have lairs. This section only applies to legendary
the special ability once. Then, at the start of the monster's creatures that spend a great deal of time in their lairs and
turn, it regains the use of that ability if it rolls a 5-6 on a d6. are most likely to be encountered there.
Recharge after a Short or Long Rest. This notation
means that a monster can use a special ability once and Lair Actions
then must finish a short or long rest to use it again. If a legendary creature has lair actions, it can use them to
harness the ambient magic in its lair. On initiative count 20
(losing all initiative ties), the creature can use one of its lair
Grapple Rules for Monsters action options, or forgo using any of them that round.
Many monsters have special attacks that allow them Regional Effects
to quickly grapple prey. When a monster hits with The mere presence of a legendary creature can have
such an attack, it doesn't need to make an additional
ability check to determine whether the grapple
strange and wondrous effects on its environment, as noted
succeeds, unless said otherwise.
in this section. Regional effects end abruptly or dissipate
A creature grappled by the monster can use its over time when the legendary creature dies.
action to try and escape. To do so, it must succeed
on a Strength (Athletics) or Dexterity (Acrobatics)
check against the escape DC in the monster's stat
block. If no escape DC is given, assume the DC is 10
+ the monster's Strength (Athletics) modifier.

CHAPTER 2 | INTRODUCTION
9
Ancients
The Ancients are massive, leaf-covered trees
given life. With an unparalleled wisdom and
insight into the world around them, they act as
guardians of the forests where they dwell -- such
as those of northern Kalimdor, where their
shared bonds with the night elves have kept the
two races in a long-lasting symbiosis.
Staunch Defenders. An ancient is grown from an acorn,
like so many other trees, though the acorn itself is far rarer
and far more powerful. It takes years upon years for an
ancient to grow to its full size, where it stays for thousands
of years without feeling the wear of old age.
The ancients who have allied themselves with the
honorable night elves stand guard of their cities, and of
their border territories. They can burrow their rooted feet
into the soil beneath, becoming indistinguishable from a
Ancient Protector normal tree if they stand perfectly still. This allows both for
Huge plant, neutral good other creatures to take shelter between its leaves, such as a
squirrel with its own acorns, and for the ancient to keep
Armor Class 15 (natural armor) quiet watch over the wilds.
Hit Points 105 (10d12 + 40) Due to their immense lifespan and often slow, lumbering
Speed 30 ft. presence, an ancient sees time differently from mortal
races. Often times, years may become akin to hours,
minutes, or even seconds.
STR DEX CON INT WIS CHA Plantlike Creatures. An ancient doesn't require food or
21 (+5) 8 (-1) 19 (+4) 12 (+1) 16 (+3) 12 (+1) sleep. Instead, it draws nourishment from the soil and can
carry on for weeks without a fresh supply of water.
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing Ancient Protector
Senses darkvision 120 ft., passive Perception 13 Most often when the acorn of an ancient sprouts, it grows
Languages Darnassian, Druidic to become an ancient protector. These hulking trees make
Challenge 6 (2,300 XP) up most of the ancients, and are critical in safeguarding
night elven civic areas and groves.
False Appearance. While the ancient remains motion-
less, it is indistinguishable from a normal tree.
Ancient of Lore
Siege Monster. The ancient deals double damage to Some ancients grow to become enlightened beings of the
objects and structures. forest, wise beyond belief and capable of establishing
Actions meaningful contact with the free-spirited dryads. These
ancient have a close connection to night elven druids and
Multiattack. The ancient makes two slam attacks. priests, taking on a role as instructors in the ways of magic
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one and the secrets of nature.
target. Hit: 15 (3d6 + 5) bludgeoning damage.
Ancient of War
Rock Ranged Weapon Attack: +8 to hit, range 60/180
ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage. The toughest of ancients grow into ancients of war; mighty
plants often found defending night elven settlements or
Take Root. The ancient buries its roots in the ground
or uproots them. While rooted, the ancients speed
supporting Alliance forces in battle. Embodied in these
becomes 0, it gains advantage on its attack rolls, and
ancient guardians are the spirits of courage and
is immune to any effect that would force the ancient determination, which they wield to call upon the forest
itself to rise in order to turn the tide of battle in favour of
A to move or be moved.
them and their allies.

ANCIENTS
10
Ancient of Lore Spellcasting. The ancient is a 11th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to
Huge plant, neutral good
hit with spell attacks). It requires no material
components to cast its spells. The ancient has the
Armor Class 15 (natural armor) following druid spells prepared:
Hit Points 115 (11d12 + 44)
Speed 30 ft. Cantrips (at will): dancing lights, druidcraft, solar
wrath, thorn whip
1st level (4 slots): detect magic, detect poison and
STR DEX CON INT WIS CHA disease, faerie fire, starfire
2nd level (3 slots): locate animals and plants,
17 (+3) 8 (-1) 19 (+4) 14 (+2) 21 (+5) 12 (+1) moonbeam, skywrite
3rd level (3 slots): dispel magic, plant growth,
Saving Throws Wis +8 protection from energy, starsurge
Skills History +5, Nature +8 4th level (3 slots): confusion, locate creature
Damage Vulnerabilities fire 5th level (2 slots): dream, wrath of nature
Damage Resistances bludgeoning, piercing 6th level (1 slot): starfall, wall of thorns
Senses darkvision 120 ft., passive Perception ##
Languages Darnassian, Druidic Actions
Challenge 7 (2,900 XP) Multiattack. The ancient makes two slam attacks.

False Appearance. While the ancient remains motion- Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
less, it is indistinguishable from a normal tree. target. Hit: 13 (3d6 + 3) bludgeoning damage.
Rock Ranged Weapon Attack: +6 to hit, range 60/180
Siege Monster. The ancient deals double damage to ft., one target. Hit: 25 (5d8 + 3) bludgeoning damage.
objects and structures.
Take Root. The ancient buries its roots in the ground or
Speak with Nature. The ancient can communicate with uproots them. While rooted, the ancients speed
beasts and plants as if they shared a language. becomes 0, it gains advantage on its attack rolls, and is
immune to any effect that would force the ancient to
move or be moved.
A

ANCIENTS
11
Variant: Tree of Life
A tree of life is a sapling born from the world tree
Nordrassil, these ancients have suffered great losses
in recent wars, and those who remain have returned
to the forest to spread their seeds and replenish
their numbers undisturbed.
A tree of life has a challenge rating of 11 (7,200
XP). It has the same statistics as an ancient of lore,
and gains the following additional traits:
Nature's Blessing. The tree add its Wisdom
modifier to its Armor Class (AC 20).
Rooted Tranquility. While the tree have taken root,
each plant of the tree's choice within 60 feet of it
regains 20 hit points at the start of its turn. If the
plant takes fire damage, this trait doesn't function
at the start of the plant's next turn. A plant dies if
it starts its turn with 0 hit points.
Spellcasting. The tree has the following additional
spells prepared.

4th level: guardian of nature, grasping vine


5th level: commune with nature
6th level: druid grove, sunbeam
The tree has the following additional action option.
Summon Wisps (1/Day). The tree calls forth ten
wisps that appear in empty spaces within 60 feet
of it. These wisps act as allies of the tree. The
wisps remains for 1 day or until they die.

Ancient of War Siege Monster. The ancient deals double damage to


objects and structures.
Huge plant, neutral good
Actions
Armor Class 16 (natural armor) Multiattack. The ancient makes two slam attacks.
Hit Points 138 (12d12 + 60)
Speed 30 ft. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA Rock. Ranged Weapon Attack: +10 to hit, range
60/180 ft., one target. Hit: 28 (5d8 + 6) bludgeoning.
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
Take Root. The ancient buries its roots in the ground or
uproots them. While rooted, the ancients speed
Skills Athletics +10, Nature +7, Perception +7 becomes 0, it gains advantage on its attack rolls, and is
Damage Vulnerabilities fire immune to any effect that would force the ancient to
Damage Resistances bludgeoning, piercing move or be moved.
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 17 Animate Trees (1/Day). The ancient magically animates
Languages Darnassian, Druidic five or fewer trees that it can see within 60 feet of it.
Challenge 9 (5,000 XP) The trees have the statistics of a treant, except they
have Intelligence and Charisma scores of 1 and they
False Appearance. While the ancient remains motion- only have the Claw action. An animated tree acts as an
less, it is indistinguishable from a normal tree. ally of the ancient. The tree remains animated for 1 day,
until it dies, or until the ancient takes a bonus action to
Resilient Nature. Unless the ancient of war is incapa- turn it back into an inanimate tree. If the tree doesn't
citated, it and plant creatures of its choice within 60 die and is made inanimate, it takes root again if it can.
feet of it have advantage on saving throws against
A being charmed or frightened.

ANCIENTS
12
Basilisk
Medium monstrosity, unaligned
Basilisk
Armor Class 15 (natural armor) Sometimes, travelers find carved
Hit Points 52 (8d8 + 16) stone statues of people or wildlife that
Speed 20 ft. look remarkably lifelike. Sometimes these statues are
whole. Other times, the parts that are missing appear to
have been bitten off. Seasoned explorers regard such relics
STR DEX CON INT WIS CHA as a warning, knowing that the basilisk responsible is likely
16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (+2) to still be close by.
Territorial Creatures. Although basilisks are powerful
Senses Darkvision 60 ft., passive Perception 9 creatures, and fierce combatants, they rarely exhibit a
Languages — deliberately cruel or violent intent. Basilisks live as solitary
Challenge 3 (700 XP) predators, sometimes in small colonies, and keep a watch-
ful eye on the borders of their territory. From their domain,
Petrifying Gaze. If a creature starts its turn within 30 they prefer to hunt those who choose to trespass, leaving
feet of the basilisk and the two of them can see each behind petrified chunks of whatever remains.
other, the basilisk can force the creature to make a Gaze of Stone. As far as predators go, basilisks are
DC 12 Constitution saving throw if the basilisk isn't often slow and ponderous creatures, as they rarely need to
incapacitated. On a failed save, the creature magically chase their prey. Meeting a basilisk's supernatural gaze can
begins to turn to stone and is restrained. It must be enough to rapidly transform their prey into stone --
repeat the saving throw at the end of its next turn. On which the basilisk then breaks apart with its strong jaws,
a success, the effect ends. On a failure, the creature is
petrified until freed by the greater restoration spell or
perfectly capable of tearing down the stone for nutrition.
other magic.
A Fondness for Crystals. Though many scholars have
A creature that isn't surprised can avert its eyes to examined the basilisk's inherent attraction to crystals,
avoid the saving throw at the start of its turn. If it there is no agreement as to why the lumbering beasts
does so, it can't see the basilisk until the start of its exhibit such fondness for them.
next turn, when it can avert its eyes again. If it looks at They exhibit great fondness for crystalline structures and
the basilisk in the meantime, it must immediately are capable of sensing them from a great distance, which
make the save. they will gladly traverse -- in groups or by their lonesome --
If the basilisk sees its reflection within 30 feet of it to retrieve their coveted prize. Basilisks have such an
in bright light, it mistakes itself for a rival and targets insatiable hunger for such crystals, it is not uncommon to
itself with its gaze. find colonies that have begun to sprout crystal formations
across their rocky hides, as a side-effect of their gluttonous
Actions diet.
Bit. Melee Weapon Attack: +5 to hit, reach 5 ft., one In Stranglethorn Vale, especially, some colonies have
target. Hit 10 (2d6 +3) piercing damage plus 7 (2d6) taken to forming their nests from these same crystals,
poison damage. making for an attractive gamble for any adventurers daring B
enough to come face to face with the terrifying beasts.

BASILISK
13
Bog Beasts
A bog beast is a massive, shambling monster made of
plants, roots, and flesh. Inhabiting bogs and swamps, they
hide away beneath the water surface, disguising them-
selves as thick, waterlogged lumps of vegetation. There
they wait patiently for any unaware critters to venture too
close -- or better yet, unaware adventurers.
Creatures of Mystery. Bog beasts are frightful crea-
tures, and notoriously elusive. They are adept at avoiding
the gaze of scholars attempting to study them; and for
many who have tried, only moss-riddled remains have been
found. Their aggressive, territorial nature makes them a
considerable danger to any unfortunate enough to cross
paths with them.
Plants Anatomy. Thick roots stretch across the entirety
of the bog beast's form, as if to conceal what hides under-
neath. It is speculated that they have no real need for
sustenance apart from the waters they dwell in, and some
have been observed spending months still in the murky
depths -- only barely grasping the surface to draw breath.
Naturally Powerful. Explorers who have encountered a
bog beast and lived to tell the tale, describe them as
immensely powerful and resilient to harm. Their massive
limbs can quickly overwhelm their enemies, crushing
opponents with their fists or with whatever nearby objects
they can throw.
Timberling
A timberling is by many considered the child of bog beasts,
very similar and yet considerably smaller at a height
comparable to that of a dwarf. As far as bog beasts go,
timberlings are fairly peaceful creatures that live in
harmony with the land. However, any disruption to their
habitat will quickly drive them into an unnatural frenzy.
Thistleshrub
Thistleshrubs, unlike most bog beasts, do not dwell in
swamps or marshes. Instead they prefer arid climates, and
bear a resemblance to a large mass of withered vines cov-
ered in sharp briars. They are known to be very hostile, and
will certainly attack anyone foolish enough to approach;
sporadically lashing out with whip-like thorns at anything
that comes near.
Swampwalker
These hulking masses are rarely ever witnessed outside of
dense swamps, and blend perfectly into their chosen
habitat with their dark green and brown colors.
They are both the most territorial and the most cunning
among bog beasts, and have been witnessed deliberately
attempting to lure travellers farther into their lair in order
to spring a trap. Their natural camouflage allows them to
move through their territory entirely unseen, and have left
adventurers wary even of rippling water and rustling leaves
when venturing through swamps.
Tar Creeper
Cherishing humid air and temperatures, the tar creeper is
by far the most abnormal of all bog beasts for its viscous,
tar-like appearance. Not to mention the most dangerous.
Though they might seem slow, these massive beasts can
B cut through tar like a fish through water; lunging forth to
trap their prey and drag it back down below.

BOG BEASTS
14
Thistleshrub
Large plant, unaligned

Armor Class 14 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 25 ft.

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 16 (+3) 4 (-3) 10 (+0) 7 (-2)

Skills Perception +3, Stealth +4


Timberling Damage Vulnerabilities fire
Medium plant, unaligned Damage Resistances lightning; bludgeoning, piercing
and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Armor Class 14 (natural armor) Languages —
Hit Points 26 (4d8 + 8) Challenge 4 (1,100 XP)
Speed 25 ft.
False Appearance. While the thistleshrub remains
STR DEX CON INT WIS CHA motionless, it is indistinguishable from a shrub
covered in thorns.
15 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 7 (-2)
Water Awareness. The thistleshrub can sense the pre-
Skills Perception +2, Stealth +3 sence of water reservoirs up to 5 miles away, as well
Damage Vulnerabilities fire as water within a creature's body. It knows the general
Damage Resistances lightning; bludgeoning, piercing direction they're in but no their exact location.
and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12 Actions
Languages - Multiattack. The thistleshrub makes two claw attacks.
Challenge 1 (200 XP)
Thorny Claw. Melee Weapon Attack: +6 to hit, reach 5
Hold Breath. The timberling can hold its breath for 30 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If
minutes. the target is Large or smaller, it is either grappled
(escape DC 14) or pushed up to 10 feet away. Until
Swamp Camouflage. The timberling has advantage on the grapple ends, the target is restrained, and the
Dexterity (Stealth) checks made to hide in swampy swampwalker can only make one claw attack.
terrain. Entangling Roots (Recharge 5-6). Grasping thorny roots
Swamp Mobility. The timberling ignores difficult and vines sprout in a 15-foot radius centered on the
terrain created by swamps, and can see through thistleshrub, withering away after 1 minute. For the
nonmagical mists of swamplands. duration, that area is difficult terrain for non-plant
creatures. In addition, each creature of the
Actions thistleshrub's choice in that area when the plants
appear must succeed on a DC 14 Strength saving
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one throw or become restrained. While restrained in this
target. Hit: 9 (2d6 + 2) slashing damage. If the target way, the target takes 9 (2d8) piercing damage at the
is Medium or smaller, it is either grappled (escape DC start of their turn. A creature can use its action to
12) or pushed up to 10 feet away. Until the grapple make a DC 14 Strength check, freeing itself or
ends, the target is restrained, and the swampwalker
can only make one claw attack.
another entangled creature within reach on a success.
B

BOG BEASTS
15
Swampwalker Tar Creeper
Large plant, unaligned Large elemental, unaligned

Armor Class 15 (natural armor) Armor Class 15 (natural armor)


Hit Points 76 (9d10 + 27) Hit Points 123 (13d10 + 52)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 7 (-2) 20 (+5) 15 (+2) 18 (+4) 4 (-3) 10 (+0) 7 (-2)

Skills Perception +3, Stealth +5 Skills Perception +3, Stealth +5


Damage Vulnerabilities fire Damage Vulnerabilities fire
Damage Resistances lightning; bludgeoning, piercing Damage Resistances lightning; bludgeoning, piercing
and slashing from nonmagical attacks and slashing from non magical attacks
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 13
Languages — Languages —
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)

Hold Breath. The swampwalker can hold its breath for Hold Breath. The tar creeper can hold its breath for 30
30 minutes. minutes.
Regeneration. The swampwalker regains 5 hit points at Tar Stench. Any creature other than a tar creeper that
the start of its turn. If the swampwalker takes acid or starts its turn within 5 feet of the tar creeper must
fire damage, this trait doesn't function at the start of succeed on a DC 14 Constitution saving throw or be
the swampwalker's next turn. The swampwalker dies if poisoned until the start of the creature's next turn.
it starts its turn with 0 hit points. On a successful saving throw, the creature is immune
to the stench of all tar creepers for 1 hour.
Swamp Camouflage. The swampwalker has advantage
on Dexterity (Stealth) checks made to hide in swampy Swamp Camouflage. The tar creeper has advantage on
terrain. Dexterity (Stealth) checks made to hide in swampy
terrain.
Swamp Mobility. The swampwalker ignores difficult
terrain created by swamps, and can see through Swamp Mobility. The tar creeper ignores difficult
nonmagical mists of swamplands. terrain created by swamps, and can see through non
magical mists of swamplands.
Actions Charge. If the tar creeper moves at least 10 feet
Multiattack. The swampwalker makes two claw attacks. straight toward a target and then hits it with a claw
attack on the same turn, the target takes an additional
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 14 (3d8) bludgeoning damage. If the target is a
one target. Hit: 13 (2d8 + 4) slashing damage. If the creature, it must succeed on a DC 16 Strength saving
target is Large or smaller, it is either grappled (escape throw or be pushed up to 10 feet away and knocked
DC 13) or pushed up to 10 feet away. Until the prone.
grapple ends, the target is restrained, and the swamp-
walker can only make one claw attack. Actions
Multiattack. The tar creeper makes two attacks with its
poison claws.
Poison Claw. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 14 (2d8 + 5) slashing damage plus
7 (2d6) poison damage.
Tar Spray (1/Day). The tar creeper sprays sticky tar in a
15-foot cone. Each creature in that area must make a
DC 14 Dexterity saving throw. On a failed saving
throw a creature's speed is halved, it takes a -2
penalty to AC and Dexterity saving throws, and it can't
use reactions.
A creature can remove the tar on itself during a
short or long rest by bathing in water, alcohol, or
vinegar.

BOG BEASTS
16
Centaurs
Abundant across the plains of central and southern
Kalimdor, the centaur are a race of half-horse humanoids,
appearing as a human's torso, arms, and head extending
from the neck of an equine body. Full-grown centaurs stand
over seven feet tall, hooves to head, and weigh over a ton.
Nomadic Culture. They keep in small nomadic tribes,
roaming the broad regions they consider their territory,
with regular spots by which they settle their tents to hunt
and forage. Each tribe is lorded by its khan, who'll more
often than not keep open conflict with both neighboring
tribes and races alike.
While on their warpath, travelling from place to place,
centaurs often claim prisoners during their raids. Usually,
these prisoners are tortured, driven to exhaustion, and
eventually eaten.
Cycle of Conflict. Though many attempts have been
made, either between tribes or at the behest of tauren
settlements in a tribe's warpath, the centaur have never
been ones for diplomacy.
Both the Horde and the Alliance have done their part to
feed this inter-tribal conflict, seeing it as a necessary act to
keep scattered clans, especially in regions such as the
Barrens or Desolace, from banding together and becoming
a more dangerous foe.
Centaur Earthcaller
Though centaurs follow a shamanistic faith, their rites and
rituals are unique; given their heritage as children of the
elemental princess Theradras. Earth Callers are commonly
female centaurs, acting as shamans of their tribes as they
wield the power to rain elemental earth upon their foes.
Centaur Khan
At the heart of each centaur tribe is the khan, who acts as a
leader both for their great intelligence and their unmatched
ferocity. Rage and savagery are key to the centaur khans,
allowing them to lead their tribe into battle as a fearless
commander without equal.
Centaur Names and Languages
The centaur speak Low Common, and often learn phrases
from the languages of their enemies; including Common,
Orcish, Goblin, and Taur-ahe. A few centaurs even go as far
as to learn the entirety of these languages, with fewer still
adopting this second language as their primary language.
Their names are short and sharp, while tribes draw their
name from the first khan to lead them -- such as khan Gelk
of the Gelkis. The ending of a tribe's name sits at the whim
of its first khan, it is speculated that they draw these from
other languages spoken by the tribe's founding members.
Centaur Names: Ablik, Arug, Blizh, Drothar, Feth,
   Jamrek, Kerrak, Kromzar, Magra, Sherik, Shodo, Warug
Tribe Names: Galak, Jhenek, Kolkar, Krenek, Okrim, C
   Wethek, Worrak
CENTAURS
17
The Children of Zaetar
The centaur are the progeny of Zaetar, a Keeper of
the Grove and son of Cenarius; Lord of the forest
and Demigod of the Groves. Though Zaetar was no
lesser than his brother, Remulos, he often felt
himself living in the shadow of his brother's
presence and accomplishments.
When Cenarius sent his son Zaetar out to
investigate the re-emergence of the elemental
princess Theradras, daughter of Therazane the
Stonemother, Zaetar saw himself enchanted by
Theradras' beauty.
The two became mates, in secrecy, and out of
their forbidden union the centaur were born. Zaetar
realized his deed upon seeing the centaurs, who in
turn saw the disgust in their father's eyes and
brutally murdered him. Therazane chastised them for
the deed, for which the centaurs promised to honor Centaur Earthcaller
Zaetar's memory to please their beloved mother. Large humanoid (centaur), chaotic evil
Theradras entombed her lover's spirit within her
own lair, which the centaur gave the name Maraudon Armor Class 13 (leather)
and grew to be regarded as a sacred place. Hit Points 52 (7d10 + 14)
Speed 50 ft.

STR DEX CON INT WIS CHA

Centaur 17 (+3) 14 (+2) 14 (+2) 11 (+0) 17 (+3) 11 (+0)

Large humanoid (centaur), chaotic evil Skills Athletics +5, Perception +6, Survival +6
Senses passive Perception 16
Armor Class 12 Languages Common
Hit Points 45 (6d10 + 12) Challenge 4 (1,100 XP)
Speed 50 ft.
Charge. If the centaur moves at least 30 feet straight
toward a target and then hits it with a pike attack on
STR DEX CON INT WIS CHA the same turn, the target takes an extra 10 (3d6)
18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0) piercing damage.
Spellcasting. The centaur is a 5th-level spellcaster. Its
Skills Athletics +6, Perception +3, Survival +3 spellcasting ability is Wisdom (spell save DC 13, +5
Senses passive Perception 13 to hit with spell attacks). It has the following shaman
Languages Common spells prepared:
Challenge 2 (450 XP)
Cantrips (at will): lightning blast, mending, mold earth
1st level (4 slots): detect magic, earth tremor, fog
Charge. If the centaur moves at least 30 feet straight cloud, thunderwave
toward a target and then hits it with a pike attack on 2nd level (3 slots): chain heal, lava burst, maximilian's
the same turn, the target takes an extra 10 (3d6) earthern grasp
piercing damage. 3rd level (2 slots): call lightning, earthen spike
Actions Actions
Multiattack. The centaur makes two attacks: one with Multiattack. The centaur makes two attacks: one with
its hooves and one with another melee weapon, or its hooves and one with another melee weapon.
two with its longbow.
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 3) bludgeoning damage.
one target. Hit: 9 (1d10 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Reactions
one target. Hit: 11 (2d6 + 4) bludgeoning damage. Earthen Shield (3/Day). When a creature makes an
attack against another creature within 15 feet of the
Longbow. Ranged Weapon Attack: +4 to hit, range
centaur, the centaur can give all attacks against that
C 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing.
creature disadvantage until the start of its next turn.

CENTAURS
18
Centaur Khan Charge. If the centaur moves at least 30 feet straight
toward a target and then hits it with a pike attack on
Large humanoid (centaur), chaotic evil
the same turn, the target takes an extra 10 (3d6)
piercing damage.
Armor Class 16 (natural armor)
Relentless (Recharges after a Short or Long Rest). If the
Hit Points 105 (11d10 + 44)
centaur takes 25 damage or less that would reduce it
Speed 50 ft.
to 0 hit points, it is reduced to 1 hit point instead.

STR DEX CON INT WIS CHA


Actions
Multiattack. The centaur makes three attacks: two with
20 (+5) 14 (+2) 18 (+4) 11 (+0) 14 (+2) 11 (+0) its greataxe and one with its hooves.

Skills Athletics +8, Perception +5, Survival +5 Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Senses passive Perception 15 one target. Hit: 18 (2d12 + 5) bludgeoning damage.
Languages Common Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Challenge 6 (2,300 XP) one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Brave. The centaur has advantage on saving throws War Cry (1/Day). Each creature of the centaurs choice
against being frightened. within 30 feet of it that can hear it gains advantage on
attack rolls until the start of the centaurs next turn. The
Brute. A melee weapon deals one extra damage die centaur then makes a melee weapon attack as a bonus
when the centaur hits with it (included in the attack). action.
C

CENTAURS
19
Core Hound Two Heads. The core hound has advantage on Wisdom
(Perception) checks and on saving throws against
Large elemental, chaotic evil
being blinded, charmed, deafened, frightened, stunned,
and knocked unconscious.
Armor Class 16 (natural armor)
Hit Points 115 (11d10 + 55) Wakeful. When one of the core hounds heads is asleep,
Speed 40 ft. its other head is awake.
Actions
STR DEX CON INT WIS CHA Multiattack. The core hound makes two bite attacks.
21 (+5) 9 (-1) 20 (+5) 8 (-1) 10 (+0) 6 (-2) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 5) piercing damage plus 9
Skills Athletics +8 (2d8) fire damage.
Damage Resistances bludgeoning, piercing, and slashing Molten Breath (Recharge 4-6). The core hound exhales
from non magical attacks searing flames in a 15-foot cone. Each creature in that
Damage Immunities fire area must make a DC 16 Dexterity saving throw, taking
Senses darkvision 60 ft., passive Perception 10 11 (2d10) fire damage on a failed save, or half as much
Languages understands Kalimag but can't speak damage on a successful one. A creature failing the save
Challenge 7 (2,900 XP) who wears non magical armor or a shield take a
permanent and cumulative -1 penalty to the AC it
Illumination. The core hound sheds bright light in a 15- offers. Armor reduced to an AC of 10 or a shield that
foot radius and dim light in an additional 15 feet. drops to a +0 bonus is destroyed.
Molten Core. A creature that touches the core hound or
hits it with a melee attack while within 5 feet of it takes
4 (1d8) fire damage. In addition, any nonmagical
weapon that hits the core hound melts. After dealing
damage, the weapon takes a permanent and cumulative
-1 penalty to damage rolls. If its penalty drops to -5, the
weapon is destroyed. Nonmagical ammunition that hits
C the core hound is destroyed after dealing damage.

CORE HOUNDS
20
Core Hounds
Most who venture to Blackrock Mountain would rather face
a squad of orcs than confront a single core hound. These
hulking bulldogs drip of magma as they trail, guarding the
molten core of the black mountain -- as well as the
scorched earth of the lands around.
A core hound's body is covered in thick, sweltering metal
plates, with streaks of fire running the length of its back. Its
mouth is filled with rows of sharp teeth, said to be hotter
than white-hot steel.
Dark Iron Hound Faithful Servants. Core hounds are the faithful servants
Medium elemental, neutral evil of the Firelord and his minions, and in many ways do act
like loyal dogs in that regard, following the will of their fiery
Armor Class 14 master as best they can.
Hit Points 30 (4d8 + 12) Endless Growth. If allowed, a core hound can grow for
Speed 40 ft. an eternity, ultimately becoming hulking titans of gargan-
tuan size -- like their progenitor, Magmadar. Few core
hounds ever manage to reach such a size, as often their
STR DEX CON INT WIS CHA aggressive nature becomes their downfall.
16 (+3) 10 (+0) 17 (+3) 6 (-2) 11 (+0) 5 (-3) The dark iron hounds, considered misshapen by true
core hounds, cease to grow once they reach maturity.
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10 Core Hound
Languages understands Kalimag, and Dwarven but The core hound is a monstrous, vicious, two-headed
can't speak bulldog with a faithful bond to the Firelord Ragnaros and
Challenge 2 (450 XP) his minions. Waves of scorching heat emanate from the
core hound's body, and those who engage it with head-on
Charge. If the hound moves at least 20 feet straight quickly find their weapons rendered useless as each slash
toward a target and then hits it with a bite attack on
the same turn, the target takes an extra 7 (2d6)
and stab melts it all away.
piercing damage. If the target is a creature, it must
They are are ferocious, unforgivable beings. Hostility
succeed on a Dc 13 Strength saving throw or be toward intruders is always a given, as they are impossible
knocked prone. to reason with. They take orders solely from the Firelord's
rank and file, or from the Firelord himself.
Illumination. The hound sheds bright light in a 10-foot
radius and dim light in an additional 10 feet. Dark Iron Hound
Actions A dark iron hounds is smaller, one headed, core hound.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
They are often seen accompanying the dark iron dwarves
target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6)
who dwell within Blackrock Mountain.
These hounds are often used as mounts by the dark iron
fire damage.
dwarves that keep them, though they do not take well to C
others.
CORE HOUNDS
21
Variant: Raptor Ravager
The most ferocious in a pack of raptors are often
referred to as ravagers. A raptor ravager has a
challenge rating of 2 (450 XP). It has the same
statistics as a raptor, and gains the following trait:
Rampage. When the raptor reduces a creature to 0
hit points with a melee attack on its turn, the raptor
can take a bonus action to move up to half its speed
and make a bite attack.
Raptor Matriarch
Medium beast, unaligned

Armor Class 13 (Natural Armor)


Raptor Hit Points 45 (7d8 + 14)
Speed 50 ft
Medium beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 13 (Natural Armor)
Hit Points 27 (5d8 + 5) 12 (+2) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 12 (+1)
Speed 50 ft
Skills Perception +4, Stealth +5, Intimidation +3
Senses passive Perception 14
STR DEX CON INT WIS CHA Challenge 3 (700 XP)
12 (+2) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 6 (-2)
Keen Hearing and Smell. The raptor has advantage on
Skills Perception +4, Stealth +4 Wisdom (Perception) checks that rely on hearing or
Senses passive Perception 14 smell.
Challenge 1 (200 XP)
Pack Tactics. The raptor has advantage on attack rolls
against a creature if at least one of the raptor's allies is
Keen Hearing and Smell. The raptor has advantage on within 5 feet of the creature and the ally isn't
Wisdom (Perception) checks that rely on hearing or incapacitated.
smell.
Pounce. If the raptor moves at least 20 ft. straight
Pack Tactics. The raptor has advantage on attack rolls toward a creature and then hits it with a claw or bite
against a creature if at least one of the raptor's allies is attack on the same turn, that target must succeed on
within 5 feet of the creature and the ally isn't a DC 13 Strength saving throw or be knocked prone.
incapacitated.
Pounce. If the raptor moves at least 20 ft. straight
Actions
toward a creature and then hits it with a claw or bite Multiattack. The raptor makes two attacks: one with its
attack on the same turn, that target must succeed on bite and one with its claws.
a DC 13 Strength saving throw or be knocked prone.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions creature. Hit: 6 (1d6+3) Piercing damage.
Multiattack. The raptor makes two attacks: one with its Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
bite and one with its claws. one creature. Hit: 12 (2d8+3) Slashing damage.
Matron's Call (1/Day). The raptor utters a series of
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
guttural noises and cries. Other raptors within 30 ft.
creature. Hit: 6 (1d4+3) Piercing damage.
who hear the call, can use their reaction to make an
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., opportunity attack against a creature within 5 ft. of
D one creature. Hit: 8 (1d8+3) Slashing damage. them.

DINOSAURS
22
Dinosaurs
Dinosaurs are among the oldest reptiles in the world. For
the most part, they split into two groups: savage, territorial
predators, and docile but still undeniably dangerous
herbivores.
These creatures come in many sizes and shapes, with a
wide variety of markings and colorations between them.
They roam far and wide across Azeroth, all the way from
remote mountain valleys to humid jungles and rugged
barren plains.
Raptor
The raptor is an aggressive theropod predator, known for
its great strength and speed. It is fast enough to chase
down near anything out in the open, and prefers to pounce
on its prey in order to trap it. Then, it tears flesh from bone
with its long, curved claws and razor-sharp teeth.
Threshadon
A plesiosaurus is a marine dinosaur whose compact body
is driven by powerful flippers. An aggressive predator, it
attacks any creature that it encounters. Its flexible neck
accounts for a third of its total length, allowing it to twist in
any direction in order to deliver its powerful bite.

Threshadon
Huge beast, unaligned

Armor Class 14 (natural armor)


Hit Points 60 (7d10 + 22)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages —
Challenge 3 (700 XP)

Hold breath. The threshadon can hold its breath for 30


minutes.
Keen Hearing. The threshadon has advantage on
Wisdom (Perception) checks that rely on hearing.
Relentless (Recharges after a Short or Long Rest).
If the threshadon takes 12 points of damage or less
that would reduce it to 0 hit points, it is reduced to 1
hit point instead.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 14 (3d6 + 4) piercing damage.

DINOSAURS
23
Dragonhawks
Travelers entering the enchanted forests of Quel'Thalas
might catch a glimpse of the mystical dragonhawk gliding
above the trees. An unusual warmth hangs in the air, as the
majestic beast vanishes out of sight.
Bred for War. The elves of Quel'Thalas have a long
standing tradition domesticating dragonhawks. They are
vicious flying predators, swift and deft, able to crack bones
and pierce hides with their long talons, and the elves have
long mastered training them for use as aerial mounts.
Majestic and magnificent creatures, dragonhawks and their
elven riders make for an impressive sight.
Wild Legends. Few wild dragonhawks still exist. Most of
the beasts found in Quel'Thalas, if not all, are kept by the
elves. Wild ones are near-mythical beings that few ever
witness, as they stay clear of their tamed kin and have
become masters of avoiding detection. These dragonhawks
are formidable hunters and among the deadliest predators
found on the Eastern Kingdoms.

Dragonhawk
Young Dragonhawk Large beast, unaligned

Medium beast, unaligned


Armor Class 13
Hit Points 67 (9d10 + 18)
Armor Class 12 Speed 10 ft., fly 60 ft.
Hit Points 22 (4d8 + 4)
Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 7 (-2) 14 (+2) 8 (-1)

11 (+0) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 8 (-1) Saving Throws Dex +5, Con +4
Skills Perception +4
Skills Perception +3 Damage Resistances fire
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 14
Languages understands Thalassian but can't speak Languages understands Thalassian but can't speak
Challenge 1 (200 XP) Challenge 4 (1,100 XP)

Keen Sight. The dragonhawk has advantage on Keen Sight. The dragonhawk has advantage on
Wisdom (Perception) checks that rely on sight. Wisdom (Perception) checks that rely on sight.
Avoidance. If the dragonhawk is subjected to an effect Avoidance. If the dragonhawk is subjected to an effect
that allows it to make a saving throw to take only half that allows it to make a saving throw to take only half
damage, it instead takes no damage if it succeeds on damage, it instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails. the saving throw, and only half damage if it fails.
Actions Actions
Multiattack. The dragonhawk makes two attacks with Multiattack. The dragonhawk makes two attacks with
its talons. its talons.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage. one target. Hit: 6 (1d6 + 3) slashing damage.
Fire Breath (Recharges after a Short or Long Rest). The Fire Breath (Recharge 5-6). The dragonhawk exhales
dragonhawk exhales fire in a 15-foot cone. Each fire in a 15-foot cone. Each creature in that area must
creature in that area must make a DC 11 Dexterity make a DC 12 Dexterity saving throw, taking 24
saving throw, taking 10 (3d6) fire damage on a failed (7d6) fire damage on a failed save, or half as much
D save, or half as much damage on a successful one. damage on a successful one.

DRAGONHAWKS
24
Dust Devil
A dust devil is an elemental of air and earth. Roaring out
across the land, these violent vortexes can spell a real
problem for any nearby settlements, as their chaotic nature
makes them prone to cause great upheaval.
Eternal Nuisance. Dust devils find an unusual enjoy-
ment in their uncanny roaming, destroying whatever they
come across in their path by sending forth incredible gusts
of wind or by tearing it asunder with their hands.
Conjured by Magic. Certain spells and magic items can
conjure forth elementals from the Elemental Plane to the
Material Plane. Elementals, and dust devils in particular,
resent this treatment and the shackles of servitude that
comes with it. A creature that summons an elemental must
assert the force of will to control it.
Elemental Nature. A dust devil doesn't require air, food,
drink, or sleep.

Dust Devil
Medium elemental, chaotic neutral

Armor Class 14
Hit Points 44 (8d8 + 8)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 6 (-2)

Damage Resistances thunder; bludgeoning, piercing,


and slashing from non magical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 2 (450 XP)

Air Form. The elemental can enter a hostile creature's


space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing.

Actions
Multiattack. The elemental makes two attacks: one
with its slam and one with its gust.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage.
Gust. One target must make a DC 11 Strength saving
throw. On a failure, the target takes 7 (2d6) bludgeo-
ning damage and is flung up to 20 feet directly away
from the elemental and knocked prone. If the saving
throw is successful, the target only takes half damage
and isn't flung away or knocked prone.
Upheaval (Recharge 4-6). The elemental pushes dust
upwards at a point it can see within 15 feet of it. Each
creature other than the elemental within 5 feet of the
upheaval must succeed on a DC 13 Dexterity saving
throw or be blinded until the end of the elemental's
next turn. The elemental needs loose earth, rock, or
something similar to use upheaval.
D

DUST DEVIL
25
Dwarves: Dark Iron
Known for their fiery tempers and fierce determination, the
Dark Iron clan of dwarves has a history of strife with the
other dwarven clans, as well as within their own ranks.
Twisted by the influence of Ragnaros the Firelord, they are
a greedy, cruel, and despotic kind.
Most dark iron dwarves have hair as red as fire or black
as coal, trickling with ember flakes, and skin the color of
ash. Though their clothes are drab and dark, their ornate
style and lavish jewelry is a prominent display of status.
Legacy of Thaurissan. In ages past, the Dark Iron clan
cut out their own from the Bronzebeard clan of Ironforge
and the Wildhammer clan of Grim Batol. Sworn to revenge
on his dwarven king, the Sorcerer-Thane Thaurissan and
his wife Modgud led their clansfolk to the southern borders
of Khaz Modan, into the far-reaching stretches of the
Redridge Mountains.
There, founding the city of Thaurissan, the clan let their
hatred seethe and and their forces swell, before they
ultimately led a two-pronged assault on both Ironforge and
Grim Batol. Thaurissan himself was routed by the
Bronzebeards at Ironforge and his wife saw her end to the
Wildhammers at Grim Batol. The Dark Iron clan fled back
to their home in the Redridge Mountains, where they were
ultimately cornered by their dwarven kin -- intent to wipe
Thaurissan's legacy from the continent.
Rise of the Firelord. To avoid a seemingly inevitable
defeat, Thaurissan attempted to summon forth and ancient
power that had been left sleeping beneath the earth. What
he brought forth was the Firelord, Ragnaros, once locked
away by the Titans when the world was still young.
The towering elemental Lord rose forth, unleashed from
his prison, in an apocalyptic rebirth that shattered the
Redridge Mountains. At the center of the devastation, a
volcano rose forth to spew ash and molten rock across the
land. This volcano became known as Blackrock Mountain.
The smoldering crater of destruction to its north became
known as the Searing Gorge, while the lifeless reaches to
its south became the Burning Steppes.
Though Sorcerer-Thane Thaurissan himself was killed
in the eruption, both the legacy of his name and the legacy
of his surviving clansfolk have lived on. Enslaved by the
Ragnaros the Firelord and his elemental hordes.
Shadowforge City. For decades after, the Dark Iron clan
lived in servitude to their elemental master. Not as thralls
in chains, but as devoted warriors under the Firelord's
scalding banner. Following in the footsteps the Sorcerer-
Thane's legacy was the son of him and his wife Modgud;
Dagran Thaurissan, crowned emperor of the Dark Iron
clan and their new home beneath Blackrock Mountain:
Shadowforge City.

DWARVES: DARK IRON


26
    Born in Flames. Like other dwarves, dark iron dwarves
have a strong constitution. Adding to their formidable
stamina is an incredible affinity to fire -- a gift granted to
them by their long servitude to Ragnaros the Firelord.
Though fire can still harm them, the soot-stained skin of
a dark iron dwarf shields them well from the smoldering
fires at the heart of Blackrock Mountain.
Conflicted Kin. The dark iron dwarves have long
nurtured conflict with the other dwarven clans. A failed
coup in Ironforge ignited the War of the Three Hammers,
which in turn became the catalyst that ultimately brought
forth Ragnaros. Worse still, the dwarves remain as split
within their own ranks as they are with the other clans.
Open conflicts between independent groups and
splintered factions is a common occurrence within the
blackened halls beneath the mountain.
Dark Iron Sorcerer
For those among the dark iron dwarves who lack the
strength to train as warriors, a few hold the privilege to
instead pursue the study of magic. Sorcerers within the
Dark Iron clan have unlocked the power to harness their
inner fire, and even yield some control of the mountain's
elemental forces from their master. This power seats them
at the heart of clan.
Dark Iron Overseer
The Dark Iron Overseers keep the daily operations of the
clan's numerous prospects -- both within Blackrock
Mountain and out across the surrounding landscape. The
Searing Gorge, in particular, has proven beyond valuable Dark Iron Dwarf
for its mithril and truesilver. Medium humanoid (dwarf), lawful evil
As the tireless work of the dark iron work drudges on,
the overseers stand with hateful smiles on their faces, Armor Class 16 (breastplate, shield)
cracking the whips that drive their labouring thralls Hit Points 26 (4d8 + 8)
forward. Speed 25 ft.

Dark Iron Herald


STR DEX CON INT WIS CHA
Heralds stand at the pinnacle of dark iron society. They are
the voice of their kin, the mouth through which the Firelord 14 (+2) 11 (+0) 14 (+1) 12 (+1) 10 (+0) 9 (-1)
enacts his will upon the dwarves. Their presence brings
forth the fiery temper that has become the clan's legacy; Damage Resistances fire
driving dwarves around them to fanatical extremes. Senses darkvision 120 ft., passive Perception 10
To this end, they have been bestowed with the Languages Common, Dwarven
power to weave devastating spells and Challenge 1 (200 XP)
conjure forth the Firelord's minions to
their own aid. Innate Spellcasting. The dwarf's spellcasting ability is
Intelligence (spell save DC 11, +3 to hit with spell
attacks). It can innately cast the following spells,
requiring no material components:
At will: produce flame
1/day each: lesser restoration, searing smite
Sunlight Sensitivity. While in sunlight, the dwarf has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two hands to
make a melee attack.
Blunderbuss. Ranged Weapon Attack: +2 to hit, range
15/60 ft., one target. Hit: 9 (2d8) piercing damage.
D

DWARVES: DARK IRON


27
Dark Iron Sorcerer Dark Iron Overseer
Medium humanoid (dwarf), lawful evil Medium humanoid (dwarf), lawful evil

Armor Class 12 (15 with mage armor) Armor Class 17 (half plate, shield)
Hit Points 52 (8d8 + 16) Hit Points 102 (12d8 + 48)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 17 (+3) 10 (+0) 10 (+0) 16 (+3) 11 (+0) 18 (+4) 14 (+2) 10 (+0) 12 (+1)

Saving Throws Int +5 Skills Investigation +5, Insight +3, Intimidation +4


Damage Resistances fire Damage Resistances fire
Senses darkvision 120 ft., passive Perception 10 Senses darkvision 120 ft., passive Perception 10
Languages Common, Dwarven Languages Common, Dwarven
Challenge 5 (1,800 XP) Challenge 7 (2,900 XP)

Forged in Flames. Any melee weapon the dwarf wields Innate Spellcasting. The dwarf's spellcasting ability is
deals an extra 3 (1d6) fire damage on a hit (included Intelligence (spell save DC 13, +5 to hit with spell
in the attack). attacks). It can innately cast the following spells,
requiring no material components:
Innate Spellcasting. The dwarf's spellcasting ability is
Intelligence (spell save DC 13, +5 to hit with spell At will: produce flame
attacks). It can innately cast the following spells, 1/day each: lesser restoration, searing smite
requiring no material components:
Sunlight Sensitivity. While in sunlight, the dwarf has
At will: produce flame disadvantage on attack rolls, as well as on Wisdom
1/day each: lesser restoration, searing smite (Perception) checks that rely on sight.
Spellcasting. The dwarf is an 8th-level spellcaster. Its
spellcasting ability is Intelligence (save DC 13, +5 to
Actions
hit with spell attacks). The dwarf has the following Multiattack. The dwarf makes three battleaxe attacks,
mage spells prepared: or two blunderbuss attacks and uses Call to Attack.
Cantrips (at will): control flames, fire bolt, mage hand Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
1st level (4 slots): burning hands, hellish rebuke, one target. Hit: 7 (1d8 + 3) slashing damage, or 8
mage armor, sudden awakening (1d10 + 3) slashing damage if used with two hands to
2nd level (3 slots): aganazzar's scorcher, continual make a melee attack.
flame, flaming sphere, hold person
3rd level (3 slots): counterspell, slow Blunderbuss. Ranged Weapon Attack: +2 to hit, range
4th level (2 slots): fire shield, wall of fire 15/60 ft., one target. Hit: 9 (2d8) piercing damage.

Sunlight Sensitivity. While in sunlight, the dwarf has Call to Attack. Up to three allied dark iron dwarves
disadvantage on attack rolls, as well as on Wisdom within 120 feet of this dwarf that can hear it can each
(Perception) checks that rely on sight. use their reaction to make one weapon attack.

Actions Reactions
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 Hateful Command. When an ally that the dwarf can see
ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 makes a d20 roll, the dwarf can roll a d6 and the ally
(1d10 + 2) slashing damage if used with two hands to can add the number rolled to the d20 roll by taking 3
make a melee attack, plus 3 (1d6) fire damage. (1d6) psychic damage. A creature immune to psychic
damage can't be affected by Hateful Command.
Summon Darkhound (1/Day). The dwarf magically
summons a pair of darkhounds. The darkhounds
appears in unoccupied spaces within 60 feet of the
summoner, and acts as an ally of its summoner. They
remain for 10 minutes, until they die, or until the
summoner dismisses them as an action.

DWARVES: DARK IRON


28
Dark Iron Herald 1st level (4 slots): burning hands, hellish rebuke,
mage armor, sudden awakening
Medium humanoid (dwarf), lawful evil
2nd level (3 slots): aganazzar's scorcher, continual
flame, flaming sphere, hold person
Armor Class 18 (plate) 3rd level (3 slots): counterspell, fireball, slow
Hit Points 127 (15d8 + 60) 4th level (3 slots): confusion, fire shield*, wall of fire
Speed 25 ft. 5th level (2 slots): dominate person, immolation
6th level (1 slot): investiture of flame*
STR DEX CON INT WIS CHA *The dwarf casts these spells on itself before combat.

15 (+2) 14 (+2) 18 (+4) 19 (+5) 13 (+1) 12 (+1) Sunlight Sensitivity. While in sunlight, the dwarf has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Saving Throws Str +6, Con +8, Int +8
Skills History +8, Insight +5, Intimidation +5 Actions
Damage Resistances fire
Senses darkvision 120 ft., passive Perception 10 Multiattack. The dwarf makes two warhammer attacks.
Languages Common, Dwarven Warhammer. Melee Weapon Attack: +4 to hit, reach 5
Challenge 10 (5,900 XP) ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two hands to
Forged in Flames. Any melee weapon the dwarf wields make a melee attack, plus 10 (3d6) fire damage.
deals an extra 10 (3d6) fire damage on a hit (included
in the attack). Conjure Fire Elemental (1/Day). The dwarf magically
conjures a fire elemental. The fire elemental appears in
Innate Spellcasting. The dwarf's spellcasting ability is an unoccupied space within 60 feet of its conjurer, and
Intelligence (spell save DC 15, +7 to hit with spell acts as an ally of its conjurer. It remains for 10 minutes,
attacks). It can innately cast the following spells, or until it dies.
requiring no material components:
Legendary Actions
At will: produce flame
1/day each: lesser restoration, searing smite The dwarf can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Spellcasting. The dwarf is a 14th-level spellcaster. Its can be used at a time and only at the end of another
spellcasting ability is Intelligence (save DC 15, +7 to creature's turn. The dwarf regains spent legendary
hit with spell attacks). The dwarf has the following actions at the start of its turn.
mage spells prepared:
Attack. The dwarf makes one melee weapon attack.
Cantrips (at will): control flames, fire bolt, mage hand,
Spell (Costs 2 Actions). The dwarf casts a spell from its
minor illusion, prestidigitation
prepared spell list.
D

DWARVES: DARK IRON


29
Elementals Air Elemental
Elementals are as ageless as they are unchanging; volatile Taking form as a swirling storm, or a billowing cloud given
beings of raw elemental power, manifested in physical faint humanoid shape, an air elemental holds command of
form. Since the early days of creation, as life hurdled wind and weather. Fast and silent, it strikes out by
through the cosmos and manifested itself upon countless enveloping its foes in a blinding whirlwind to seize the
worlds, the most common primordial form of life has been upper hand.
the elementals -- who now populate nearly every world Arcane Elemental
spanning across the great dark beyond, nourishing
themselves off of the energies within. Appearing in areas suffused with arcane energy, these ele-
Bound to the Elemental Plane. On Azeroth, as the mentals manifest from its energy and are often found in the
titanic Keepers saw to the ordering of the world, they found service of mages, feeding of the fluctuation of magic from
the elementals wreaking havoc under the corrupting their spells.
influence of the Old Gods. As a safeguard, to protect their Earth Elemental
intended new denizens of the planet from such a
destructive force, the Keepers constructed the Elemental Near indistinguishable from rocks if standing still, an earth
Plane as a prison in which the elementals could be locked elemental is as hardy and steadfast as the element it
away, free to roam at their own behest. In their absence, the embodies. It burrows through the ground with utmost ease,
Keepers could tend to their task at hand; settling the and faces its opponents head-on if engaged.
natural order of Azeroth. Fire Elemental
The Elemental Plane is divided into four interlinked
regions, each existing within its own pocket dimension as a A fire elemental manifests as a smoldering pillar of
representation of its associated element: The Abyssal Maw, unwavering destruction. While susceptible to water, it is a
domain of water; Deepholm, domain of earth; the cunning presence that will often attempt to overwhelm and
Firelands, domain of fire; and Skywall, domain of air. outright engulf those who try to stand in its way.
An Eternity of Conflict. Though the domains within the Ice Elemental
Elemental Plane are intended to be sealed off, none of
them accessible from the others, the elementals have never Manifest from frozen water, ice elementals share domain
ceased their endless strife with one another. By what and allegiance with other water elementals. It moves
means they can, whether by breaching the walls of their unhindered through the icy reaches in which it dwells, and
domain to invade another or by taking their conflict to the is very quick to enrage at the sight of fire wielded in its
physical plane with the help of mortal hands, the vicinity.
elementals are quick to clash as they meet -- sometimes
waging battles of titanic proportions. Water Elemental
The Ordering of Elements. Though elementals are A favoured companion among mages, human mages in
chaotic and violent by nature, some more so than others, particular, a water elemental is near impossible to discern
they themselves follow a strict ordering of power within while underwater. If able, it often attempts to deal with
their elemental domain. threats by luring them along into the water -- dragging
Above all other sits the Elemental Lords; beings of them from there into the murky depths.
untamed power, whose sum can be considered even larger
than most else existing within their realm. They hold power
over their domain within the Elemental Plane, subjugating Variant: Elemental Revenant
lesser elementals to carry out their bidding. It is said that if
magic drawing power from the Elemental Plane is cast in An elemental revenant is a furious elemental being
that has manifested itself with a crude suit of armor
the presence of the Elemental Lord governing that for protection.
particular elemental domain, it may well fall to said Lord to A revenant has the same statistics as its elemental
take control of the spell at their own whim. counterpart, except for an Armor Class of 17 (half
Carrying out the bidding of the Elemental Lords are their plate, shield). It loses any ability to move through
lieutenants. While nowhere near as powerful as their and stop in the space of other creatures, as well as
respective Lord, it is not uncommon for an elemental any ability to move through spaces smaller than 2
lieutenant to wield both great power and agency in carrying feet, its slam or touch action is replaced with the
out their master's bidding. following option, using the same attack modifier and
Elemental Nature. An elemental doesn't require air, damage type as the original action.
food, drink, or sleep. Maul. Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 16 (2d12 + 5) damage of the
E elemental's type.

ELEMENTALS
30
Arcane Elemental
Large elemental, neutral
Air Elemental
Large elemental, neutral Armor Class 14
Hit Points 76 (9d10 + 27)
Speed 30 ft.
Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover) STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 7 (-1) 10 (+0) 6 (-2)
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) Damage Resistances acid; bludgeoning, piercing, and
slashing from non magical attacks
Damage Immunities force, poison
Damage Resistances lightning, thunder; bludgeoning,
Condition Immunities exhaustion, grappled, paralyzed,
piercing, and slashing from non magical attacks
petrified, poisoned, prone, restrained, unconscious
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 10
Condition Immunities exhaustion, grappled, paralyzed,
Languages —
petrified, poisoned, prone, restrained, unconscious
Challenge 5 (1,800 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 5 (1,800 XP) Arcane Form. The elemental can enter a hostile
creature's space and stop there. It can move through
a space as narrow as 1 inch wide without squeezing.
Air Form. The elemental can enter a hostile creature's
When the elemental enters the area of an antimagic
space and stop there. It can move through a space as
field spell for the first time on a turn or starts its turn
narrow as 1 inch wide without squeezing.
there, it must succeed on a Constitution saving throw
against the spell save DC of its spellcaster, or be
Actions stunned until the start of its next turn.
Multiattack. The elemental makes two slam attacks.
Illumination. The elemental sheds bright light in a
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 15-foot radius and dim light in an additional 15 feet.
target. Hit: 14 (2d8 + 5) bludgeoning damage.
Actions
Whirlwind (Recharge 4-6). Each creature in the
elemental's space must make a DC 13 Strength Multiattack. The elemental makes two touch attacks.
saving throw. On a failure, a target takes 15 (3d8 + 2)
Touch. Melee Weapon Attack: +7 to hit, reach 5 ft.,
bludgeoning damage and is flung up to 20 feet away
one target. Hit: 13 (2d8 + 4) force damage. If the
from the elemental in a random direction and
target is a creature, it must succeed on a DC 14
knocked prone. If a thrown target strikes an object,
Strength saving throw or be knocked prone.
such as a wall or floor, the target takes 3 (1d6) blud-
geoning damage for every 10 feet it was thrown. If Arcane Blast (Recharge 5-6). The elemental erupts
the target is thrown at another creature, that creature arcane energy at a point it can see within 60 feet of it.
must succeed on a DC 13 Dexterity saving throw or Each creature within 10 feet of that point must make
take the same damage and be knocked prone. a DC 14 Dexterity saving throw, taking 10 (4d4)
If the save is successful, the target takes half the force damage on a failed save, or half as much
damage and isn't flung away or knocked prone. damage on a successful one.
E

ELEMENTALS
31
Fire Elemental
Large elemental, neutral

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

STR DEX CON INT WIS CHA

Earth Elemental 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)


Large elemental, neutral
Damage Resistances bludgeoning, piercing, and
slashing from non magical attacks
Armor Class 17 (natural armor) Damage Immunities fire, poison
Hit Points 126 (12d10 + 60) Condition Immunities exhaustion, grappled, paralyzed,
Speed 30 ft., burrow 30 ft. petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
STR DEX CON INT WIS CHA Challenge 5 (1,800 XP)
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)
Fire Form. The elemental can move through a space as
Damage Vulnerabilities thunder narrow as 1 inch wide without squeezing. A creature
Damage Resistances bludgeoning, piercing, and that touches the elemental or hits it with a melee
slashing from non magical attacks attack while within 5 feet of it takes 5 (1d10) fire
Damage Immunities poison damage. In addition, the elemental can enter a hostile
Condition Immunities exhaustion, paralyzed, petrified, creature's space and stop there. The first time it
poisoned, unconscious enters a creature's space on a turn, that creature takes
Senses darkvision 60 ft., tremorsense 60 ft., 5 (1d10) fire damage and catches fire; until someone
passive Perception 10 takes an action to douse the fire, the creature takes 5
Languages Terran (1d10) fire damage at the start of each of its turns.
Challenge 5 (1,800 XP) Illumination. The elemental sheds bright light in a
30-foot radius and dim light in an additional 30 feet.
Earth Glide. The elemental can burrow through non
magical unworked earth and stone. While doing so, Water Susceptibility. For every 5 feet the elemental
the elemental doesn't disturb the material it moves moves in water, or for every gallon of water splashed
through. on it, it takes 1 cold damage.

Siege Monster. The elemental deals double damage to Actions


objects and structures. Multiattack. The elemental makes two touch attacks
Actions Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Multiattack. The elemental makes two slam attacks. one target. Hit: 10 (2d6 + 3) fire damage. If the target
is a creature or a flammable object, it ignites. Until a
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature takes an action to douse the fire, the target
E target. Hit: 14 (2d8 + 5) bludgeoning damage. takes 5 (1d10) fire damage at the start of its turn.

ELEMENTALS
32
Water Elemental
Large elemental, neutral

Armor Class 14 (natural armor)


Ice Elemental Hit Points 114 (12d10 + 48)
Speed 30 ft., swim 90 ft.
Large elemental, neutral

Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 95 (10d10 + 40) 18 (+4) 14 (+4) 18 (+4) 5 (-3) 10 (+0) 8 (-1)
Speed 40 ft., burrow 40 ft.
Damage Resistances acid; bludgeoning, piercing, and
STR DEX CON INT WIS CHA slashing from non magical attacks
Damage Immunities poison
18 (+4) 14 (+4) 18 (+4) 5 (-3) 10 (+0) 8 (-1) Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Damage Vulnerabilities fire Senses darkvision 60 ft., passive Perception 10
Damage Resistances bludgeoning, piercing, and Languages Aquan
slashing from non magical attacks Challenge 5 (1,800 XP)
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, Water Form. The elemental can enter a hostile
poisoned, unconscious creature's space and stop there. It can move through
Senses darkvision 60 ft., passive Perception 10 a space as narrow as 1 inch wide without squeezing.
Languages Aquan
Challenge 5 (1,800 XP) Freeze. If the elemental takes cold damage, it partially
freezes; its speed is reduced by 20 feet until the end
Frost Form. The elemental can burrow through non of its next turn.
magical unworked ice and snow. While doing so, the
elemental doesn't disturb the material it moves Actions
through. A creature that touches the elemental or hits Multiattack. The elemental makes two slam attacks.
it with a melee attack while within 5 feet of it takes 5
(1d10) cold damage. Additionally, the elemental Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
freezes non-creature liquids within a 10-foot radius of target. Hit: 13 (2d8 + 4) bludgeoning damage.
it. A creature caught in the liquid when the elemental Whelm (Recharge 4-6). Each creature in the elemen-
freezes it is grappled (escape DC 14). tal's space must make a DC 15 Strength saving throw.
Ice Walk. The elemental can move across and climb On a failure, a target takes 13 (2d8 + 4) bludgeoning
icy surfaces without needing to make an ability check. damage. If it is Large or smaller, it is also grappled
Additionally, difficult terrain composed of ice or snow (escape DC 14). Until this grapple ends, the target is
doesn't cost extra movement. restrained and unable to breathe unless it can breathe
water. If the saving throw is successful, the target is
Actions pushed out of the elemental's space.
The elemental can grapple one Large creature or up
Multiattack. The elemental makes two attacks. to two Medium or smaller creatures at one time. At
the start of each of the elemental's turns, each target
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
grappled by it takes 13 (2d8 + 4) bludgeoning
target. Hit: 13 (2d8 + 4) bludgeoning damage.
damage. A creature within 5 feet of the elemental can
Icicle. Ranged Weapon Attack: +7 to hit, range 30/60 pull a creature or object out of it by taking an action
ft., one target. Hit: 11 (2d12) piercing damage. to make a DC 14 Strength and succeeding.
E

ELEMENTALS
33
Faceless Ones
The faceless ones are a monstrous kin, brought forth from
the organic matter that seeped away from the Old Gods in
primordial times, before the Titans brought about the
ordering of Azeroth. Cunning and intelligent, they serve
their eldritch masters with fanatical devotion. Tales of their
unspeakable deeds paint them as unstoppable juggernauts.
Spawn of the Old Gods. The faceless ones are the
creation of the Old Gods, in the most literal sense of the
word. They are shaped from the Old Gods' own flesh and
blood; trickled from their eternal prisons through the core
of the planet, like bile through the gutters.
Some of these aberrations are unique, while others are
so uniform as to be virtually identical. They are all loyal to
the gods that spawned them forth, unwavering in their
devotion to the will of their creators.
Unexpected Allies. These eldritch horrors are powerful,
but not innumerable. What they lack in either is quickly
recouped by corrupting other beings that happen in their
path. Even a faceless one on its own is almost guaranteed
to never truly be alone.
The faceless ones keep a few valuable allies, such as the
Naga, while simultaneously seeding hatred and distrust
even among the most loyal of factions.
Corrupting Presence. Faceless ones carry the stain of
the Old Gods with the, wherever they go, and their
presence alone can change things for the worse. Life is
tainted in their wake, slowly twisted around as friends
become foes and alliances dissolve into bitter hatred.
Whether by instilling paranoia or asserting dominance
directly, the faceless ones will always seek to divide and
conquer.
Return of the Black Empire. The Old Gods once ruled
over Azeroth, in a time long before mortal races saw the
light of day. Locked away by the Titans, they have long ever
since to return to power -- an end to which their faceless
servants are the means by which they act.
Long have they sown the seeds of corruption, turning the
denizens of the world against one another, so that they can
break free and seize control once more.
Zoatroid
Many would see the small, squid-like zoatroid as utterly
inconsequential. Nowhere near as dangerous as the
towering n'raqi. Fools are those who underestimate them,
as these merciless critters hunt to gain complete of their
victims -- which they do by latching onto the face of a
suitable target in order to bore into its mind.
Zoatroids have found a second home among the Naga,
saiding their serpentine allies by infiltrating and corrupting
their enemies. Some zoatroids are only able to seize
control of a creature's body, while others are able to claim
both body and mind as their own.
F

FACELESS ONES
34
Variant: Royal Zoatroid
A royal zoatroid has a challenge ration of 6 (2,300
XP). It has the same statistics as a zoatroid except
that it adds its Wisdom modifier to its Armor Class
(AC 17) and gains the following additional trait:

Magic Resistance. The zoatroid has advantage on


saves against spells and other magical effects.

The royal zoatroid has the following action option in


place of the zoatroid's Enslave:

Dominate (Recharge 6). One humanoid grappled


by the zoatroid must succeed on a DC 13 Wisdom
saving throw or be dominated by the zoatroid: the
dominated target goes on the zoatroids initiative,
it controls the target using its action. The Domi-
nate deprives the target of its vision but not its
awareness. The royal zoatroid can be targeted by
attacks, spells, and other effects but any attack roll
that misses the zoatroid automatically hits its
dominated target.
The domination lasts until the target drops to 0
hit points, the zoatroid ends it as a bonus action,
or a creature uses their action to attempt a
grapple check contested by the zoatroid.

Zoatroid Enslave (Recharge 6). One humanoid grappled by the


zoatroid must succeed on a DC 13 Wisdom saving
Small aberration, neutral evil
throw or be enslaved by the zoatroid; the enslaved
target goes on the zoatroids initiative, it controls the
Armor Class 15 (natural armor) target's body using its actions, but it doesn't gain
Hit Points 63 (14d6 + 14) access to the target's knowledge, class features, or
Speed 5 ft., swim 30 ft. proficiencies. The enslave deprives the target of its
vision but not its awareness. The zoatroid can be
targeted by attacks, spells, and other effects, but any
STR DEX CON INT WIS CHA attack roll that misses it automatically hits its enslaved
16 (+3) 14 (+2) 13 (+1) 8 (-1) 14 (+2) 4 (-3) target.
The enslavement lasts until the target drops to 0 hit
points, the zoatroid ends it as a bonus action, or a
Saving Throws Dex +4, Wis +4 creature uses their action to attempt a grapple check
Skills Athletics +8, Perception +4 contested by the zoatroid.
Condition Immunities charmed
Senses darkvision 30 ft., passive Perception 14 Fogged Mind (Recharges after a Short or Long Rest). Each
Languages understands Nazja but can't speak, telepathy non-aberration creature within 10 feet of the zoatroid
60 ft. must succeed on a DC 12 Wisdom saving throw or be
Challenge 4 (1,100 XP) blinded for 1 minute. A blinded target can repeat the
saving throw at the end of each of its turns.
Hold Breath. While out of water, the zoatroid can hold Reactions
its breath for 1 hour.
Reactive Shield. The zoatroid forces an attack roll that
Water Breathing. The zoatroid can breathe only would hit it to instead hit its enslaved target. To do so,
underwater. the zoatroid must be able to see the attacker.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage, plus
13 (3d8) psychic damage. If the target is a creature, it
is grappled (escape DC 16). Until the grapple ends, the
zoatroid shares space with it, the target is blinded, and
the zoatroid can't use its tentacles on another target
without ending the grapple.
F

FACELESS ONES
35
Fleshbeast
Small aberration, neutral evil

Armor Class 12
Hit Points 36 (8d6 + 8)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 2 (-4)

Damage Resistances poison


Condition Immunities blinded, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 11
Languages —
Challenge 2 (450 XP)

Actions
Multiattack. The fleshbeast makes two attacks: one
with its tentacle and one with its bite. Fleshbeast
Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., Though the exact origin of these monstrous aberrations is
one Large or smaller creature. Hit: The creature must unknown, the theories are many. Some even go so far as to
succeed on a DC 12 Dexterity saving throw, or have claim them a product of the Twisting Nether itself, pulled
the fleshbeast lash onto it. When done, the fleshbeast from there onto other worlds.
is considered grappled and shares the same space as Nightmare Made Flesh. Slavering, hungering monstro-
the creature and it gains advantage on its bite attack. sities, the best way to describe the terrifying fleshbeasts are
In addition, at the start of each of the target's turns,
the target takes 7 (2d6) acid damage.
plainly as creatures of nightmare. Their presence has been
witnessed both on Azeroth and beyond, as they appear to
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one tail along on magical experiments that try to exploit the
target. Hit: 7 (2d4 + 2) piercing damage. If the target powers of the Twisting Nether, using them as rifts through
is a creature, it must succeed on a DC 12 Constitu- which they can travel between worlds.
tion saving throw against disease or become Parasitic Brood. Fleshbeasts are decidedly mindless,
poisoned until the disease is cured. Every 24 hours
that elapse, the target must repeat the saving throw,
acting entirely on instinct. They hunt by flocking together in
reducing its hit point maximum by 3 (1d6) on a
large swarms, overpowering their prey and consuming it,
failure. The disease is cured on a success. The target sometimes while it is still alive. Even after the fleshbeast
dies if the disease reduces its hit point maximum to has had its fill, most of the victim will still be left behind
0. This reduction to the target's hit point maximum intact -- a perfect nesting ground for their wormlike spawn,
lasts until the disease is cured. A swarm of insect's who will later devour the remains as they hatch.
crawl out of a creature 1d4 rounds after it died if it Other predators attempting to scavenge remains left
F was diseased upon its death. behind by a fleshbeast will most likely be infected as well,
and later devoured by the hatchlings.

Fleshbeast
36
Furbolg
Furbolgs are large, kind-hearted creatures. Resembling
humanoid bears, they form tribal settlements in caves,
forest thickets, and other defensible locations. Though they
have care little for conflict, they appear particularly
susceptible to corruption.
Peaceful Nature. Furbolgs are a peaceful race, wishing
to live for themselves with as little outside interference as
they can. They keep a close tie to nature and worship the
ancient bear twins; Ursoc and Ursol. Furbolg
Their tribes can grow exceptionally large, though they
are masters at staying secluded from the world around. A Medium monstrosity, neutral
furbolg tribe is its family, and tension within is rare. Most
tribes are led by its wisest, oldest shaman. Armor Class 13 (natural armor)
Corrupted Kin. Perhaps leading to their secluded Hit Points 45 (6d8 + 18)
nature, furbolgs have been shown to be easily manipulated Speed 30 ft.
by outside forces. As the lands around have blighted, tribes
have been transformed into vicious, hateful packs. STR DEX CON INT WIS CHA
Many such tribes lost their ways to the Burning Legion's
invading forces, as well as to the corrupting influence of the 17 (+3) 12 (+1) 16 (+3) 10 (+0) 15 (+1) 7 (-2)
Old Gods. Turned away from their kin and onto a bloody
path of war. Skills Nature +2, Perception +4, Survival +4
Senses darkvision 60 ft., passive Perception 14
Furbolg Names and Languages Languages Druidic, Furbolg
Challenge 2 (450 XP)
Furbolgs have their own language, Furbolg, whose sayings
are usually intended literally. A few also speak Darnassian Innate Spellcasting. The furbolg's spellcasting ability is
or Common. Their names are comprised of short utterings, Wisdom (spell save DC 12). The furbolg can innately
each of which has meaning in their own tongue. cast the following spells, requiring no material
Furbolg Names: Ak, Adak, Dal, Grazle, Krolg, Oota, Rann components.
Tribe Names: Barkskin, Blackwood, Deadwood, Frostpaw At will: dancing lights, druidcraft
    Gnarlpine, Redfang, Timbermaw, Thistlefur 1/day each: enhance ability, entangle
Wounded Fury. While it has 10 hit points or fewer, the
furbolg has advantage on attack rolls. In addition, it
Variant: Furbolg Shaman deals an extra 7 (2d6) damage to any target it hits
Some furbolgs devote themselves to becoming a with a melee attack.
shaman for their tribe. A furbolg shaman gains the
Spellcasting trait. Actions
Spellcasting. The furbolg is a 3rd-level spellcaster.
Multiattack. The furbolg makes two claw attacks, or
Its spellcasting ability is Wisdom (spell save DC 12,
one with its claws and one with its quarterstaff.
+4 to hit with spell attacks). It has the following
shaman spells Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage
Cantrips (at will): gust, produce flame
1st level (4 slots): chromatic orb, cure wounds, fog Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5
cloud, thunderwave ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage,
2nd level (2 slots): heat metal, lesser restoration or 7 (1d8 + 3) bludgeoning damage if used with two
hands to make a melee attack.
F

FURBOLG
37
Ghosts
While most mortal souls eventually find their way to the
Shadowlands, not all who have died manage to find rest.
Some are unwillingly bound to roam the trackless wastes
that exist between the Shadowlands and the physical
world, appearing in the latter as ghostly apparitions as they
search for release from their endless suffering.
Existing Between Worlds. There are many reasons for
why a soul would remain. Curses and deliberate magical
entrapment are both common, though the most prevalent
are souls unwilling to abandon the physical realm -- also
known as the Material Plane -- for the realm of spirits. A
person whose life ended abruptly at the hands of someone
else is very likely to return as a malevolent spectre, seeking
to exact revenge upon those who did them wrong.
Conversely, other spirits may be unwilling to find rest out
of fear for what lies beyond, or for a feeling that their life
never really reached its full potential.
Bitter Resentment. It is not uncommon for ghosts,
especially those forced to dwell in this state for too long, to
grow resentful of the living. Unable to accept their own
death, and envious of those still living, they grow to foster a
seething hatred for warmth, hope, and joy. The presence of
such may even drive them into a murderous frenzy.
The Shadowlands. Shaped before mortal life even
walked the universe, the Shadowlands is a realm of The Spirit Healers
existence spanning all known worlds, including Azeroth. The first of the Val'kyr was the titanic Watcher Helya,
Those who have seen it describe it as a nightmarish world bound by the Keeper Odyn to an eternal servitude as
of decay; a labyrinth of intertwined spiritual planes all the bringer of souls to his gilded Halls of Valor: the
teeming with the souls of the dead. golden realm for all slain spirits of Odyn's followers.
Many believe this to be the final destination for all mortal Her servitude was not willing, but a punishment, and
souls. The realm into which they are drawn in death, one for which she had let her hatred for Odyn
destined to remain forever after. Others choose to hope for simmer for millennia.
their final rest to be brighter -- more pleasant than an When the Keeper Loken came with a promise of a
eternity languishing such cold and bleak confines. way out, and subsequently broke her chains, she
called upon her powers to bend the arcane energies
Within the Shadowlands, time does not pass as it would of Azeroth into an impregnable seal around Odyn's
elsewhere. Sometimes, years outside of the Shadowlands halls, its inhabitants sealed within.
may only seem like days within. Sometimes, a year passed Free from her servitude, Helya forged the mist-
by within this bleak domain takes little more than a minute, shrouded realm of Helheim as a new home for
or perhaps an hour, in the physical realm. While it is often herself and her Val'kyr, though not all chose to
next to impossible to see what lies ahead inside the follow her on this path. Instead, some chose to break
Shadowlands, it is possible for those within to hear bonds and disappear into the Shadowlands.
whispered fragments of what is happening outside. There, just as they once guided fallen vrykul to the
It is said that Icecrown, the frozen peak of Northrend Halls of Valor, these Val'kyr have dubbed themselves
and citadel of the Scourge, exists as an anchoring bridge Spirit Healers. From their refuge in the Shadowlands,
between the Shadowlands and the physical world. they have kept an eye on those who enter the dark
Some of the most prominent beings dwelling in the beyond, and have on occasion granted passage back
for those they've found worthy.
Shadowlands are regarded as patrons of death among Encountering a Spirit Healer. If your adventurers
various races; such as Bwonsamdi, the troll Loa of death. have met an untimely demise and their quest rem-
Also prominent are the Spirit Healers; ascendant Val'kyr ains unsolved, seeking out a Spirit Healer within the
who, following the banishment of Helya and the sealing of Shadowlands could be an option for them. The Spirit
the Halls of Valor, disappeared into the Shadowlands -- Healer may judge, or otherwise be convinced, that it
hidden away there, even from the corrupting influence of is not yet their time and return them to the realm of
the Lich King. the living.
G

GHOSTS
38
Apparition Wraith
An apparition is a spectral impression whose presence in Though they are beholden to their masters -- whether they
the Material Plane has been caught in flux with the latent necromantic cults or the undead Scourge -- wraiths are
energies from a nearby ley line or other font of magical notorious for how they retain most of their intelligence and
power. As a result, apparitions wield the power to weave individuality, even in death. Self-motivated and exception-
their anguish and their resentment into powerful, often ally cunning, it is not uncommon for a wraith to act by its
harrowing spells. own accord, in defiance of its master's plan.
Some wraiths may be found holding to the same sense of
Banshee honour and law as they did in life, and may even be willing
A banshee is the tormented remnant of an elven woman, to negotiate with the living if prompted. Other wraiths,
whose death came to pass in the most gruesome manner -- meanwhile, offer little more than a jealous rage for those
with the fall of the Highborne, the first coming of the Bur- who approach them. Spurred by a resentment for their
ning Legion, and the fall of Quel'Thalas all noteworthy undead state, these wraiths readily yearn for a chance to
events from which banshees have been formed. visit their anguish upon any unfortunate enough to cross
Robbed of their elven gift of immortality, the banshees their path.
were left to wander the world in tormented silence until Ghost Template
they were discovered by Ner'zhul, the first Lich King. In
return for a promise of servitude to the Scourge, Ner'zhul Ghosts are the spectral remnants of intelligent beings who,
gifted the banshees their terrible, blood-curdling voice, for one reason or another, cannot rest easily in their graves.
which they in turn have used to enact their revenge. A ghost greatly resembles its corporeal form in life, but in
Though some banshees still roam free in their own some cases the spiritual form can be altered.
lamentation, most remain beholden to their bond with the When a creature becomes a ghost, it retains its statistics
Scourge. Some banshees, particularly those formed after unless otherwise is stated below. The ghost loses any trait
the fall of Quel'Thalas, have since found new purpose that assumes a living physiology.
among the Forsaken. Type. The ghost's type is undead, and it loses any tags. It
no longer requires air, food, drink or sleep.
Shade Speed. The ghost loses its original movement speed and
Shades are much alike other ghosts, appearing as gains fly 40 ft. (hover).
disembodied spirits left to wander the reaches between the Senses. The ghost has darkvision with a radius of 60 ft.
physical realm and the darkness beyond. This, however, is Damage Resistances. The ghost gains resistance to
as far as the similarities go. acid, fire, lightning, thunder; bludgeoning, piercing, and
While other ghostly beings are the remnants of those slashing from non magical attacks
unwilling or unable to accept death, shades are formed Damage Immunities. The ghost gains immunity to cold,
through willing sacrifice: necromancers offering up their necrotic and poison damage.
acolytes to better serve the undead Scourge. Condition Immunities. The ghost can't be charmed,
Empowered by the Lich King, shades can remain unseen exhaustion, frightened, grappled, paralyzed, petrified,
if they will it, detectable only by powerful magic. This poisoned, prone, restrained
allows them to act as the eyes and ears of their undead Ethereal Sight. The ghost can see 60 ft. into the Spirit
masters. World when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through
Spectre other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
Much like the banshee, a spectre is the tormented remnant object.
of an elven man, slain by monstrous foes and robbed of New Action: Etherealness. The ghost enters the Spirit
their immortality. Though spectres do not possess the World from the Material Plane, or vice versa. It is visible on
anguished screams for which banshees are known and the Material Plane while it is in the Border Spirit World,
feared, they still remain a considerable danger to those who and vice versa, yet it can't affect or be affected by anything
encounter them. on the other plane.
Driven both by a bitter resentment for the living and by Hit Points. If the creature already has three or more
their hubris in death, a spectre may attempt to lure unwary damage resistances or immunities, its hit points remain
travelers into dangerous traps, waiting for an opportune unchanged. Otherwise, the creature's hit points are reduced
moment to overpower them and seep away their life force. by a multiplier based on its challenge rating.
Wisp Using the Hit Points Based on Challenge Rating table,
apply the appropriate multiplier to the creature's hit points
Wisps are the disembodied spirits of deceased night elves, to determine ghost's hit point.
made one with the forest in their passing. Unlike other
ghosts who wander the world in anguish, wisps use their Hit Points Based on Challenge Rating
spiritual being to bridge a connection ever closer to the Creature
forests where they delve. Challenge Rating HP Multiplier
Though silent for all but a soft, quiet humming, wisps are 1-10 x 0.5
able to communicate with the living. Acting together in
unison with the tree-like ancients, they act as guardians 11-16 x 0.65
and caretakers -- often flourishing around druidic groves. 17 or more x 0.8
G

GHOSTS
39
Ghost Knight
Medium undead (any race), any alignment
Ghost Spy
Armor Class 18 (plate) Medium undead (any race), any alignment
Hit Points 26 (4d8 + 8)
Speed 0 ft., fly 40 ft. (hover) Armor Class 12
Hit Points 13 (3d8)
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
STR DEX CON INT WIS CHA
Saving Throws Con +4, Wis +2 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from non Skills Deception +5, Insight +4, Perception +6,
magical attacks Persuasion +5, Stealth +4
Damage Immunities cold, necrotic, poison Damage Resistances acid, fire, lightning, thunder;
Condition Immunities charmed, exhaustion, frightened bludgeoning, piercing, and slashing from non
grappled, paralyzed, petrified, poisoned, prone, magical attacks
restrained Damage Immunities cold, necrotic, poison
Senses darkvision 60 ft., passive Perception 10 Condition Immunities charmed, exhaustion, frightened
Languages any two languages grappled, paralyzed, petrified, poisoned, prone,
Challenge 3 (700 XP) restrained
Senses darkvision 60 ft., passive Perception 16
Ethereal Sight. The ghost can see 60 ft. into the Spirit Languages any two languages
World when it is on the Material Plane, and vice versa. Challenge 1 (200 XP)
Incorporeal Movement. The ghost can move through
other creatures and objects as if they were difficult Cunning Action. On each of its turns, the spy can use a
terrain. It takes 5 (1d10) force damage if it ends its bonus action to take the Dash, Disengage, or Hide
turn inside an object. action.
Ethereal Sight. The ghost can see 60 ft. into the Spirit
Actions World when it is on the Material Plane, and vice versa.
Multiattack. The ghost makes two melee attacks.
Incorporeal Movement. The ghost can move through
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 other creatures and objects as if they were difficult
ft., one target. Hit: 10 (2d6 + 3) slashing damage. terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing Sneak Attack (1/Turn). The ghost deals an extra 7
damage. (2d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
Leadership (Recharges after a Short or Long Rest). For 1 the target is within 5 feet of an ally of the ghost that
minute, the ghost can utter a special command or isn't incapacitated and the ghost doesn't have
warning whenever a non-hostile creature that it can disadvantage on the attack roll.
see within 30 feet of it makes an attack roll or a
saving throw. The creature can add a d4 to its roll Actions
provided it can hear and understand the ghost. A
creature can benefit from only one Leadership die at a Multiattack. The ghost makes two melee attacks.
time. This effect ends if the knight is incapacitated. Shortsword. Melee Weapon Attack: +5 to hit, reach 5
Etherealness. The ghost enters the Spirit World from ft., one target. Hit: 6 (1d6 + 3) slashing damage.
the Material Plane, or vice versa. It is visible on the Hand Crossbow. Ranged Weapon Attack: +5 to hit,
Material Plane while it is in the Border Spirit World, range 30/120 ft., one target. Hit: 5 (ld6 +3) piercing
and vice versa, yet it can't affect or be affected by damage.
anything on the other plane.
Etherealness. The ghost enters the Spirit World from
Reactions the Material Plane, or vice versa. It is visible on the
Material Plane while it is in the Border Spirit World,
Parry. The ghost adds 2 to its AC against one melee
and vice versa, yet it can't affect or be affected by
attack that would hit it. To do so, the knight must see
G the attacker and be wielding a melee weapon.
anything on the other plane.

GHOSTS
40
Ghost Witch Doctor
Medium undead (any troll), chaotic evil

Armor Class 12
Hit Points 32 (5d8 + 10)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA Apparition


10 (+0) 15 (+2) 14 (+2) 13 (+1) 17 (+3) 12 (+1) Medium undead, chaotic evil

Saving Throws Con +4, Wis +5 Armor Class 12


Skills Arcana +3, Insight +6, Medicine +6, Nature +6 Hit Points 22 (5d8)
Damage Resistances acid, fire, lightning, thunder; Speed 0 ft., fly 40 ft. (hover)
bludgeoning, piercing, and slashing from non
magical attacks.
Damage Immunities cold, necrotic, poison STR DEX CON INT WIS CHA
Condition Immunities charmed, exhaustion, frightened
1 (-5) 14 (+2) 11 (+0) 14 (+2) 10 (+0) 12 (+1)
grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses darkvision 60 ft., passive Perception 13 Damage Resistances acid, fire, lightning, thunder;
Languages Common, Zandali bludgeoning, piercing, and slashing from non
Challenge 5 (1,800 XP) magical attacks
Damage Immunities cold, necrotic, poison
Ethereal Sight. The ghost can see 60 ft. into the Spirit Condition Immunities charmed, exhaustion, frightened
World when it is on the Material Plane, and vice versa. grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
Incorporeal Movement. The ghost can move through Senses darkvision 60 ft., passive Perception 10
other creatures and objects as if they were difficult Languages understands any language it knew in life,
terrain. It takes 5 (1d10) force damage if it ends its but can't speak
turn inside an object. Challenge 2 (450 XP)
Loa's Blessing. The ghost has advantage on saving
Incorporeal Movement. The apparition can move
throws against being charmed.
through other creatures and objects as if they were
Spellcasting. The ghost is an 8th-level spellcaster. Its difficult terrain. It takes 5 (1d10) force damage if it
spellcasting ability is Wisdom (spell save DC 14, +6 ends its turn inside an object.
to hit with spell attacks). The troll has the following
priest and shaman spells prepared: Spellcasting. The apparition is a 4th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC
Cantrips (at will): light, shocking grasp, spare the 12, +4 to hit with spell attacks). The apparition has
dying, toll the dead the following mage spells prepared:
1st level (4 slots): absorb elements, inflict wounds,
thunderwave Cantrips (at will): flurry, frostbite, ray of frost
2nd level (3 slots): gentle repose, lesser restoration 1st level (4 slots): armor of Agathys, frostfire bolt,
3rd level (3 slots): bestow curse, lightning bolt, ice knife
revivify, speak with dead 2nd level (3 slots): detect thoughts, hold person,
4th level (2 slots): banishment, death ward misty step
Sunlight Sensitivity. While in sunlight, the apparition
Actions has disadvantage on attack rolls, as well as on
Multiattack. The ghost makes two quarterstaff attacks. Wisdom (Perception) checks that rely on sight.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 Actions
ft, one target. Hit: 3 (1d6) bludgeoning damage, or 4
(1d8) bludgeoning damage if used with two hands to Withering Touch. Melee Weapon Attack: Melee
make a melee attack. Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
15 (4d6 + 1) necrotic damage. G

GHOSTS
41
Banshee Banshee's Curse. One creature of the banshee's choice
within 60 feet of it must make a Constitution saving
Medium undead, chaotic evil
throw or have disadvantage on all ability checks, saving
throws, and attack rolls until the end of the banshee's
Armor Class 13 next turn.
Hit Points 91 (14d8 + 28)
Wail (Recharge 4-6). The banshee releases a mournful
Speed 0 ft., fly 40 ft. (hover)
wail. This wail has no effect on constructs and undead.
All other creatures within 30 feet of her that can hear
STR DEX CON INT WIS CHA her must make a DC 13 Constitution saving throw,
taking 22 (4d12) necrotic damage on a failed save, or
1 (-5) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 19 (+4) half as much damage on a successful one.
Possession (1/Day). One humanoid that the banshee
Saving Throws Wis +4, Cha +7 can see within 5 feet of it must succeed on a DC 15
Damage Resistances acid, fire, lightning, Charisma saving throw or be possessed by the
thunder; bludgeoning, piercing, and slashing from banshee; the banshee then disappears, and the target is
non magical attacks. incapacitated and loses control of its body. The
Damage Immunities cold, necrotic, poison banshee now controls the body but doesn't deprive the
Condition Immunities charmed, exhaustion, grappled, target of awareness. The banshee can't be targeted by
frightened, paralyzed, petrified, poisoned, prone, any attack, spell, or other effect except ones that turn
restrained undead, and it retains its alignment, Intelligence,
Senses darkvision 60 ft., passive Perception 11 Wisdom, Charisma, and immunity to being charmed
Languages Common, Darnassian or Thalassian and frightened. It otherwise uses the possessed target's
Challenge 7 (2,900 XP) statistics, but doesn't gain access to the target's
knowledge, class features, or proficiencies.
Detect Life. The banshee can magically sense the The possession lasts until the body drops to 0 hit
presence of living creatures up to 5 miles away. She points, the banshee ends it as a bonus action, or the
knows the general direction they're in but not their banshee is turned or forced out by an effect like the
exact locations. dispel evil and good spell. When the possession ends,
the banshee reappears in an unoccupied space within 5
Incorporeal Movement. The banshee can move through feet of the body.
other creatures and objects as if they were difficult
terrain. She takes 5 (1d10) force damage if she ends Reactions
her turn inside an object.
Anti-magic Shell. The banshee adds 3 to its AC against
Actions one spell attack that would hit it. To do so, the banshee
must see the attacker.
Multiattack. The banshee makes three attacks: one with
its Banshee's Curse and two with its withering touch.
Withering Touch. Melee or Ranged Weapon Attack: +6
to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 12
G (2d8 + 3) necrotic damage.

GHOSTS
42
Spectre
Medium undead, chaotic evil

Armor Class 12
Shade Hit Points 36 (8d8)
Speed 0 ft., fly 50 ft. (hover)
Medium undead, lawful evil

Armor Class 12 STR DEX CON INT WIS CHA


Hit Points 16 (3d8 + 3) 1 (-5) 14 (+2) 11 (+0) 10 (+0) 11 (+0) 15 (+2)
Speed 40 ft.
Saving Throws Wis +2, Cha +4
STR DEX CON INT WIS CHA Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from non
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) magical attacks
Damage Immunities necrotic, poison
Skills Stealth +4 (+6 in dim light or darkness) Condition Immunities charmed, exhaustion, grappled,
Damage Vulnerabilities radiant paralyzed, petrified, poisoned, prone, restrained,
Damage Resistances acid, cold, lightning, thunder; unconscious
bludgeoning, piercing, and slashing from non Senses darkvision 60 ft., passive Perception 10
magical attacks Languages Common, Darnassian or Thalassian
Damage Immunities necrotic, poison Challenge 3 (700 XP)
Condition Immunities exhaustion, frightened, grappled
paralyzed, petrified, poisoned, prone, restrained Incorporeal Movement. The spectre can move through
Senses darkvision 60 ft., passive Perception 10 other creatures and objects as if they were difficult
Languages Telepathy 60 ft. terrain. He takes 5 (1d10) force damage if he ends
Challenge 1/2 (100 XP) his turn inside an object.

Amorphous. The shade can move through a spade as Actions


narrow as 1 inch wide without squeezing.
Siphon Life. Melee Spell Attack: +4 to hit, reach 5 ft.,
Shadow Stealth. While in dim light or darkness, the one creature. Hit: 18 (4d8) necrotic damage. The
shade can take the Hide action as a bonus action. target must succeed on a DC 12 Constitution saving
throw or its hit point maximum is reduced by an
Sunlight Weakness. While in sunlight, the shade has amount equal to the damage taken. This reduction
disadvantage on attack rolls, ability checks, and saving lasts until the creature finishes a long rest. The target
throws. dies if this effect reduces its hit point maximum to 0.
The spectre regains hit points by an amount equal to
Actions half the necrotic damage dealt.
Wisdom Drain. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, Horrifying Wail. Each non-undead creature within 60
and the target's Wisdom score is reduced by 1d4. If feet of the spectre that can hear it must succeed on a
the target's Wisdom score is reduced to 0, it is para- DC 12 Wisdom saving throw or be frightened for 1
lyzed until it regains at least one point of Wisdom. minute. A frightened creature can repeat the saving
throw at the end of each of its turns, ending the
Invisibility (Recharges after a Short or Long Rest). The frightened condition on itself on a success.
shade magically turns invisible until it attacks, or until If a target's saving throw is successful or the effect
its concentration is broken, up to 1 hour (as if con- ends for it, the target is immune to this spectre's
centrating on a spell). Horrifying Wail for the next 24 hours.
G

GHOSTS
43
Wisp
Small fey, neutral good

Armor Class 18
Hit Points 14 (4d6)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


1 (-5) 26 (+8) 10 (+0) 13 (+2) 14 (+2) 11 (+0)

Damage Resistances acid, cold, fire, lightning, thunder;


bludgeoning, piercing, and slashing from non
magical attacks.
Damage Immunities poison, radiant
Condition Immunities exhaustion, grappled, paralyzed,
poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12
Languages the languages it knew in life
Challenge 1/2 (100 XP)

Ephemeral. The wisp can't wear or carry anything.


Incorporeal Movement. The wisp can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Variable Illumination. The wisp sheds bright light in a
5- to 20-foot radius and dim light for an additional
number of feet equal to the chosen radius. The wisp
can alter the radius as a bonus action.
Actions
Intertwine. The wisp enters the space of another
creature and attempts entwine it in place. The target
must pass a DC 12 Wisdom saving throw or be
paralyzed for 1 minute. At the end of the target's
turns, it can make another save, ending the paralysis
on a successful one. While the wisp has a creature Will of the Forest
intertwined, attack rolls against it has disadvantage. If Five wisps within 30 feet of each other are able to
a target's saving throw is successful or the effect ends cast powerful spells. Each of the five must use its
for it, the target is immune to this wisp's intertwine action and movement on three consecutive turns to
for the next 24 hours. call upon the powers of Elune and must maintain
concentration while doing so (as if concentrating on
Renew (Recharge 5-6). One plant that the wisp can see a spell). When all five have finished their third turn of
within 5 feet of it is renewed by the wisp; the wisp the ritual, the wisps gain the Spellcasting trait and
disappears. The wisp can't be targeted by any attack, can cast one spell in total at a target or point within
spell, or other effect while renewing a plant. The 120 feet, no matter the spells normal range.
renewed plant regains 10 hit points at the start of its Innate Spellcasting. The wisps spellcasting ability is
turn. If the plant takes fire damage, the renew doesn't Wisdom (spell save DC 12). They can innately cast
function at the start of its next turn. The plant dies if one of the following spells as a 4th-level spell,
it starts its turn with 0 hit points. requiring no material components. If a spell requires
The renew lasts until the renewed plant drops to 0 concentration, all five wisps concentration must be
hit points, the wisp ends it as a bonus action. When broken to remove the spell:
the plant takes damage, the wisp must pass a Concen-
tration saving throw (as if concentrating on a spell) or 1/ritual: banishment, charm monster, confusion,
G be pushed out of the plant. dispel magic, spike growth, wind wall

GHOSTS
44
Wraith
Medium undead, lawful evil

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

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder;


bludgeoning, piercing, and slashing from non-
magical attacks and weapons that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 5 (1,800 XP)

Incorporeal Movement. The wraith can move through


other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 21 (4d8 + 3) necrotic damage. The
target must succeed on a DC 14 Constitution saving
throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
Create Spawn. The wraith targets a humanoid within
10 feet of it that died a violent death and has been
dead for no longer than 1 minute. The target's spirit
rises as a wraith spawn in an unoccupied space by the
corpse, under the wraith's control. The wraith spawn
has the same statistics as the wraith, except that it
has an Intelligence and Charisma score of 1, it cannot
speak or use Create Spawn, and its Life Drain does not
reduce a target creature's hit point maximum. The
wraith can have no more than two wraith spawns
active under its control at one time.

GHOSTS
45
Gnolls
Gnolls are feral humanoids, resembling bipedal hyenas. Gnoll
They are known to attack frontier settlements and Medium humanoid (gnoll), chaotic evil
unsuspecting hamlets without warning, rushing their way
through to grab whatever they can escape with.
Rampant Scavengers. Gnolls are notorious for how Armor Class 14 (hide armor)
they hunt. Even those fortunate enough to spot a pack Hit Points 16 (3d8 + 3)
settling their camp might only have hours at best to Speed 30 ft.
prepare, before the gnolls come charging in to plunder.
In their wake, they leave little more than razed buildings, STR DEX CON INT WIS CHA
burnt crops, and gnawed remains. The easier their target,
the better. If they perceive no threat to the pack after the 11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2)
raid has been done, they might stick around in one location
for longer. If they fear retaliation from armed guards, like a Senses darkvision 60 ft., passive Perception 10
nearby garrison, the pack will abandon what they must in Languages Low Common, Gnoll
order to move on as soon as they can. Challenge 1/2 (100 XP)
Hungering Nomads. Gnolls are not known for leaving
anything lasting. Their weapons and armour are all Last Stand. When the gnoll is reduced to 0 hit points,
scavenged from their victims, alongside trophies sewn into it can use its reaction to make a bite attack before
their patchwork clothing -- ears, teeth, scalps, and more. falling unconscious.
To a gnoll, meat is meat. Once they've gone for the kill, Actions
they will gnaw the bones to the marrow. Though they are
intelligent beasts, they won't go shy of cannibalizing rival Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
packs and outcasts if they are hungry enough. Even if one creature. Hit: 2 (1d4) piercing damage.
of their own die in a fight, they'll try to drag the corpse Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
away in order to eat it later. one target. Hit: 4 (1d6 + 1) slashing damage.
Gnoll Brute Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
Gnolls are known for their immense strength, though some damage.
of them show it better than the rest. A gnoll brute is hardly
intelligent, but it is guaranteed to be ferocious without
equal.
Gnoll Mystic
Some gnolls are sensitive to the elemental forces coursing Gnoll Brute
through the world. Though the powers they wield would be Medium humanoid (gnoll), chaotic evil
considered novice for true mages, these gnolls are both
feared and respected by their pack; elevated to the title of
mystics and regarded as wise beyond compare. Armor Class 14 (hide armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Gnoll Pack Lord
The alpha of a gnoll pack is its pack lord. Keeping a steel-
jawed hold on any gnoll following it, the pack lord claims STR DEX CON INT WIS CHA
first pick from the pack's raids, and many have been 15 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2)
witnessed wearing ornate decor in the form of piercing and
grotesque trophies. Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Gnoll Names and Languages Languages Low Common, Gnoll
Challenge 1 (200 XP)
Gnolls speak Low Common and Gnoll; presumably a
guttural offshoot of the former. Their names are often just
descriptions, aiming to intimidate. A pack lord chooses the Brute. A melee weapon deals one extra die when the
gnoll hits with it (included in the attack).
name for its pack in a similar fashion.
Gnoll Names: Dirtpaw, Cackler, Blackfang, White-Eye Last Stand. When the gnoll is reduced to 0 hit points,
    Snarlface, Loose-Tooth, Yowler it can use its reaction to make a bite attack before
Pack Names: Riverpaw, Mudtail, Ashfang, Bloodeyes, falling unconscious.
    Road-Robbers, Rotclaws, Grimepack Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 7 (2d4 + 2) piercing damage.
Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft.,
G one target. Hit: 11 (2d8 + 2) bludgeoning damage.

GNOLLS
46
Gnoll Pack Lord
Medium humanoid (gnoll), chaotic evil

Armor Class 17 (chain shirt, shield)


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

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 15 (+2) 9 (-1) 12 (+1) 13 (+1)

Gnoll Mystic Skills Athletics +5, Survival +3, Intimidation +3


Medium humanoid (gnoll), chaotic evil Senses darkvision 60 ft., passive Perception 11
Languages Low Common, Gnoll
Challenge 3 (700 XP)
Armor Class 12 (leather armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft. Last Stand. When the gnoll is reduced to 0 hit points,
it can use its reaction to make a bite attack before
falling unconscious.
STR DEX CON INT WIS CHA
Rampage. When the gnoll reduces a creature to 0 hit
10 (+0) 13 (+1) 12 (+1) 6 (-2) 14 (+2) 9 (-1) points with a melee attack on its turn, the gnoll can
take a bonus action to move up to half its speed and
Skills Insight +2, Perception +4, Deception +4 make a bite attack.
Senses darkvision 60 ft., passive Perception 14
Languages Low Common, Gnoll Actions
Challenge 1 (200 XP) Multiattack. The gnoll uses its Kill Command, if it can.
It then makes two melee weapon attacks or one heavy
Last Stand. When the gnoll is reduced to 0 hit points, crossbow attack.
it can use its reaction to make a bite attack before
falling unconscious. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage.
Spellcasting. The gnoll is a 3rd-level spellcaster. Its Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
spellcasting ability is Wisdom (spell save DC 12, +4 one target. Hit: 7 (1d8 + 3) slashing damage or 8
to hit with spell attacks). It has the following shaman (1d10 + 3) slashing damage if used with two hands to
spells prepared: make a melee attack.
Cantrips (at will): lightning blast, gust Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
1st level (4 slots): absorb elements, cure wounds, range 100/400 ft., one target. Hit: 7 (1d10 + 2)
detect magic, fog cloud piercing damage.
2nd level (2 slots): dust devil, heat metal
Kill Command (Recharge 5-6). The gnoll targets one
Actions ally it can see within 30 feet of it. If the target can see
and hear it, the target can make one weapon attack as
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) piercing damage.
a reaction. G

GNOLLS
47
Hogger's Lair
Hogger is a notorious villain. Even when he is captured and
put under lock-and-key, the gnoll king is still capable of
rallying the creatures around him. Hogger's lair reeks of
death, as the carcasses of previous meals are scattered
across the floor and decorated on spikes.
Through his life, Hogger has had two different lairs, both
of which are described in further detail below:
Hogger Hill. In the southwestern thickets of Elwynn
forest, unlucky travelers may stumble upon Hogger Hill.
A hill of insignificant proportions, it has become home to
Gnoll King Hogger the Riverpaws; a clan of gnolls ruled with an iron fist and
grim temper by Hogger himself. Adventures are unlikely to
Ask any person in Elwynn forest, from the simplest farmer ever find Hogger alone, as his clan is never far away and
to a soldier of the king's guard, and they can tell you stories willing to rush to his aid in the event that a fight breaks out.
of the Gnoll King and his horrific riverpaws. This notorious Stockades. Rumors claim that hogger was once caught
gnoll is unlike any other. As the leader of the Riverpaw clan by Alliance troops and locked away in Stormwind's stock-
he has transformed the ragtag gnolls into an organized ades. His loyal Riverpaw's would use the cover of night to
clan wreaking havoc through the forests of Elwynn. sneak into Stormwind, tearing apart the guards keeping
The Gnoll King. Hogger has crowned himself the king watch over the prison. From the depths of the stockades,
of gnolls, a title well deserved for the beast. He is a he would turn the other prisoners to his side, claiming its
formidable foe on his own, and any adventurer seeking to torch-lit tunnels as his domain.
take him down is advised to be well prepared. It is solely for
his prowess in controlling other gnolls, making them work Lair Actions
in unison, that he enjoys his status. On initiative count 20 (losing initiative ties), Hogger takes a
Cheap Tactics. The mad gnoll will stop at nothing to lair action to cause one of the following effects:
achieve his goals, and is not beneath utilizing dirty tricks to Hogger screams for aid. 1d4 gnolls within 300 feet of
gain an advantage in doing so. Hogger is not a creature of Hogger that can hear him rush to his side, appearing in
honor and won't let notions of a fair fight get in his way. a space within 60 feet of him. This lair action has no
After all, there are no real laws of engagement for a gnoll; effect if there are no gnolls within 300 feet of Hogger.
all that matters is that his quarry dies in the end. Each gnoll that Hogger can see can use its reaction to
Unknown Alliances. Although many of their supplies move up to its speed without provoking attacks of
are considered plundered goods, the Riverpaw clan have opportunity.
access to high quality steel tools, arms, and armor. All of it Until the next initiative count 20, all gnolls within the
suggests that the gnolls -- or Hogger himself -- have an lair are enraged, causing them to have advantage on
understanding with some unknown ally, one capable of melee weapon attack rolls and causing attack rolls to
escorting such tools to them in the dead of night. It is have advantage against them.
unknown, however, who such allies would even be.
Public Enemy No. 1. Through Elwynn forest and other Lair Traits
nearby regions, the Riverpaw clan have gained a notorious Hogger's lair might have any or all of the following effects
reputation. With their supply of quality weaponry they are in place:
able to strike at small-and-large settlements alike.
Ever since the gnoll king took charge, the Riverpaws The lair is considered difficult terrain for any non-gnoll
have become a thorn in the side of the Kingdom of Storm- creature that moves across it.
G wind. Far and wide trough Stormwind's settlements, Any gnoll within the lair has advantage on saving throws
posters can be found offering rewards for their heads. against being charmed or frightened.

GNOLLS
48
Gnoll King Hogger Actions
Medium humanoid (gnoll), chaotic evil Multiattack. Hogger uses his Kill Command, if he can.
He then makes two melee weapon attacks.
Armor Class 15 (chain shirt)
Hit Points 67 (9d8 + 27) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 30 ft. creature. Hit: 6 (1d4 + 4) piercing damage.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 (1d10 + 4) slashing damage.
STR DEX CON INT WIS CHA
Kill Command. Hogger targets one ally he can see
18 (+4) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 13 (+1) within 30 feet of him. If the target can see and hear
him, the target can make one weapon attack as a
Skills Athletics +7, Survival +5, Intimidation +7 reaction.
Senses darkvision 60 ft. passive Perception 12
Languages Low Common, Gnoll Reactions
Challenge 5 (1800 XP) Headbutt. Hogger headbutts a creature within reach
that missed him with an attack. The creature must
Charge. If Hogger moves at least 15 feet straight succeed on a DC 13 Constitution saving throw or be
toward a target and then hits it with a battleaxe attack stunned until the end of Hogger's next turn. To do so,
on the same turn, the target takes an extra 7 (2d6) Hogger must see the attacker.
slashing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be Legendary Actions
knocked prone. Hogger can take 2 legendary actions, choosing from
the options below. Only one legendary action option
Last Stand. When Hogger is reduced to 0 hit points, he can be used at a time and only at the end of another
can use his reaction to make a bite attack before falling creature's turn. Hogger regains spent legendary actions
unconscious. at the start of his turn.
Rampage. When Hogger reduces a creature to 0 hit
points with a melee attack on its turn, he can take a Attack. Hogger makes one melee weapon attack.
bonus action to move up to half his speed and make a Move. Hogger move up to half his speed.
bite attack. Kill Command (Costs 2 Actions). Hogger uses Kill
Command.
G

GNOLLS
49
Arcane Golem At will: detect magic, magic missile, shield
3/day each: counterspell, dispel magic
Large construct, unaligned
1/day each: arcane explosion, wall of force

Armor Class 12 (17 with shield) Magic Resistance. The golem has advantage on saving
Hit Points 115 (11d10 + 44) throws against spells and other magical effects.
Speed 30 ft. Magic Weapon. The golem's weapon attacks are
magical.
STR DEX CON INT WIS CHA Actions
19 (+4) 9 (-1) 18 (+4) 20 (+5) 11 (+0) 1 (-5) Multiattack. The golem makes two slam attacks.
Arcane Slam. Melee Weapon Attack: +7 to hit, reach 5
Damage Immunities poison, psychic; bludgeoning, ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage
piercing, and slashing from non magical attacks plus 4 (1d8) force damage.
Condition Immunities charmed, exhaustion, frightened
paralyzed, petrified, poisoned Slow (Recharge 5-6). The golem targets one or more
Senses darkvision 120 ft., passive Perception ## creatures it can see within 10 feet of it. Each target
Languages understands the languages of its creator but must make a DC 16 Wisdom saving throw against this
can't speak magic. On a failed save, a target can't use reactions, its
Challenge 8 (3,900 XP) speed is halved, and it can't make more than one attack
on its turn. In addition, the target can take either an
Immutable Form. The golem is immune to any spell or action or a bonus action on its turn, not both. These
effect that would alter its form. effects last for 1 minute. A target can repeat the saving
throw at the end of each of its turns, ending the effect
Innate Spellcasting. The golem's innate spellcasting on itself on a success.
ability is Intelligence (spell save DC 16). The golem can
innately cast the following spells, requiring no material
G components.

GOLEMS
50
Golems
Harvest Golem Though a golem is made from humble materials — flesh
Large construct, unaligned
and bones, metal and stone — its creation is a complex
process, wrought with magic. At the hands of a skilled
creator, their power, durability, and potential is nothing
Armor Class 13 (natural armor) short of astonishing.
Hit Points 66 (7d10 + 30) These constructs hold no ambition, need no sustenance,
Speed 30 ft. feel no pain, and know no remorse. Most golems are made
with a singular purpose in mind; usually as a guardian for a
STR DEX CON INT WIS CHA person or a place, or as a construct of war.
Blind Obedience. A golem is created to perform its
17 (+3) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5) given task, without fault. If a golem is left without any new
instructions, it will continue to follow its current orders to
Damage Resistances bludgeoning, piercing, and the best of its abilities. If it is unable to do so, it will either
slashing from non magical attacks remain idle until new orders are given or break down into a
Damage Immunities poison, psychic violent rampage. It cannot think or act for itself. Though it
Condition Immunities charmed, exhaustion, frightened understands its commands perfectly, it has no real grasp of
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
language and cannot be tricked or reasoned with.
Languages understands the languages of its creator Constructed Nature. A golem doesn't require air, food,
but can't speak drink, or sleep.
Challenge 4 (1,100 XP)
Arcane Golem
Charge. If the golem moves at least 15 feet straight Arcane golems are hulking constructs, powered by their
toward a target and then hits it with a claw attack on crystallized arcane core, that are commonly employed as
the same turn, the target takes an extra 7 (2d6) peacekeepers and defenders. Deep grooves are often
slashing damage. If the target is a creature, it must carved into their outer shell, allowing the energies from
succeed on a DC 13 Strength saving throw or be
knocked prone.
their crystal to surge over them in colorful patterns.
They are highly favoured among blood elves, both for
False Appearance. While the harvest golem remains their sturdy build and for their magical resilience. In
motionless, it is indistinguishable from an ordinary Quel'thalas, they vigilantly patrol the streets within the city
scarecrow. and beyond.
Immutable Form. The golem is immune to any spell or
effect that would alter its form. Harvest Golem
Actions A lumbering figure skulking across the fields, with razor-
sharp claws and blazing, orange eyes: that is the visage of
Multiattack. The golem makes two claw attacks. the Harvest Golem. These large, terrifying 'scarecrows'
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
sow terror and wreak havoc across the fallow fields of
target. Hit: 13 (2d8 + 4) slashing damage.
Westfall. Where they came from or who made them still
remains a mystery, but it is clear as day that they have been
Razer Claws (Recharge 5-6). The golem upper body programmed with a single goal in mind — driving the
spins in a circle, slashing it claws at creatures within 5 farmers from the land, killing them if necessary.
feet of it. Each creature must make a DC 13 Dexterity Anyone looking to cross Westfall would be wise to stay
saving throw, taking 18 (4d8) slashing damage on a
failed save, or half as much damage on a success.
alert, look out for any odd figures in the distance, and keep G
clear of the fields after nightfall.

GOLEMS
51
'

Grell
Grell Small fey, unaligned
A grell is a small, long-armed forest spirit with pointed ears
and an accentuated brow. Though they are uncannily Armor Class 12
similar to imps, a grell is very large by comparison and lack Hit Points 9 (2d6 + 2)
any other features typical for a demon. Speed 30 ft.
Among explorers, researchers, and naturalists, it is
speculated that the similarities between grells and imps are STR DEX CON INT WIS CHA
not coincidental, and that the first imps were in fact grells
fallen to corruption during the first invasion of the Burning 8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 12 (+1)
Legion. Such theories are widespread, but have never been
confirmed nor denied. Skills Stealth +4
Wild Presence. Most grells have skin in shades of green, Senses darkvision 60 ft., passive Perception 10
orange, or brown, mimicking the wilderness where they Languages Low Common
dwell. Their arms and legs are covered in dense fur, and Challenge 1/4 (50 XP)
their hands and feet are all fitted with sharp claws. It is
common for grells to fashion themselves simple clothes, as Nimble Escape. The grell can take the Disengage or
well as other adornments -- such as ear and nose-rings. Hide action as a bonus action on each of its turns.
Some have speculated as to whether these adornments Innate Spellcasting. The grell's innate spellcasting
serve a purpose, such as magical foci for casting spells, or ability is Charisma (spell save DC 11, +3 to hit with
if they are just for decoration. spell attacks). It can innately cast the following spells,
Fiendish Personality. It is said that the grell exist as an requiring no material components:
embodiment of the wild, uncanny side of nature, and their At will: solar wrath, minor illusion
personality shows this notion all too well. A grell on its own 2/day each: blur, misty step
poses no particular danger, but a gang of grells working
together can be a real threat to settlements and Actions
communities in their vicinity. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Grells who commit to keeping in a pack like this have target. Hit: 4 (1d4 + 2) slashing damage.
been witnessed actively searching for travellers to ambush,
overwhelm, and steal from. Though their diet mainly Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
G consists of moss, tubers, and mushrooms, it is not unheard one target. Hit: 6 (1d6 + 2) slashing damage.
of for a grell pack to hunt wild game.

GRELL
52
Harpies
Taking glee in suffering and death, the sadistic harpy is
always on the hunt for prey. They are vicious predators,
well-known for luring adventures back to their craggy lairs
and a certain death.
A harpy combines the body, arms, and head of a night elf
with the legs and wings of a hunting bird. Its wicked talons
can rip flesh from bone, and its graceful wings lets it soar
silently through the air as it hunts for its next kill. It is said
that in the eyes of every harpy shines the evil dwelling in
their heart.
Noxious Nests. Harpies nest in high-perched, hard-to-
reach places, from which they can terrorize their
surroundings. A flock of harpies left unchecked may leave
destruction in their wake; killing anything they encounter,
leaving only their noxious odor in their wake. This stench, a
mixture of rotting flesh and mottled feathers, makes it easy
to discern the whereabouts of an active nest.
Precious Collectors. These winged humanoids place
great value in shiny baubles, ornate trinkets, rare gems,
and ores, using them to adorn themselves and their nests.
They may be willing to barter and negotiate with travellers
and settlements, if there is a chance for them to claim a
pretty prize from the ordeal. Whatever calm such trade may
instill is never more than a temporary measure, before the
harpies take wing to pillage once again.
Beguiling Creatures. Harpies resembles malformed
night elves, decked in feathers and given wings. Though
they are a repulsive presence, they could be considered
quite beautiful from afar -- and only become more beautiful
as they grow older, with a strikingly vibrant plumage.
They are incapable of producing male children, as their
eggs always hatch females. To this end, their survival relies
on their ability to beguile and entrap males from other
races, keeping them around until the end of their mating
season before killing them off for food.
Harpy Witch
Some harpies are capable of wielding the forces of nature
at their will. These harpy witches are powerful individuals
within their nest, with the most powerful exploiting their
powers to rise to a near regal status. Keeping any
semblance of control in a nest of harpies is a formidable
task, driving those who try to extreme measures.

Variant: Beguiling Harpy


Some harpies can have a special ability that allows
them to charm humanoids.
Innate Spellcasting (2/day). The harpy's can innately
cast charm person, requiring no material or somatic
components. Its spellcasting modifier is Wisdom.

HARPIES
53
Harpy Witch
Medium humanoid (harpy), chaotic evil

Armor Class 13
Hit Points 50 (9d8 + 10)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 13 (+1) 12 (+1) 16 (+3) 9 (-1)
Harpy
Medium humanoid (harpy), chaotic evil Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Armor Class 12 Languages Darnassian, Low Common
Hit Points 18 (4d8) Challenge 3 (700 XP)
Speed 20 ft., fly 40 ft.
Dive Attack. If the harpy is flying and dives at least 30
feet straight toward a target and then hits it with a
STR DEX CON INT WIS CHA melee weapon attack, the attack deals an extra 3
(1d6) damage to the target.
11 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 8 (-1)
Poisonous Kiss. If the harpy kisses a humanoid on the
Skills Perception +5 lips, the target must succeed on a DC 11 Constitution
Senses darkvision 60 ft., passive Perception 15 saving throw or be poisoned for 1d4 hours. While
Languages Darnassian, Low Common poisoned in this way, the target also has disadvantage
Challenge 1 (200 XP) on Wisdom saving throws.
Spellcasting. The harpy is a 5th-level spellcaster. Its
Dive Attack. If the harpy is flying and dives at least 30 spellcasting ability is Wisdom (Spell save DC 13, +5
feet straight toward a target and then hits it with a to hit with spell attacks). The harpy has the following
melee weapon attack, the attack deals an extra 3 shaman spells prepared:
(1d6) damage to the target.
Cantrips (at will): gust, lightning blast, thunderclap
Poisonous Kiss. If the harpy kisses a humanoid on the 1st level (4 slots): absorb elements, earth tremor,
lips, the target must succeed on a DC 11 Constitution fog cloud, thunderwave
saving throw or be poisoned for 1d4 hours. While 2nd level (3 slots): dust devil, gust of wind
poisoned in this way, the target also has disadvantage 3rd level (2 slots): lightning bolt, wind wall
on Wisdom saving throws.
Actions
Actions Multiattack. The harpy can use its Incapacitating
Multiattack. The harpy can use its Incapacitating Screech. It then makes two attacks: one with its
Screech. It then makes one attack with its talons. talons and one with a prepared cantrip.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) slashing damage plus 2 one target. Hit: 10 (2d6 + 3) slashing damage plus 2
(1d4) poison damage. (1d4) poison damage.
Incapacitating Screech (Recharge 6). The harpy emits a Incapacitating Screech (Recharge 6). The harpy emits a
horrific screech. Each creature within 15 feet of it horrific screech. Each creature within 15 feet of it
that can hear it and that isn't a harpy must succeed on that can hear it and that isn't a harpy must succeed on
a DC 11 Constitution saving throw or be incapaci- a DC 11 Constitution saving throw or be incapaci-
H tated until the end of the harpy's next turn. tated until the end of the harpy's next turn.

HARPIES
54
Kobolds
Diminutive, rat-like, and subterranean, kobolds can be
found dwelling in sprawling caverns and abandoned mines
across Kalimdor and the Eastern Kingdoms alike. Even
throughout Northrend one can find their aptly named
cousins; the snobolds. As far back as the first human
settlements in the Eastern Kingdoms, kobolds have been a
persistent, and annoying, presence.
Kobolds average at four feet tall, with coarse skin, sharp
claws, a pronounced snout, and a spindly tail. Educated
guesses have pinned them as a distant offshoot from the
troggs, though this has never been proven.
Skittish Creatures. Adventurers who have seen a
kobold, especially a kobold away from its pack and lair, can
testify for their cowardice. Kobolds are not particularly
intelligent, and many consider them more of a nuisance
than real danger -- at least in smaller numbers.
Massive Flocks. Kobolds are not only known to bear a
resemblance to vermin; they breed like vermin as well.
Wherever one kobold can be found, hundreds more are
likely not too far behind. While kobolds are rarely
threatening smaller numbers, a pack numbering in dozens,
even hundreds, can pose a threat even to seasoned
adventurers if one were to try and evict them.
They have no concept of marriage. Rather, they form a
loose structure of packs and clans based on their lineages,
with young individuals opting to migrate between nests and
warrens in search of mates outside of their own family.
Famously, a kobold can become very protective of its Kobold
keepsakes, and they prefer to keep a distance from other Small humanoid (kobold), chaotic neutral
races in order to keep themselves safe.
Candle-Hoarders. Despite living deep underground,
populating self-made caverns and abandoned mines -- Armor Class 12
sometimes even chasing miners away if the pack is large Hit Points 5 (2d6 - 2)
enough -- kobolds do not see well in the dark. They rely on Speed 30 ft.
candles to traverse whichever caverns they call home.
These candles are usually made by the kobolds them- STR DEX CON INT WIS CHA
selves, twining wicks from their hairs and pulling wax from
their ears, though in desperation a kobold may contemplate 10 (+0) 14 (+2) 8 (-1) 7 (-2) 7 (-2) 8 (-1)
stealing candles from other nearby settlements. Once a
candle has been acquired, it is placed atop the kobold's Skills Perception +2
head and left to burn there. Senses passive Perception 10
Legends of the Darkness. Kobold legends speak of a Languages Low Common, Common
dark, devouring presence dwelling in the deep places of the Challenge 1/8 (25 XP)
world, giving reason to the creatures' candle obsession.
To the same end, some kobold packs have been seen Nimble Escape. The kobold can take the Disengage or
keeping rats as pets, as the critters do not fear the dark- Hide action as a bonus action on each of its turns.
ness themselves. A well-trained rat can keep the kobold Pack Tactics. The kobold has advantage on an attack
company and help out with digging, while a not so well- roll against a creature if at least one of the kobold’s
trained rat can make for a good dinner. allies is within 5 ft. of the creature and the ally isn’t
incapacitated.
Actions
Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 4 (1d6) piercing damage. K

KOBOLDS
55
Kobold Names and Languages
Kobolds typically speak Low Common, and often adopt Variant: Candles in the Dark
other wide-spoken languages in the regions they dwell. The Kobold legends speak of a devouring presence,
latter is especially prevalent across the Eastern Kingdoms, hiding in the darkness, giving to them their over-
where most kobold packs and clans have learned Common whelming fear of the dark.
over their long history of interacting with humans. A kobold without a lit candle, who is standing in
Kobold names and clan names are a descriptive amal- dim light or darkness, must succeed on a DC 12
gamation of everyday words. Kobold name usually has two Wisdom saving throw or be frightened for 1 minute.
parts; a short, easily vocalized first name, and a descriptive The kobold can repeat the saving throw at the end of
surname. Kobold surnames are personal and not inherited, each its turns, also ending the effect if it manages to
but rather like a title that sums up their character, appear- light a candle again.
ance, or a well-known possession of theirs. On a successful save, if another creature was
Their clan names often refer to common traits passed responsible for the loss of candlelight, the kobold
down through that clan's lineage, or to quirks unique to deals an extra 4 (1d6) damage when it hits that
creature with a melee attack.
their society, though they can be hard to distinguish from
the names the kobolds give themselves.
Kobold Names: Bukk, Feb, Feez, Gik, Kubb, Mlepp,
    Naal, Slag, Znaz, Zniv
Kobold Surnames: Fatcandle, Flintdagger, Goldtooth,
    Halfcandle, Luckybristles, Onetooth, Skullhat Kobold Taskmaster
Clan Names: Bluewax, Boulderslide, Gravelsnout, Small humanoid (kobold), chaotic neutral
   Mudwhisker, Skywhisker, Windshear
Armor Class 13 (leather armor)
Hit Points 22 (5d6 + 5)
Speed 30 ft.
Kobold Geomancer
Small humanoid (kobold), chaotic neutral
STR DEX CON INT WIS CHA

Armor Class 12 13 (+1) 14 (+2) 12 (+1) 12 (+1) 9 (-1) 11 (+0)


Hit Points 17 (5d6)
Speed 30 ft. Skills Perception +2
Senses passive Perception 11
Languages Low Common, Common
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
10 (+0) 14 (+2) 10 (+0) 7 (-2) 14 (+2) 8 (-1)
Nimble Escape. The kobold can take the Disengage or
Hide action as a bonus action on each of its turns.
Skills Perception +4
Senses passive Perception 14 Pack Tactics. The kobold has advantage on an attack
Languages Low Common, Common roll against a creature if at least one of the kobold’s
Challenge 1/2 (100 XP) allies is within 5 ft. of the creature and the ally isn’t
incapacitated.
Nimble Escape. The kobold can take the Disengage or
Hide action as a bonus action on each of its turns. Actions
Pack Tactics. The kobold has advantage on an attack Multiattack. The kobold makes two melee attacks.
roll against a creature if at least one of the kobold’s Shovel. Melee Weapon Attack: +3 to hit, reach 5 ft.,
allies is within 5 ft. of the creature and the ally isn’t one creature. Hit: 4 (1d8 + 1) piercing damage.
incapacitated.
Leadership (Recharges after a Short or Long Rest). For 1
Spellcasting. The kobold is a 2nd-level spellcaster. Its minute, the kobold can utter a special command or
spellcasting ability is Wisdom (spell save DC 12, +4 warning whenever a nonhostile creature that it can
to hit with spell attacks). It has the following shaman see within 30 ft. of it makes an attack roll or a saving
spells prepared: throw. The creature can add a d4 to its roll provided it
Cantrips (at will): Produce Flame, Mold Earth can hear and understand the kobold. A creature can
1st level (3 slots): Absorb Elements, Cure Wounds, benefit from only one Leadership die at a time. This
Earth Tremor, Searing Smite, Thunderwave effect ends if the kobold is incapacitated.

Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) bludgeoning damage.

KOBOLDS
56
Kodos
A kodo is a giant reptile, known for its thick
hide and characteristics horns. Large and
lumbering, these grazing beasts roam together
in herds, their steps like rolling thunder across
the plains of Kalimdor. Though their strength is
immense, they are peaceful creatures whose horns
serve more to defend than to fight.
Herd Animals. Kodos are pack animals, and
show a clear line of authority in their herds. The
head of the pack leads the way, while the rest keep
close guard of the weak and young as to not leave anyone Ancient Kodo
behind. Most kodo herds number in a dozen at the most,
though some have been sighted in groups as large as fifty Huge beast, unaligned
beasts. It is rare for a kodo to wander alone, though some
elderly beasts have been seen taking to a life of solitude. Armor Class 13 (natural armor)
Tauren Culture. Among the tauren, the kodos have a Hit Points 76 (8d12 + 24)
strong cultural presence as a symbol of vigor and power. Speed 40 ft.
Long have they hunted and tamed these imposing beasts,
revering these acts important rites of passage for young
tauren warriors. And for the size and brawn of the tauren STR DEX CON INT WIS CHA
themselves, few beasts can carry them as well as a kodo. 21 (+5) 9 (-1) 17 (+3) 4 (-3) 11 (+0) 6 (-2)
Pack Beasts. Kodos are formidable pack beasts, long
elevated as such by the tauren and since ingrained in the Senses passive Perception 10
Horde as a whole. They can carry even immense loads for Languages —
long periods of time without any trouble. Challenge 4 (1,100 XP)

Trampling Charge. If the kodo moves at least 20 feet


straight towards a creature and then hits it with a gore
attack on the same turn, that target must succeed on
Kodo a DC 13 Strength saving throw or be knocked prone.
Large beast, unaligned If the target is prone, the kodo can make one stomp
attack against it as a bonus action.
Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12) Actions
Speed 30 ft. Gore. Melee Attack Weapon: +7 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) piercing damage.
STR DEX CON INT WIS CHA Stomp. Melee Attack Weapon: +7 to hit, reach 5 ft.,
one target. Hit: 21 (3d10 + 5) bludgeoning damage.
17 (+3) 9 (-1) 15 (+2) 3 (-4) 10 (+0) 6 (-2)
Devour. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses passive Perception 10 one target. Hit: 15 (2d10 + 5) piercing damage. A
Languages — Medium or smaller target must succeed on a DC 13
Challenge 2 (450 XP) Dexterity saving throw or swallowed by the lizard. The
lizard can only have one target swallowed at a time. If
a target fails the saving throw while the lizard has a
Trampling Charge. If the kodo moves at least 20 feet creature swallowed, it is grappled instead.
straight towards a Large or smaller creature and then A swallowed target is blinded and restrained, it has
hits it with a gore attack on the same turn, that target total cover against attacks and other effects outside
must succeed on a DC 12 Strength saving throw or the lizard, and it takes 10 (3d6) acid damage at the
be knocked prone. If the target is prone, the kodo can start of each of the lizard's turns.
make one stomp attack against it as a bonus action. If the lizard takes 15 damage or more on a single
turn from the swallowed creature, the lizard must
Actions succeed on a DC 15 Constitution saving throw at the
Gore. Melee Attack Weapon: +5 to hit, reach 5 ft., one end of that turn or regurgitate the creature, which
target. Hit: 12 (2d8 + 3) piercing damage. falls prone in a space within 10 feet of the lizard. If
the lizard dies, a swallowed creature is no longer
Stomp. Melee Attack Weapon: +5 to hit, reach 5 ft., restrained by it and can escape from the corpse using
one target. Hit: 14 (2d10 + 3) bludgeoning damage. 10 feet of movement, exiting prone. K

KODOS
57
Lashers
Lashers are a family of large, slithering flora, known for
their long, appendage-like tendrils and found across most
of Azeroth. Though most lashers are not predatory, they
will defend themselves if threatened.
Sentient Plants. Their existence is the result of nature
magic, seeped down into the ground and left to spread.
There, it has given the plants enough will to uproot
themselves and roam around. For some lashers, this
awakening has been deliberate and fairly harmless. For
others, it has transformed the plants into vile
monstrosities.
Widely Adapted. With their presence found far and
wide, most lashers have found ways to adapt to their
surroundings -- be it lush jungles, arid hills, or even barren
tundras. They plant their seeds wherever there's magic to
sustain them, quickly sprouting into a myriad of tiny
creatures before slowly maturing.
Fast Learners. Though they appear driven by little more
than instinct, fully mature lashers have shown themselves
to be remarkably intelligent. Even capable of laying traps,
forming decorations, and conveying messages with simple
gestures.
Lasher Spitter
A lasher spitter is a large, carnivorous plant. It produces a
strong acid within its stalk, which it then spits out with
impressive accuracy through the large maw situated
between its petals. The acid is strong enough to dissolve
flesh, for easier consumption.
Barbed Orchid
A barbed orchid stands out from other lashers for its large, Lasher
vibrant flower-head, centre of which some describe as Medium plant, unaligned
resembling an owlbeast's beak. Their long tendrils are
covered with barbs, which they strike out at prey and Armor Class 11 (natural armor)
intruders alike. Hit Points 5 (1d8 + 1)
Speed 30 ft., climb 20 ft.
Bloodpetal Flayer
At a glance, most would take the bloodpetal flayer for little STR DEX CON INT WIS CHA
more than a very colorful lasher. Looks are sure to betray,
however; as these lashers are unmatched for their ferocity, 8 (-1) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
and for the potency of the vile toxin kept in their sharp
thorns. Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft., passive Perception 9
Variant: Mature Lasher Languages —
When lashers reach maturity, some learn to channel Challenge 1/8 (25 XP)
the powers of the moon in their favor.
A mature lashers has the same statistics as a False Appearance. While the lasher remains motion-
lasher spitter, except that it has a Wisdom score of less, it is indistinguishable from an ordinary plant.
12, and replaces the spitter's action options with the
following action options Actions
Dream Lash. Ranged Spell Attack: +3 to hit, range
Thorny Slash. Melee Weapon Attack: +3 to hit, reach 5
L 15/30 ft., one target. Hit: 5 (1d10) radiant damage.
ft., one target. Hit: 4 (1d6 + 1) piercing damage.

LASHERS
58
Lasher Spitter Barbed Orchid
Medium plant, unaligned Medium plant, unaligned

Armor Class 12 (natural armor) Armor Class 14 (natural armor)


Hit Points 13 (2d8 + 4) Hit Points 26 (4d8 + 8)
Speed 30 ft., climb 20 ft. Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 4 (-3) 8 (-1) 3 (-4) 13 (+1) 15 (+3) 14 (+2) 4 (-3) 8 (-1) 3 (-4)

Skills Stealth +4 Skills Stealth +5


Damage Vulnerabilities fire Damage Vulnerabilities fire
Condition Immunities blinded, deafened Condition Immunities blinded, deafened
Senses blindsight 60 ft., passive Perception 9 Senses blindsight 60 ft., passive Perception 9
Languages — Languages —
Challenge 1/2 (100 XP) Challenge 1 (200 XP)

False Appearance. While the lasher remains motion- False Appearance. While the lasher remains motion-
less, it is indistinguishable from an ordinary plant. less, it is indistinguishable from an ordinary orchid.

Actions Actions
Thorn Slash. Melee Weapon Attack: +4 to hit, reach 5 Multiattack. The lasher makes two thorn slash attacks.
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Thorn Slash. Melee Weapon Attack: +4 to hit, reach 5
Acid Spit. Ranged Weapon Attack: +4 to hit, range ft., one target. Hit: 5 (1d6 + 2) piercing damage.
15/30 ft., one creature. Hit: 6 (1d8 + 2) acid damage.
Thorn Volley. Ranged Weapon Attack: +4 to hit, range
At the end of each of its turns, the creature must
15/30 ft., one creature. Hit: 6 (1d8 + 2) poison
make a DC 10 Constitution saving throw, taking 2
damage.
(1d4) acid damage on a failure or ending the recurring
acid damage on a success. Reactions
Thorn Shield. When a creature within 5 feet of the
lasher hits it with a melee attack, the creature takes 2
(1d4) piercing damage.

Bloodpetal Flayer False Appearance. While the lasher remains motionless,


it is indistinguishable from an ordinary flower.
Medium plant, unaligned
Actions
Armor Class 14 (natural armor)
Multiattack. The lasher makes two thorn slash attacks or
Hit Points 39 (6d8 + 12)
uses its whirlwind strike.
Speed 30 ft., climb 20 ft.
Thorn Slash. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage, and the
STR DEX CON INT WIS CHA target must succeed on a DC 13 Constitution saving
14 (+2) 16 (+3) 14 (+2) 4 (-3) 8 (-1) 3 (-4) throw or take 2 (1d4) poison damage.
Whirlwind Strike (Recharge 5-6). The lasher lashes out in
Skills Stealth +5 all directions with thorny vines, tearing any opponent
Damage Vulnerabilities fire within range. Each creature in a 10-foot radius centered
Condition Immunities blinded, deafened on the lasher must make a DC 13 Dexterity saving
Senses blindsight 60 ft., passive Perception 9 throw. On a failed save, a creature takes 9 (2d8)
Languages — piercing damage.
Challenge 2 (450 XP)

LASHERS
59
Leper Gnome
Beneath the snow capped mountains of Dun Morogh lay
the halls of Gnomeregan. Once the gnomish capitol, the
city's irradiated halls now only swarm with troggs and
crazed, addled gnomes. These gnomes, permeating with
radiation, have become known as leper gnomes. Their skin
has turned a sickly green, dotted with abscesses that burst
at the smallest stress or strain.
A Necessary Sacrifice. When the gnomish capitol of
Gnomeregan was invaded by troggs, a desperate decision
was made when the High Tinker ordered all radioactive
waste from the city's numerous machines unleashed.
Vented through the city in a noxious green gas, and
flooded through the pipes in rivers of green goop, the
attempt to cull their invaders ultimately killed off more
gnomes than troggs -- and left the city a radioactive
wasteland, riddled with danger.
Worse yet, as the city's ruins were later explored, it
became clear how many had survived the ordeal; all of
them mutated and driven mad by the city's green haze.
Hostile Insanity. Fractious at best, the leper gnomes
have continued their life in Gnomeregan as though all is as
it once was. Their minds warped by toxic fumes, most leper
gnomes do not seem to grasp the reality of their situation.
Most dangerous are the few that do.
Still sharing the city with their trogg invaders, leper
Leper Gnome gnomes are known to be extremely paranoid and prone to
Small humanoid (gnome), chaotic evil
immediate hostility toward any who would come looking
for them. After all, anyone they don't know could suddenly
turn out to be in tow with the troggs.
Armor Class 11 Mutated Creatures. Once the radiation takes hold in a
Hit Points 9 (2d6 + 2) creature, as witnessed with the leper gnomes, it slowly
Speed 25 ft. warps into something else; gradually tearing it apart until
little more is left than a mindless puddle of toxic sludge.
STR DEX CON INT WIS CHA With the time the leper gnomes have spent below the earth,
in Gnomeregan, some unfortunate few have already
8 (-1) 13 (+1) 12 (+1) 13 (+1) 10 (+0) 9 (-1) twisted and devolved into monstrous aberrations.
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10
Languages Common, Gnomish Radiation Disease
Challenge 1/4 (50 XP)
When an uninfected creature comes into contact
with a source of radiation — such as contaminated
Escape Artist. The gnome can move through the space water, being bitten by an infected creature, or for
of any Medium or larger creature. every hour spent in a high-radiation area — the
creature must succeed on a DC 11 a Constitution
Gnome Cunning. The gnome has advantage on
saving throw or contract the radiation disease.
Intelligence, Wisdom, and Charisma saving throws
It takes 1d4 days for the disease to manifest. As it
against magic.
does, the creature's skin takes on a sickly green tint
Miasma. When the gnome dies, toxic fumes spread in and abscesses start to spread across its surface. At
a 10-foot radius out from it. The fumes spread around the end of that period, the creature gains advantage
corners and its area is lightly obscured. It lasts for 1 on saving throws against poison and resistance
minute or until a strong wind disperses it. Creatures against poison damage. However, the creature also
that start their turn in that area must succeed on a DC has disadvantage on all Strength and Dexterity ability
11 Constitution saving throw or gain the radiation checks, as well as weapon attack rolls.
sickness. Read the Radiation Sickness sidebar for Once a creature has carried the radiation disease
more information. for more than two weeks, its skin turns completely
green. It no longer suffers from disadvantage on
Actions ability checks or weapon attacks, but it gains an
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 indefinite madness as described in the Dungeon
ft., one target. Hit: 4 (1d6 + 1) piercing damage. Master's Guide (p. 260).
The radiation symptoms can be cured by a spell,
Pistol (Recharge 5-6). Ranged Weapon Attack: +3 to such as lesser restoration. Once the disease has
hit, range 60/240 ft., one target. Hit: 6 (1d10 + 1) manifested, a more potent spell such as greater
L piercing damage. restoration or heal is required.

LEPER GNOME
60
Makrura
A makrura is a large aquatic creature found living in small
colonies along Azeroth's numerous coastlines and deep
oceans. They resemble enormous crayfish, some near six
feet tall, to which some call them lobster men.
Aggressive and Hostile. Makruras within the confines
of their colony are immediately hostile toward intruders,
and will attack anyone who dare approach. With their
massive claws, they pinch and pin their target down, before
subsequently tearing it into tiny pieces.
Wrecked Colonies. With their homes often situated in
turbulent waters or along contested shorelines, it is not
uncommon for a colony to seek seclusion by taking shelter
inside wrecked ships or underwater caverns.
Savory Prey. Makrura meat is a delicacy, tried and
tested, for many races both above and beneath the ocean.
Some towns and villages may try to turn a nearby colony
into a hunting opportunity, though the most prominent
enemy of the makrura are murlocs and nagas.
Makrura Tidecaller
Some Makrura have an innate affinity for water magic, able
to summon its powers at will. These notorious mystics are
Makrura Tidecaller
Medium monstrosity, unaligned
known as tidecallers; often wise sages in their colonies,
they bring forth the tides both to heal and to harm.
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft.

Makrura STR DEX CON INT WIS CHA


Medium monstrosity, unaligned
13 (+1) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 6 (-2)
Armor Class 15 (natural armor)
Hit Points 26 (4d8 + 8) Skills Perception +4, Stealth +4
Speed 30 ft., swim 30 ft. Senses blindsight 30 ft., passive Perception 14
Languages Nerglish
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
Amphibious. The makrura can breathe air and water.
13 (+1) 15 (+2) 14 (+2) 7 (-2) 10 (+0) 6 (-2)
Innate Spellcasting. The makrura's innate spellcasting
Skills Stealth +4 ability is Wisdom (spell save DC 12). It can innately
Senses blindsight 30 ft., passive Perception 10 cast the following spells, requiring no material
Languages Nerglish components:
Challenge 1 (200 XP) At will: frostbite, mending, shape water
3/day each: armor of agathys, entangle, healing word
Amphibious. The makrura can breathe air and water. 1/day each: fog cloud, mass healing word, tidal wave
Actions Actions
Multiattack. The makrura attacks twice with its claws. Multiattack. The makrura attacks twice with its claws.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) bludgeoning damage. The target. Hit: 8 (2d6 + 1) bludgeoning damage. The
target is grappled (escape DC 11) The makrura has target is grappled (escape DC 11) The makrura has
two claws, each of which can grapple only one target. two claws, each of which can grapple only one target.
M

MAKRURA
61
Mana Wyrms
Manifesting near pockets of arcane energy, mana wyrms
are, as the name implies, serpent-like creatures that
shimmer with arcane energy.
Their bodies are translucent, hovering above the ground
as though they are swimming through the air. More a
nuisance than a threat, they rarely pose much concern for
seasoned adventurers who happen by them.
Unstable Temperament. The temperament of a mana
wyrm hangs solely on how long it’s been since it last fed.
Though they are considered fairly harmless, an agitated
wyrm can very quickly turn aggressive. If threatened, they
are known to explode in a flash of arcane energy.
Arcane Sense. A mana wyrms can sense the presence
of arcane energy around it, and will gravitate toward its
source. If the source is a creature and the wyrm is hungry,
it may attempt to attack the creature accordingly.
Arcane Wyrm
Arcane Wyrm An arcane wyrm is in many ways similar to a mana wyrm,
Large elemental, unaligned though it is much, much larger, slowly snaking their way
through the air near arcane fonts.
Armor Class 15 (natural armor) Some have attributed their existence to them simply
Hit Points 29 (4d10 + 8) being left to feed on too much energy, though their
Speed 0 ft., fly 50 ft. (hover) temperament is still calm and even so long as they are not
directly threatened.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 12 (+1) 11 (+0) 8 (-1)

Damage Immunities force Mana Wyrm


Condition Immunities prone Small elemental, unaligned
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 2 (450 XP) Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 0 ft., fly 30 ft. (hover)
Death Burst. When the wyrm dies, it explodes in a
burst of arcane. Each creature within 15 feet of it
must make a DC 13 Dexterity saving throw, taking 10 STR DEX CON INT WIS CHA
(3d6) force damage on a failed save, or half as much
damage on a successful one. 7 (-2) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 8 (-1)

Magic Sense. The wyrm can sense magic users within Damage Immunities force
30 feet of it, and focus its attacks on those creatures. Condition Immunities prone
Mana Burn. Whenever the wyrm hits a target with its Senses darkvision 60 ft., passive Perception 10
bite, the target must succeed on a DC 13 Intelligence Languages —
saving throw or have their lowest available spell slot Challenge 1/4 (50 XP)
expended. The target regains any spell slots lost in
this way when they finish a short rest. Death Burst. When the wyrm dies, it explodes in a
burst of arcane. Each creature within 10 feet of it
Actions must make a DC 11 Dexterity saving throw, taking 5
Multiattack. The wyrm makes two attacks: one with its (2d4) force damage on a failed save, or half as much
bite and one to constrict. damage on a successful one.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Magic Sense. The wyrm can sense magic users within
target. Hit: 7 (1d8 + 3) force damage. 30 feet of it, and focus its attacks on those creatures.
Constrict. Melee Weapon Attack: +5 to hit, reach Mana Burn. Whenever the wyrm hits a target with its
5 ft., one Medium or smaller creature. Hit: 2 (1d4) bite, the target must succeed on a DC 11 Intelligence
bludgeoning damage plus 7 (2d4 +3) force damage. saving throw or have their lowest available spell slot
The target is grappled (escape DC 13) if the wyrm expended. The target regains any spell slots lost in
isn't already constricting a creature, and the target is this way when they finish a short rest.
restrained until this grapple ends.
Actions
Faerie Fire (1/day). The wyrm manifests the effects of a
M faerie fire spell within 60 feet of it (spell save DC 12). Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) force damage.

MANA WYRMS
62
Mechanicals
Mechanical constructs distinguish themselves from organic
creatures mainly for their lack of blood, internal organs,
and natural instincts. Instead, gears whirr and circuits
spark inside these mobile machinations.
Some act only at the behest of whoever holds the remote,
while others automatically carry out their given set of pre-
configured instructions. Some mechanicals distinguish
themselves even further, possessing instructions so
meticulously crafted as to resemble genuine intelligence.
As they are wholly driven by the logic of their
instructions, mechanical constructs do not possess the
ability to give any emotional response: they cannot be
charmed, and they certainly cannot be frightened.
Titanic Legacy. The origin of Azeroth's great mechanical
achievements can be traced back to the titanic Watchers
and the ordering of Azeroth. There, the titanic Keeper
Mimiron oversaw the creation of a race of diminutive
clockwork humanoids -- mechagnomes, forerunners of the
gnomes -- as well as a number of other mechanical
creations that have since stood the test of time.
Gnomish and Goblin Ingenuity. Alongside the legacy of
the gnomes, instinctively carrying on the work of their
titanic creator, another point of technological innovation
across Azeroth has been the artifically enhanced ingenuity
of the goblins. Unlike the gnomes, however, goblin
creations have a tendency to be remarkably destructive.
The two races lead a contested field of engineering, and
have overseen countless mechanical wonders and mishaps
across the years -- including cities, transportation systems,
explosive automatons, and giant death rays.
Mechanical Animal Template
A mechanical animal is any Huge or smaller construct
created by a skilled engineer to mimic a beast of the same
size. The following characteristics change or are added to a
Mechanostrider creature when a mechanical version is created.
Medium construct, unaligned Retained Characteristics. The mechanical animal
retains its Armor Class, hit points, Hit Dice, Speed,
Armor Class 11 Strength, Dexterity, Constitution, vulnerabilities, resis-
Hit Points 9 (2d8) tances, immunities, and special traits.
Speed 40 ft. Lost Characteristics. The mechanical animal loses its
original saving throw and skill bonuses, and special sense.
It loses any action that isn't Multiattack or a melee weapon
STR DEX CON INT WIS CHA attack that deals bludgeoning, piercing, or slashing
12 (+1) 13 (+1) 10 (+0) 3 (-4) 11 (+0) 1 (-5) damage. If it has an action or a melee weapon attack that
deals some other type of damage, it loses the ability to deal
Skills Athletics +3 damage of that type, unless the damage comes from a piece
Condition Immunities charmed, exhaustion, frightened of equipment, such as a magic item.
paralyzed, petrified, poisoned Type. The mechanical animal's type is construct, and it
Senses darkvision 60 ft., passive Perception 10 loses any tags it might have had.
Languages understands gnomish but can't speak Alignment. The mechanical animal is unaligned.
Challenge 1/8 (25 XP) Ability Scores. The mechanical animal's ability scores
change as follows: Int 3 (-4), Wis 11 (+0), Cha 1 (-5).
Immutable Form. The mechanostrider is immune to Senses. The mechanical animal has 60 feet darkvision.
any spell or effect that would alter its form. Condition Immunities. The mechanical animal can't be
charmed, frightened, paralyzed, petrified, poisoned, or gain
Actions exhaustion levels.
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one Languages. The mechanical animal loses all languages
target. Hit: 3 (1d4 + 1) piercing damage. it might've known, and understand the languages of its
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
creator, but can't speak.
one target. Hit: 4 (1d6 + 1) slashing damage. Sample Mechanical Animal
As an example, the Mechanostrider shown here uses the
M
base statistics of a tallstrider.
MECHANICALS
63
Alarm-o-Bot Crowd Pummeler
These constructs are, as the name suggests, walking A mechanical design adopted by both goblins and gnomes,
alarms. Envisioned by gnomes as a safeguard against crowd pummelers take the form of a tall, bipedal construct
threats hiding in the dark, rugged terrain of their homeland, loaded with weapons. Its name is not coincidental, as it is
the alarm-o-bot keeps a constant watch for sights, sounds, often used as a cheap throw-away sentry; programmable
and more with its numerous sensors. If there's a presence with a set of laws and regulations, alongside a chief
it cannot confirm to be friendly, it blares out a high-pitched directive to pummel any perpetrators.
warning that danger is afoot.
Mechano-Tank
Bombling The Mechano-tank, or spider tank, is a gnomish construct
An old goblin classic, the bombling -- or bomb bot -- is a best known for its armoured chassis and spider-like design.
small set of legs and a pair of eyes designed to carry an Built for close quarters, the tanks are reinforced to
explosive charge on its back. It can be primed both to a withstand the elements and fined-tuned for maximum
specific target and to a general swathe of targets, which it destruction. Their legs are able to contract and release,
will then try to chase down. Once it gets close enough, it allowing the tank to launch forward into combat.
detonates.

Alarm-o-bot Bombling
Small construct, unaligned Small construct, unaligned

Armor Class 10 Armor Class 10


Hit Points 7 (2d6) Hit Points 7 (2d6)
Speed 20 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 10 (+0) 3 (-4) 11 (+0) 1 (-5) 6 (-2) 10 (+0) 10 (+0) 3 (-4) 11 (+0) 1 (-5)

Skills Perception +4 Damage Resistances poison


Damage Resistances poison Condition Immunities charmed, exhaustion, frightened
Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned
paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 14
Senses darkvision 60 ft., blindsight 60 ft., passive Languages —
Perception 14 Challenge 1/8 (25 XP)
Languages —
Challenge 0 (10 XP) Detonate. When the bombling dies, it detonates in a
10-foot radius explosion. Any creature within range
DANGER! When the alarm-o-bot notices a creature must make a DC 10 Dexterity saving throw, taking 9
that isn't a construct or gnome it sends out a warning (2d8) fire damage on a failed save, or half as much
that can be heard within 240 feet of it. damage on a successful one.
Immutable Form. The alarm-o-bot is immune to any Immutable Form. The bombling is immune to any spell
spell or effect that would alter its form. or effect that would alter its form.
Actions Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one Self-destruct. The bombling immediately detonates,
M target. Hit: 1 (1d4 - 1) bludgeoning damage. killing itself in the process.

MECHANICALS
64
Crowd Pummeler
Medium construct, unaligned

Armor Class 13 (natural armor)


Hit Points 32 (5d6 + 15)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 9 (-1) 16 (+3) 3 (-4) 11 (+0) 1 (-5)

Damage Resistances poison, psychic; bludgeoning,


piercing, and slashing from non magical attacks
Condition Immunities charmed, exhaustion, frightened
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands gnomish but can't speak
Challenge 3 (700 XP)

Immutable Form. The pummeler is immune to any


spell or effect that would alter its form.

Actions
Multiattack. The pummeler makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Crowd Pummel (Recharge 6). The pummeler slams its
claws into the ground. Each creature within 5 feet of
it must make a DC 12 Dexterity saving throw, taking Crewing a Mechano-tank
9 (2d8) bludgeoning damage on a failed save, or half
as much damage on a successful one. On a failed Most mechano-tanks are manual machines that
saving throw, the target is knocked prone. require a pilot to operate, and even autopiloted tanks
can be overwritten to work manually for a time.
A creature can use its action to attempt to climb a
piloted mechano-tank by succeeding on a DC 14
Strength (Athletics) check. On a failed save, the
Variant: Arcane Nullifier creature expends half its movement and is unable to
climb the mechano-tank.
An arcane nullifier has a challenge rating of 4 (1,100 The controls of the mechano-tank is sealed tight
XP). It has the same statistics as a crowd pummeler behind a hatch. The hatch can be opened with a
except that it replaces the pummeler's action successful DC 20 Strength check, or broken if dealt
options with the following action options. 20 bludgeoning, piercing, or slashing damage, it has
an Armor Class (AC 15).
Multiattack. The nullifier makes two claw attacks.
A Small or smaller creature can expend 5 feet of
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
movement to enter an unoccupied mechano-tank. A
one target. Hit: 11 (2d6 + 4) slashing damage.
Slow (Recharge 5-6). The nullifier targets one creature unfamiliar with the controls of tank must
creature it can see within 10 feet of it. The creature succeed on a DC 15 Intelligence check to under-
must make a DC 13 Wisdom saving throw against stand the controls of the machine before it is able to
this magic. On a failed save, the creature can't use pilot it and control its actions and movement.
While piloted, the mechano-tank's Intelligence,
reactions, its speed is halved, and it can't make more
Wisdom, and Charisma scores are exchanged with
than one attack on its turn. In addition, the creature
those of the pilot. A piloted tank uses the initiative
can take either an action or a bonus action on its
of its pilot. The pilot must use its action, reaction,
turn, not both. The effect lasts for 1 minute. The
and movement to use the machines action options
creature can repeat the saving throw at the end of
or force it to move to a new location. While a crea-
each of its turns.
ture is crewing the mechano-tank, it is considered to
Nullify (Recharge after a Long Rest). The nullifier
have full cover against any attack made against it
attempts to dispel all magical effects within 30 feet
from the ground.
of it, as if it had cast the dispel magic as a 3rd-level
Taking control of an autopiloted tank requires a
spell on everything within range.
successful DC 17 Tinker's Tool Intelligence check.
The nullifier also gains the following reaction. On a successful save, the creature takes control of
the tank until the end of the creature's next turn. At
Reflection Field. When a creature hits the nullifier which point the tank's failsafe mechanisms return,
with a ranged spell attack, the nullifier can reflect the requiring a new save to temporarily take control of it.
spell onto a target within 15 feet of it.
M

MECHANICALS
65
Mechano-tank Multiattack. The tank can use its Charged Leap. It then
makes two machine gun attacks.
Large construct, unaligned
Machine Gun. Ranged Weapon Attack: +5 to hit, range
Armor Class 15 (natural armor) 120/380 ft., one target. Hit: 11 (2d8 + 2) piercing
Hit Points 95 (10d10 + 30) damage.
Speed 40 ft., climb 40 ft. Thrower Weapon (Recharge 5-6). The tank uses its
thrower to spew out a blast of destructive energy. The
mechano-tank type determines the size, shape, and
STR DEX CON INT WIS CHA damage type of the thrower's attack. Each creature in
17 (+3) 14 (+2) 16 (+3) 13 (+1) 10 (+0) 9 (-1) the area of the thrower must make a DC 14 saving
throw, the type of which is determined by the tank's
thrower type. A creature takes 18 (4d8) damage on a
Damage Resistances poison; bludgeoning, piercing, and
failed save, or half as much damage on a success.
slashing from non magical attacks
Condition Immunities charmed, exhaustion, frightened Charged Leap (Recharge 6). The tank leaps high into the
paralyzed, petrified, poisoned air, landing in a space no more than 60 feet from where
Senses darkvision 60 ft., blindsight 60 ft., passive it started. Each creature in the tank's space when it
Perception 10 lands must make a DC 15 Dexterity saving throw,
Languages Common, Gnomish taking 10 (3d6) damage of the tank's thrower type on a
Challenge 6 (2,300 XP) failed save, or half as much damage on a successful
one. On a failed saving throw, a target is knocked
Immutable Form. The tank is immune to any spell or prone.
effect that would alter its form.
Mechano-tank Type
Magic Resistance. The tank has advantage on saving Type Damage Thrower Weapon
throws against spells and other magical effects.
Firewalker Fire 15 ft. cone (Dex. save)
Mechano Resistance. The tank is resistance to the
damage type of its thrower weapon, as described in the Frostwalker Cold 15 ft. cone (Con. save)
Mechano-tank Type table below. Shockwalker Lightning 5 by 30 ft. line (Dex. save)

M Actions

MECHANICALS
66
Murloc
From a distance, the degenerate and fishlike murlocs might
not seem like much of a threat, but the small creatures are
rarely cornered alone. They rarely venture far from their
waters, and never too far from their tribe. Though they
might seem humorous for their ways, behind their blank
expressions hides a murderous mind.
Strange Territories. Murlocs populate coastlines, lake-
shores and swamps, and prefer to keep within their
territory. A murloc tribe on the move is often one looking
for a new place to settle -- and settled they certainly have, in
nearly every corner of Azeroth.
They build their chaotic villages out of mud-and-twig
huts, resembling structures more suited for life underwater
than life along the shore. There's no orderly pattern to
where a murloc would build its home, though the tribe's
oracle and strongest fighters tend to claim the best spots.
Questionable Intelligence. Most would argue that
murlocs are not very intelligent, considering their simple
lives and near-indecipherable language.
Still, they are ferocious hunters and zealous in their faith.
There does not appear to be any singular belief to which
the murlocs keep. Instead, they follow the whim of what
signs they read from the elements, and occasionally the
will of other aquatic entities -- including nagas.
Pack Hunters. Though murlocs are not particularly
brave, they will attempt to hunt foes that they can
outnumber. In doing so, they lead just a few murlocs ahead
to trick their quarry into giving chase, often into murky
waters if they can. There, the brunt of the tribe's hunters lay
in wait, leaping into the fray like a swarm of hungry fish.
Murloc
Murloc Tidehunter Small monstrosity, neutral evil
While most murlocs know to wield a blade or a spear, some
select few have harnessed an aptitude for bringing finer Armor Class 12 (natural armor)
tools to the hunt. The tidehunters weave and keep their Hit Points 4 (1d6 + 1)
own nets, sharing techniques for heavy weights and barbed Speed 25 ft., swim 25 ft.
hooks within their hunting parties. A group of tidehunters
on the prowl can be a serious threat to anyone foolish STR DEX CON INT WIS CHA
enough to pass through their territory.
10 (+0) 13 (+1) 12 (+1) 9 (-1) 12 (+1) 7 (-2)
Murloc Oracle
A few select murlocs are elevated above the rest of their Skills Survival +3
tribe, born to a strong will and a natural affinity for magic. Senses darkvision 60 ft., passive Perception 11
Languages Nerglish
These murlocs, known as oracles, are adept spellcasters. Challenge 1/8 (25 XP)
They are masters of the elements and can use them to
control the environment around their enemies. Amphibious. The murloc can breathe air and water.
Murloc Names and Languages Pack Tactics. The murloc has advantage on an attack
The murlocs' native tongue is Nerglish; a strange, aquatic roll against a creature if at least one of the murloc's
allies is within 5 feet of that creature and the ally isn't
language in similar lieu to Low Common, which they share incapacitated.
with a handful of other creatures.
Their names, just like their language, are wet and soft- Slippery. The murloc has advantage on ability checks
sounding. They don't keep individual surnames, but rather and saving throws made to escape grapple.
take to their name of their tribe -- which in turn recalls the Actions
tribe's deeds, appearance, history, or tradition.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Male Names: Ashmol, Loshof, Molgoo, Shlesh target. Hit: 3 (1d4 + 1) piercing damage.
Female Names: Malash, Orgloom, Seeshen, Shyresh
Tribe Names: Blindlight, Bluegill, Greymist, Slatspittle Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
damage, or 5 (1d8 + 1) piercing damage if used with
two hands to make a melee attack.
M

MURLOCS
67
Murloc Tidehunter Murloc Oracle
Medium monstrosity, neutral evil Medium monstrosity, neutral evil

Armor Class 14 (natural armor, shield) Armor Class 13 (natural armor)


Hit Points 11 (2d8 + 2) Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 9 (-1) 12 (+1) 7 (-2) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 7 (-2)

Skills Athletics +3, Survival +3 Skills Perception +4 Survival +3


Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 14
Languages Nerglish Languages Nerglish
Challenge 1/4 (50 XP) Challenge 1 (200 XP)

Amphibious. The murloc can breathe air and water. Amphibious. The murloc can breathe air and water.
Pack Tactics. The murloc has advantage on an attack Pack Tactics. The murloc has advantage on an attack
roll against a creature if at least one of the murloc's roll against a creature if at least one of the murloc's
allies is within 5 feet of that creature and the ally isn't allies is within 5 feet of that creature and the ally isn't
incapacitated. incapacitated.
Slippery. The murloc has advantage on ability checks Slippery. The murloc has advantage on ability checks
and saving throws made to escape grapple. and saving throws made to escape grapple.
Actions Innate Spellcasting. The murloc's innate spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one spell attacks). It can innately cast the following spells,
target. Hit: 3 (1d4 + 1) piercing damage. requiring no material components.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or Cantrips (at will): mending, shape water, toll the dead
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing 1st-level (3 slots): fog cloud, sleep, thunderwave
damage, or 5 (1d8 + 1) piercing damage if used with
two hands to make a melee attack. Actions
Net. Ranged Weapon Attack. +3 to hit, range 5/15 ft., Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one Large or smaller creature. Hit: The target is target. Hit: 4 (1d4 + 2) piercing damage.
restrained. A creature can use its action to make a DC
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or
10 Strength check to free itself or another creature in
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
a net, ending the effect on a success. Dealing 5
damage, or 6 (1d8 + 2) piercing damage if used with
slashing damage to the net (AC 10) frees the target
M without harming it and destroys the net.
two hands to make a melee attack.

MURLOCS
68
Nagas
The naga are former Highborne night elves, transformed
into a race of horrifying sea serpents.
During the Great Sundering, when the Kaldorei city of
Zin-Azshari was destroyed, the Kaldorei Queen Azshara
and many of her Highborne followers fell into the depths of
the Great Sea. Unwilling to face death, Azshara forged a
pact with an Old God, N'Zoth, which saw her and her
followers twisted into serpentine aberrations.
Most naga who remain belong to either of two groups:
those who followed the betrayer, Illidan Stormrage, to find
a new home on the shattered world of Outland; and those
still loyal to Queen Azshara and her plan to reclaim the
surface of Azeroth.
Mystical Culture. Naga culture is a complex, multi-
faceted affair. The distinction between male and female
naga saturates everything from their appearance to their
perceived place in society.
Male naga are large and muscular creatures, some of
them growing to be veritable behemoths with the strength
to tear down walls with their bare hands. Most serve as
soldiers and guardians, while some hold power as cruel
taskmasters or as warlords on the battlefield.
Female naga are more delicate, though ruthlessly
cunning and intellectually superior. They are natural
spellcasters, and hone their skills to perfection in order to
sunder their foes. Naga society is inherently matriarchal,
favouring female leaders in zealous homage to their
Highborne queen.
Azshara's Followers. The naga revere their Queen, the
mighty Azshara. To them, she is a living demigod in both
power and stature, and all they do is by her design.
Factions of naga work tirelessly in their bid for power,
seeking the Queen's blessing. To this end, there are few
limits to how far they will go to earn her favour -- even at
the cost of their own lives.
Naga Myrmidon
The myrmidons, with their navy blue skin and fearsome
tridents, are among the strongest among naga warriors.
They are feared by all who dwell near the sea; though most
prominently by the makrura.
They are often the most fanatical in their loyalty to the
Queen. So much so that some would never take to their
orders with anything other than utmost obedience.
Naga Sea Witch
"Sea witch" is the informal term for a naga priestess. Many
have witnessed the prodigious storm that mark their
presence, but few have actually seen the witch herself and
since lived to tell the tale.
They are potent spellcasters, able to use terrifying frost
and lightning spells against their foes, as well as their
Highborne legacy of the arcane for personal protection.
N

NAGA
69
Naga War Lord Male names: Atoph, Drazj, Heth'jatar, Kriellith, Nazjak,
   Naz'jaran, Skesessh, Zan'zarak
Naga war lords are male naga warriors with shells and Female names: Athiasa, Asrasi, Chazjia, Fyashi, Kazsi,
stone-like carapace fused to their skin, entirely covering    Scyalla, Najesha, Zhiasi
their head and most of their upper body. Surnames: Bloodstrike, Darksquall, Murkwail, Stormbow,
Their right arm has taken on the appearance of a large    Slitherfin, Stormscale, Wrathtail
hermit crab, though it is unknown whether this is an
inherent mutation or a deliberate choice.
Variant: Naga Siren
Naga Brute Female naga are primarily spellcasters, and consider-
Naga brutes are massive, lumbering beasts, strong enough ably powerful ones at that for how they wield the
to stand as siege weapons for the naga army. Some carry turbulent powers of the sea. Naga sirens are novice
rank and title, while others act like little more than beasts. spellcasters, as apprentices of a sea witch.
Whichever is the case for a particular brute, they are not A naga siren has the same statistics as a naga, save
avoid of intelligence. They follow given orders to the best of for Intelligence 14, Charisma 12, and the following
their abilities, and know well enough to strategize their way additional trait:
around an obvious trap when they see one. Innate Spellcasting. The naga's innate spellcasting
ability is Intelligence (spell save DC 12). It can
Naga Names and Languages innately cast the following spells, requiring no
In addition to speaking Common, the Naga have derived material components:
their own language from their Kaldorei roots -- Nazja.
Since the time of the Great Sundering, the language has At will: blade ward, ray of frost
grown to a distinctly sharp, wheezing character; well-suited 1/day each: armor of agathys, ice knife
for keeping conversation under the sea.

Naga Naga Myrmidon


Medium humanoid (naga), unaligned Medium humanoid (naga), unaligned

Armor Class 13 (natural armor) Armor Class 15 (natural armor)


Hit Points 13 (2d8 + 4) Hit Points 52 (7d8 + 21)
Speed 20 ft., swim 40 ft. Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 9 (-1) 12 (+1) 10 (+0) 16 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 10 (+0)

Skills Perception +3 Skills Perception +3


Senses passive Perception 13 Senses passive Perception 13
Languages Common, Nazja Languages Common, Nazja
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Amphibious. The naga can breathe air and water. Aggressive. As a bonus action, the naga can move up
to its speed toward an enemy of its choice that it can
Slippery. The naga has advantage on ability checks and see or hear. It must end this move closer to the
saving throws made to escape a grapple. enemy than it started.
Actions Amphibious. The naga can breathe air and water.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, Slippery. The naga has advantage on ability checks and
one creature. Hit: 5 (1d6 + 2) saving throws made to escape a grapple.
Trident. Melee or Ranged Weapon Attack: +4 to hit, Actions
reach 10 ft. or range 20/60 ft., one creature. Hit: 5
(1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing Multiattack. The naga makes two halberd attacks, one
damage if used with two hands to make a melee of which can be replaced with its constrict attack.
attack.
Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) slashing damage.
one Medium or smaller creature. Hit: 6 (1d8 + 2)
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft.,
bludgeoning damage, and target is grappled (escape
one Medium or smaller creature. Hit: 7 (1d8 + 3)
DC 12). Until the grapple ends, the creature is
bludgeoning damage, and target is grappled (escape
restrained, and the naga cannot constrict another
DC 13). Until the grapple ends, the creature is
target.
restrained, and the naga cannot constrict another
N target.

NAGA
70
Naga Sea Witch Naga War Lord
Medium humanoid (naga), unaligned Large humanoid (naga), unaligned

Armor Class 13 (16 with mage armor) Armor Class 16 (natural armor)
Hit Points 65 (10d8 + 20) Hit Points 110 (13d10 + 39)
Speed 20 ft., swim 40 ft. Speed 25 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 16 (+3) 12 (+1) 15 (+2) 18 (+4) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 15 (+2)

Skills Perception +3 Skills Perception +4


Senses passive Perception 13 Senses passive Perception 14
Languages Common, Nazja Languages Common, Nazja
Challenge 4 (1,100 XP) Challenge 7 (2,900 XP)

Amphibious. The naga can breathe air and water. Amphibious. The naga can breathe air and water.
Slippery. The naga has advantage on ability checks and Slippery. The naga has advantage on ability checks and
saving throws made to escape a grapple. saving throws made to escape a grapple.
Spellcasting. The naga is an 8th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13,
Actions
+5 to hit with spell attacks). The naga has the Multiattack. The naga makes two halberd attacks, one
following mage and shaman spells prepared: of which can be replaced with its constrict attack.
Cantrips (at will) : shape water, flurry, lightning blast Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft.,
1st level (4 slots): cure wounds, ice knife, one creature. Hit: 20 (3d10 + 4) slashing damage.
mage armor, thunderwave
2nd level (3 slots): darkness, hold person, Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft.,
warding wind one Large or smaller creature. Hit: 13 (2d8 + 4)
3rd level (3 slots): blizzard, dampen magic, tidal wave bludgeoning damage, and target is grappled (escape
4th level (1 slot): control water DC 15). Until the grapple ends, the creature is
restrained, and the naga cannot constrict another
Actions target.
Multiattack. The naga makes two scimitar attacks, one Crashing Wave (Recharges 5-6). The naga charges
of which can be replaced with its constrict attack. forward creating a wave of water that crashes anyone
on its path. The naga moves 20 feet forward in a
Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, straight line producing a wave 20 feet long, 10 feet
one creature. Hit: 11 (2d8 + 2) tall and 10 feet wide . Each creature in that area must
make a Dexterity saving throw. On a failed save, a
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft.,
creature takes 22 (5d8) bludgeoning damage and is
one Medium or smaller creature. Hit: 6 (1d8 + 2)
knocked prone. On a successful save, a creature takes
bludgeoning damage, and target is grappled (escape
half as much damage and isn't knocked prone.
DC 12). Until the grapple ends, the creature is
restrained, and the naga cannot constrict another Leadership (Recharges after a Short or Long Rest). For 1
target. minute, the naga can utter a special command or
warning whenever a non-hostile 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 naga. A
creature can benefit from only one Leadership die at a
time. This effect ends if the naga is incapacitated.
Reactions
Parry. The naga adds 3 to its AC against one melee
attack that would hit it. To do so, the naga must see
the attacker and be wielding a melee weapon.

NAGA
71
Slippery. The naga has advantage on ability checks and
Naga Brute saving throws made to escape a grapple.
Huge monstrosity, unaligned
Actions
Armor Class 17 (natural armor) Multiattack. The naga makes one bite attack and one
Hit Points 147 (14d12 + 56) slam attack.
Speed 30 ft., swim 30 ft.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) piercing damage.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
21 (+5) 15 (+2) 18 (+4) 8 (-1) 12 (+1) 7 (-2) target. Hit: 27 (4d10 + 5) bludgeoning damage.
Massive Crash (Recharges 4-6). The naga slams the
Skills Perception +5 ground creating an earth tremor around it. Each
Senses passive Perception 15 creature other than the naga in a 10-foot radius
Languages understands Nazja but doesn't speak centered on the naga must make a Dexterity saving
Challenge 9 (5,000 XP) throw. On a failed save, a creature takes 31 (7d8)
bludgeoning damage and is knocked prone. On a
Amphibious. The naga can breathe air and water. successful save, a creature takes half as much damage
and isn't knocked prone.
Relentless (Recharges after a Short or Long Rest). if the
naga takes 20 damage or less that would reduce it to 0
hit points, it is reduced to 1 hit point instead.

NAGA
72
Ogres
Ogres are large, brutish humanoids of immense strength.
Though native to the crumbling world of Draenor, many
ogres have since settled as independent clans on Azeroth.
The average adult ogre stands between 9 and 10 feet tall,
weighing in at almost a thousand pounds.
As far as the ogre is concerned, size is paramount. They
eschew any attempt to cover themselves up, keeping their
clothing simple, while brandishing fearsome warpaints.
Distant Settlements. Following the Horde's second
failure to invade Azeroth, the ogre clans that had come with
them from Draenor quickly dispersed.
Each clean headed in their own direction. Some sought
to return back home, while most were content to stake a
claim in this new world. Since then, ogres have settled
across the world; from the hills of Arathi and the Cape of
Stranglethorn, to the lush reaches of Feralas.
Clan Culture. Within ogre clans, it is the strongest that
stand in highest regard. An immense show of force is the
fastest way to rise, though also the fastest way to fall
at the hands of any enemies made along the way.
Still, for as highly as the ogres regard their
strength, the powerful and keen-minded ogre
magi are often the real presence of power
within their clan. Whether acting as the right
hand of an ogre lord, or as the clan leader
directly, they are the ones pulling the strings.
Brutish Combatants. For an ogre, the best
solution is often the simplest one. When engaged
in a fight, it is not uncommon for the ogre to risk
even deadly harm if thinks it can push through and
come out on top by sheer virtue of strength.
They are vicious opponents, strong enough to rend limb Ogre
from limb with their bare hands, and crush skulls with Large giant, chaotic evil
their spiked clubs and stone-hewn mauls.
Armor Class 11 (hide armor)
Ogre Magi Hit Points 59 (7d10 + 21)
The ogre magi, with its two heads, holds an intelligence far Speed 40 ft.
exceeding the rest of its kin. Borne of the same magic that
they wield, it was not uncommon for the Horde -- in its STR DEX CON INT WIS CHA
second invasion of Azeroth -- to force this transformation in
order to bolster its rank of spellcasters. 19 (+4) 8 (-1) 16 (+3) 8 (-1) 7 (-2) 7 (-2)
Although the two heads are not always in agreement,
they are paramount to the ogre's magical aptitude. A living Senses darkvision 60 ft., passive Perception 8
proof that having two heads can be better than having one. Languages Low Common
Challenge 2 (450 XP)
Ogre Lord
Ogre lords are massive, hulking figures, towering above Actions
their clan in both size and status. While they have no Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
aptitude for magic and little thought for intricate plans, one target. Hit: 13 (2d8 + 4) bludgeoning damage.
their imposing presence precedes them well enough to
keep the rest of their clan in check. Rock. Ranged Weapon Attack: +6 to hit, range
Many might try to challenge an ogre lord's power over 60/180 ft., one target. Hit: 15 (2d10 + 4)
the course of its heavy-handed rule, though for most of bludgeoning damage.
O
them this confrontation doesn't end well.

OGRES
73
Ogre Names and Languages
Historically, ogres have long held their own tongue, though Variant: Ogre Priest
their dispersion across Azeroth have turned many clans to A few ogre magi supplement their dark powers with
broken forms of Common -- and sometimes Orcish. healing spells to aid their allies. They are regarded as
Ogre is a very coarse language, largely consisting of spiritual leaders and record-keepers for their tribe.
short, throaty sounds. Its written form has long been kept An ogre priest has Intelligence 11 and Wisdom 14,
solely to the upper echelons of ogre society. as well as the following trait:
For many ogres, the closest remnant of their language is
in their names. Some ogres carry simple, descriptive titles Spellcasting. The ogre is a 7th-level spellcaster. Its
for names, though many still use names with clear meaning spellcasting ability is Wisdom (spell save DC 14, +5
in their own tongue. to hit with spell attacks). The ogre has the following
Most prominent are the names of the ogre magi. Their priest spells prepared:
two heads have each a mind of their own, and with it their Cantrips (at will): resistance, shadow bolt, virtue
own name. The full name of the magi is a combination of 1st level (4 slots): dark void, healing word,
the two: the smartest head first and the other thereafter. shield of faith
Male names: Chokk, Drak, Garg, Hok'kran, Krol, Mug 2nd level (4 slots): lesser restoration, mind blast,
Female names: Agra, Baki, Brakka, Nakki, Mruka, Ugra'ka silence
Tribe names: Bloodcrush, Boulderfist, Dustgorge, 3rd level (3 slots): dispel magic, fear, shadow crash
    Splinterstone, Stonemaul, Warmaul 4th level (1 slot): void shift

Ogre Magi
Large giant, chaotic evil Ogre Lord
Huge giant, chaotic evil
Armor Class 11 (13 with mage armor)
Hit Points 82 (11d10 + 22) Armor Class 15 (natural armor, metal plates)
Speed 40 ft. Hit Points 115 (11d12+44)
Speed 40 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 14 (+2) 14 (+2) 11 (+0) 7 (-2)
21 (+5) 9 (-1) 18 (+4) 10 (+0) 9 (-1) 7 (-2)
Skills Arcana +5, History +5
Senses darkvision 60 ft., passive Perception 10 Skills Perception +2
Languages Common, Ogre, Low Common Senses darkvision 60 ft., passive Perception 12
Challenge 5 (1800 XP) Languages Low Common, Ogre
Challenge 7 (2900 XP)
Spellcasting. The ogre is a 7th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, Aggressive. As a bonus action, the ogre can move up
+5 to hit with spell attacks). The ogre has the to its speed toward an enemy of its choice that it can
following mage spells prepared: see or hear. It must end this move closer to the
enemy than it started.
Cantrips (at will): blade ward, create bonfire, fire bolt
1st level (4 slots): armor of agathys, mage armor, Mighty Presence. While it is conscious, the ogre and
magic missile any friendly creature within 10 feet of it has
2nd level (4 slots): enlarge/reduce, scorching ray, advantage on saving throws against being frightened.
see invisibility
3rd level (3 slots): glyph of warding, haste, slow Actions
4th level (1 slot): arcane explosion Multiattack. The ogre makes two greatclub attacks,
Two Heads. The ogre has advantage on Wisdom one of which can be replaced with its shockwave.
(Perception) checks and on saving throws against
being blinded, charmed, deafened, frightened, Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft.,
stunned, and knocked unconscious. one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range
Actions 60/180 ft., one target. Hit: 27 (4d10 + 5)
Maul: Melee Weapon Attack: +6 to hit, reach 5 ft., one bludgeoning damage.
target. Hit: 11 (2d6 + 4) bludgeoning damage. Shockwave (Recharge 5-6). The ogre hits the ground
with its greatclub causing a burst of concussive force.
Each creature in a 15-foot cone originating from the
ogre must make a Dexterity saving throw. On a failed
save, a creature takes 14 (4d6) bludgeoning damage
and is knocked prone. If the ground in that area is
O loose earth or stone, it becomes difficult terrain.

OGRES
74
Owlbeast
Large monstrosity, neutral good Owlbeasts
The owlbeasts are serene and powerful creatures,
Armor Class 13 (natural armor) inhabiting many forested regions across Azeroth.
Hit Points 45 (6d10 + 12) They resemble a cross between a bear and an owl,
Speed 30 ft. suited with the antlers of a great stag and the massive,
hooked beak of a bird of prey.
STR DEX CON INT WIS CHA With their lumbering build and remarkably strong claws,
they might seem like fearsome predators. However, their
16 (+3) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 8 (-1) looks betray them for the gentle creatures they really are --
at least when they are left well alone.
Skills Perception +4 Forest Settlements. Owlbeasts keep to dense forests,
Senses darkvision 60 ft., passive Perception 13 finding shelter to build nests between rocks and inside
Languages understands Darnassian but can't speak caves. They are social creatures at heart, living harmoni-
Challenge 3 (700 XP) ously with their fellows in small colonies, not keeping to
any apparent structure of leadership.
Keen Sight and Smell. The owlbeast has advantage on From time to time, their choice of settlement may bring
Wisdom (Perception) checks it makes that rely on
sight or smell.
them into close contact with another race. For the most
part, this is not a problem, as the creatures have been seen
Actions thriving in the company of night elves and tauren.
Other times, it may force them to fight for their claim or
Multiattack. The owlbeast makes two attacks: one with move on to somewhere else. Once first provoked, they are
its beak and one with its claws. quick to enrage -- at which point all hope for reason may
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one well be lost.
creature. Hit: 7 (1d8 + 3) piercing damage, or 10 Peaceful Creatures. Travellers with the care to show
(1d8 + 6) piercing damage while enraged. respect are seldom hard-pressed to find aid from these
gentle giants; whether they're seeking help, or a safe
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6 + 3) slashing damage, or
passage out of the woods. Still, if one does opt to disregard
13 (2d6 + 6) slashing damage while enraged.
the owlbeasts or meet them with hostile intent, they are
rarely ever shy to respond in kind.
Wild Rage (Recharges after a Short or Long Rest). Children of Elune. The goddess Elune first created the
For 1 minute the owlbeast enters a rage. While Owlbeasts in ages past, joining the strength of the bear
enraged, the owlbeast's attacks deal an additional 3 with the wisdom of the owl, to serve as guardians for the
damage (included in the attacks), and makes Strength demigod Cenarius. Though blessed by the moon, some
checks and Strength saving throws with advantage.
have fallen stray from their path, lost and confused without O
the guidance of their goddess.
OWLBEASTS
75
    Corruptible Minds. Owlbeasts are, as with most wild
beings on Azeroth, susceptible to corruption. Whether by
fel energies or nightmarish whispers, it only takes so much
to tip the scales and turn these docile beings into ferocious
monsters. Such flocks are eventually sought out by druids
seeking to intervene, though there is no telling what chaos
they might have wrought in the meantime.
Moonkin
Though all owlbeasts are children of Elune, few keep their
blessing closer to heart than the graceful moonkin. The
two may seem near indistinguishable at first, but the
moonkin's heightened mind leaves it more than capable of
coherent dialogue and rational thought.
Bound to their groves and keeping in druidic circles, to
whom they act as guardians, they boast a formidable
breadth of magical power.

Moonkin
Large monstrosity, chaotic good

Armor Class 13 (16 with barkskin)


Hit Points 85 (10d10 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 8 (-1)

Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Darnassian
Challenge 5 (1,800 XP)

Keen Sight and Smell. The moonkin has advantage on


Wisdom (Perception) checks it makes that rely on
sight or smell.
Spellcasting. The moonkin is a 9th-level spellcaster. Its
spell casting ability is Wisdom (spell save DC 14, +6
to hit with spell attacks). The moonkin has the
following druid spells prepared:
Cantrips (at will) : druidcraft, resistance, solar wrath
1st level (4 slots): healing word, entangle, faerie fire,
starfire
2nd level (3 slots): barkskin, cyclone, moonbeam
3rd level (3 slots): mass healing word, plant growth,
starsurge
4th level (3 slots): grasping vines, guardian of nature,
5th level (1 slot): wrath of nature
Actions
Multiattack. The moonkin makes two attacks: one with
its beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 12 (2d8 + 3) slashing damage.

OWLBEASTS
76
Quilboars
A ferocious, suicidally brave race, quil-
boars are renowned for their stubby,
pig-like appearance. Rows of sharp
spines run down their hunched
backs, and stubby tusks protrude
from their mouth.
They adorn their skin with tribal markings and
tattoos, and their devotion to their tribe may seem almost
alien to most other races.
Sacred Settlements. Quilboars live in the protective
Quilboar shade of enormous bramble roots, so large that they choke
Medium humanoid (quilboar), neutral evil the land of all other life. These thorny landscapes, believed
to have first grown from the blood of the ancient guardian
Armor Class 11 Agamaggan, are considered sacred to the quilboars.
Hit Points 7 (1d8 + 2) Should the land become too barren for even them, they
Speed 30 ft. are quick to tear down and move on. Once a tribe finds a
new place to settle, its mighty thornweavers seed and grow
forth new roots for them to live in.
STR DEX CON INT WIS CHA Hostile Colonies. Within their thorny settlements, a
12 (+1) 11 (+1) 14 (+2) 8 (-1) 10 (+0) 9 (-1) quilboar tribe can grow impressively large. Loyalty to the
tribe is paramount for its survival, to which they train their
Senses darkvision 60 ft., passive Perception 10 young quickly to meet any outsiders with hostility.
Languages Common, Quilboar Ancient Powers. Quilboars practice a crude form of
Challenge 1/4 (50 XP) shamanism, with the blessing of Agamaggan. These
shamans, known as thornweavers, are kept in high regard
Keen Smell. The quilboar has advantage on Wisdom by their tribes as the voice of their ancient guardian.
(Perception) checks that rely on smell. They revere Agamaggan, the great boar, as their creator.
By making offerings in his name, a tribe's fighters can
Vengeance. The quilboar can make an opportunity summon forth terrifying strength as they descend upon
attack with disadvantage against a target within range their foes.
when another quilboar that it can see or hear dies.
Actions Quilboar Packmaster
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one With their natural bond to the great boar, some quilboars
target. Hit: 3 (1d4 + 1) slashing damage. have have made it their lives to raise and fight alongside
such creatures. A packmaster rarely walks alone, always
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., taking one or more boars in its company.
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Reactions Quilboar Thornweaver
Quills. In response to being hit by a melee attack, the The thornweavers are vital to a quilboar tribe's survival, as
quilboar can spew quills back at the attacker. Melee these wise shamans bring forth the thorny brambles in
Weapon Attack: +4 to hit, range 10 ft., one target. which the tribe makes its home. Even the tribe's chieftain
Hit: 4 (1d4 + 2) piercing damage. knows well to respect the word of a thornweaver. By their Q
bond, they are the voice of Agamaggan.

QUILBOARS
77
Quilboar Chieftain
At the head of the quilboar tribe sits its chieftain. In most
cases, the rise of a tribe's chieftain came at the demise of
its last. They surround themselves with their thornweavers
for guidance, and sometimes wield a host of battleguards at
their side.
Quilboar Names and Languages
The quilboar language is a rough, sharp-spoken tongue that
relies on a mixture of guttural sounds and sharp squeals.
There is little room for eloquence in their vocabulary,
though it is by no means primitive.
Their names follow a mixture of native descriptions and
short words, and their names lead descriptive, evocative
titles -- for which rough translations in other languages
often become the most widely known.
Quilboar Names: Aggem, Jargba, Gukk'rok, Hagg,
    Kuz, Mok, Nak, Roogug, Snokh, Trok
Clan Names: Blacksnout, Briarback, Bristleback,
    Foultusk, Razorfen, Razormane

Quilboar Packmaster Quilboar Thornweaver


Medium humanoid (quilboar), neutral evil Medium humanoid (quilboar), neutral evil

Armor Class 13 (leather) Armor Class 12 (16 with barkskin)


Hit Points 13 (3d8) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 9 (-1) 12 (+1) 9 (-1) 11 (+0) 14 (+2) 13 (+1) 9 (-1) 15 (+2) 9 (-1)

Skills Animal Handling +3 Senses darkvision 60 ft., passive Perception 11


Senses darkvision 60 ft., passive Perception 11 Languages Common, Quilboar
Languages Common, Quilboar Challenge 1 (200 XP)
Challenge 1/2 (100 XP)
Keen Smell. The quilboar has advantage on Wisdom
Keen Smell. The quilboar has advantage on Wisdom (Perception) checks that rely on smell.
(Perception) checks that rely on smell.
Vengeance. The quilboar can make an opportunity
Vengeance. The quilboar can make an opportunity attack with disadvantage against a target within range
attack with disadvantage against a target within range when an ally that it can see or hear dies.
when an ally that it can see or hear dies.
Spellcasting. The quilboar is a 3rd-level spellcaster. Its
Actions spellcasting ability is Wisdom (spell save DC 12, +4
to hit with spell attacks). It has the following druid
Multiattack. The quilboar uses its Master's Command. spells prepared:
It then makes one attack with its tusks or javelin.
Cantrips (at will): resistance, shillelagh, thorn whip
Tusk. Melee Weapon Attack: +2 to hit, reach 5 ft., one 1st level (4 slots): cure wounds, faerie fire, sleep
target. Hit: 2 (1d4) slashing damage. 2nd level (2 slots): barkskin, spike growth
Javelin. Melee or Ranged Weapon Attack: +4 to hit, Actions
reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6
+ 2) piercing damage. Tusk. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) slashing damage.
Master's Command. The quilboar commands a tamed
beast within 30 feet of it to attack a target, giving the Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5
beast advantage on the next attack it makes against it. ft., one target. Hit: 4 (1d8) bludgeoning damage.
Reactions Reactions
Quills. In response to being hit by a melee attack, the Quills. In response to being hit by a melee attack, the
quilboar can spew quills back at the attacker. Melee quilboar can spew quills back at the attacker. Melee
Weapon Attack: +4 to hit, range 10 ft., one target. Weapon Attack: +4 to hit, range 10 ft., one target.
Q Hit: 4 (1d4 + 2) piercing damage. Hit: 4 (1d4 + 2) piercing damage.

QUILBOARS
78
Variant: Quilboar Battleguard
A quilboar battleguard has a challenge rating of 4
(1,100 XP). It has the same statistics as a quilboar
chieftain, except it gains the following special
abilities and loses the Leadership action.
Charge. If the quilboar moves at least 20 feet
straight toward a target and then hits it with a tusk
attack on the same turn, the target takes an extra 5
(2d4) slashing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or
be knocked prone.
Relentless (Recharges after a Short or Long rest). If
the quilboar takes 12 damage or less that would
reduce it to 0 hit points, it is reduced to 1 hit point
instead.

Quilboar Chieftain Actions


Medium humanoid (quilboar), neutral evil Multiattack. The quilboar makes two melee attacks: one
with its tusk and one with its battleaxe.
Armor Class 15 (breastplate)
Hit Points 52 (8d8 + 16) Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 8 (2d4 + 3) slashing damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) slashing damage, or 14
STR DEX CON INT WIS CHA (2d10 + 3) slashing damage if used with two hands to
16 (+3) 12 (+1) 15 (+2) 13 (+1) 12 (+1) 9 (-1) make a melee attack.
Leadership (Recharges after a Short or Long Rest). For 1
Senses darkvision 60 ft., passive Perception 11 minute, the quilboar can utter a special command or
Languages Common, Quilboar warning whenever a nonhostile creature that it can see
Challenge 3 (700 XP) within 30 feet of it makes an attack roll or a saving
throw. The creature can add a d4 to its rolls provided it
Keen Smell. The quilboar has advantage on Wisdom can hear and understand the quilboar. A creature can
(Perception) checks that rely on smell. benefit from only one Leadership die at a time. This
effect ends if the quilboar is incapacitated.
Vengeance. The quilboar can make an opportunity
attack with disadvantage against a target within range Reactions
when an ally that it can see or hear dies. Quills. In response to being hit by a melee attack, the
Brute. A melee weapon deals one extra die of its quilboar can spew quills back at the attacker. Melee
damage when the quilboar hits with it (included in the Weapon Attack: +4 to hit, range 10 ft., one target. Hit:
attack). 4 (1d4 + 2) piercing damage.
Q

QUILBOARS
79
Ravagers
Native to the world of Draenor, these quadrupedal beings
roam across their surrounding land in search of food to fill
their insatiable appetite, ready to hound down and tear
apart any creature made of flesh.
Ravagers resemble giant insectiods, equipped with
ragged teeth and a voracious lust for meat. Their bodies
are covered in hard chitin, which combined with their
impressive speed make them amicable fighters.
Ferocious Carnivores. Being such fierce predators,
ravagers hunt together in swarms. They hide behind rocks
and within crevices, waiting for their quarry to come within
reach. Then, as soon as the moment comes, lunge out from
hiding and rush into the fray with overwhelming force.
Swarm Mentality. Perhaps not too surprising, given
their insect-like appearance, are the ever-growing ravager
colonies. Though their hive mind is not as intrinsically
linked as some others, it still binds the colony together as a
large, fiercely protective swarm.
Migrated Creatures. Ravagers are native to the world of
Draenor, with no true equal on Azeroth -- save for one small
colony, locked away on the Exodar with the fleeing Draenei.
The ship's subsequent crash off the northern coast of
Ravager Kalimdor saw this particular group of ravagers released
Medium beast, unaligned
into the wild. Most were stopped in their tracks, though
some may yet have escaped to flee deeper into the thickets,
or across the waters to the mainland.
Armor Class 14 (natural armor)
Hit Points 22 (4d8 + 4) Ravager Brood Mother
Speed 40 ft.
At the heart of a ravager colony sits its queen; the brood
mother. She grants the colony life, by laying the eggs that
STR DEX CON INT WIS CHA hatch into the ravager larva. For her vital part in keeping
11 (+0) 16 (+3) 13 (+1) 4 (-3) 9 (-1) 3 (-4) the colony alive, other ravagers in the colony will go to
extreme lengths to ensure her safety.
Skills Stealth +5
Damage Resistances bludgeoning Ravager Wasp
Senses darkvision 60 ft., passive Perception 10 Following the birth of a ravager larva, the creature quickly
Languages — cocoons itself in order to grow further. From the cocoon,
Challenge 1 (200 XP) the ravager emerges as a slender wasp with a ferocious
sting. The ravager wasp gorges itself on its prey, feeding
Keen Smell. The ravager has advantage on Wisdom until its wings can no longer support the weight of its body.
(Perception) checks that rely on smell. Then, its wings are shed; as the wasp undergoes one final
Swarming. The ravager can move through a hostile metamorphosis into a full-grown, four-legged ravager.
creature's space even if the creature isn't two sizes
larger or smaller than the ravager.
Ravagers on alternate Draenor
Actions The ravagers of alternate Draenor were never
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one exposed to the powers of fel, their bodies were not
target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) malformed. These creatures have evolved into large
poison damage. If the target is wearing armor and the monsters more resembling four-legged spiders, their
attack roll exceeds the target's AC by 5 or more, the wings have grown with them giving all ravagers a
target's armor takes a permanent and cumulative flying speed equal to their normal speed.
-1 penalty to the AC it offers. Armor reduced to an AC
R of 10 is destroyed.

RAVAGERS
80
Ravager Brood Mother Ravager Wasp
Large beast, unaligned Small beast, unaligned

Armor Class 16 (natural armor) Armor Class 12 (natural armor)


Hit Points 84 (11d10 + 24) Hit Points 7 (2d6)
Speed 40 ft. Speed 10 ft., fly 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 4 (-3) 12 (+1) 3 (-4) 7 (-2) 13 (+1) 10 (+0) 2 (-4) 7 (-2) 3 (-4)

Skills Stealth +5 Senses darkvision 60 ft., passive Perception 10


Damage Resistances bludgeoning Languages —
Senses darkvision 60 ft., passive Perception Challenge 1/4 (50 XP)
Languages —
Challenge 4 (1,100 XP) Flyby. The ravager doesn't provoke opportunity
attacks when it flies out of an enemy's reach.
Brood's Courage. The ravager and allied creatures
within 30 feet that can see or hear the ravager has Swarming. The ravager can move through a hostile
advantage on saving throws against being frightened. creature's space even if the creature isn't two sizes
larger or smaller than the ravager.
Keen Smell. The ravager has advantage on Wisdom
(Perception) checks that rely on smell. Actions
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Actions target. Hit: 2 (1d4) piercing damage plus 3 (1d6)
Multiattack. The ravager makes two bite attacks. poison damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6)
poison damage. If the target is wearing armor and the
attack roll exceeds the target's AC by 5 or more, the
target's armor takes a permanent and cumulative
-1 penalty to the AC it offers. Armor reduced to an AC
of 10 is destroyed.
Distress Call (Recharge 6). The ravager makes a
deafening screech, each creature within 20 feet of it
that can hear it and that isn't a ravager must succeed
on a DC 12 Constitution saving throw or be deafened
for 1 minute. The screech can be heard within 240
feet of the ravager, altering the brood of danger.
Stunning Screech (1/day). The ravager emits a horrific
screech. Each creature within 20 feet of it that can
hear it and that isn't a ravager must succeed on a DC
14 Constitution saving throw or be stunned until the
end of the ravager's next turn.
Reactions
Brood's Protection. When a creature the ravager can
see targets it with an attack, the ravager can choose
another ravager within 5 feet of it. The chosen ravager
uses its reaction to protect the brood mother,
becoming the new target of the attack.

RAVAGERS
81
Sabercats
Sabercats are cunning felines, native to the northern
reaches of Kalimdor. These magnificent beasts have
been the companions of many adventurers -- and the
demise of many more. They are intelligent creatures;
very loyal when properly domesticated, while still
remaining aggressive and territorial in the wilds.
Stalkers of Azeroth. Favoured as they are among
travellers, sabercats have come to live far and wide across
Azeroth. Still, the majority of their kind keep to Kalimdor,
where they populate dense forests and icy wastes alike.
They are quick to adapt to their given habitat, sprouting
pelts able to blend their surroundings.
Many species of sabercats exist, each one distinct and
differing remarkably in how it would approach outsiders.
The most common types of sabercats are the dreadsabers,
the frostsabers, and the nightsabers.
Supreme Predators. Sabercats are deadly predators,
representing the pinnacle of a stalking hunter. They are
able to prowl up on their prey with ease, averting the gaze
of even the most perceptive and watchful.
They are also pack animals, rarely ever hunting alone.
Even when one does spot a prowling sabercat, it is likely
that another is about to pounce from behind.
Fierce Companion. Whether raised from a cub or
tamed in the wild, the beasts become loyal to a fault once Young Sabercat
properly bonded. Night elves have bred and trained Medium beast, unaligned
sabercats for thousands of years, even utilizing them as
mounts in their armies.
Armor Class 12
Manasaber Hit Points 13 (3d6 + 3)
Speed 30 ft., climb 20 ft.
Manasabers are a type of sabercat found residing within
the borders of Suramar. The well of power, radiating from
inside the city, has infused them with mana and trans- STR DEX CON INT WIS CHA
formed them into magical beings. 15 (+2) 14 (+2) 13 (+1) 3 (-4) 11 (+0) 9 (-1)
Most manasabers are domesticated animals, having lived
in such close proximity to the elves of Suramar -- who in Skills Perception +2, Stealth +6
turn take great care to train them well. Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 1/2 (450 XP)

Variant: Sabercat Armor Keen Smell. The sabercat has advantage on Wisdom
(Perception) checks that rely on smell.
An armored sabercat has an AC based on the type of
barding worn (see the Player's Handbook for more Pounce. If the tiger moves at least 20 feet straight
information on barding). The sabercat's AC includes toward a creature and then hits it with a claw attack
its Dexterity modifier, where applicable. Barding on the same turn, that target must succeed on a DC
doesn't alter the sabercat's challenge rating. 12 Strength saving throw or be knocked prone. If the
target is prone, the tiger can make one bite attack
AC Barding AC Barding
against it as a bonus action.
13 Leather 17 Chain mail
Actions
14 Studded leather 18 Splint
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
15 Ring mail 19 Plate target. Hit: 6 (1d8 + 2) piercing damage.
16 Scale mail Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
S target. Hit: 7 (2d4 + 2) slashing damage.

SABERCAT
82
Manasaber
Large beast, unaligned

Armor Class 13
Hit Points 52 (7d10 + 14)
Speed 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 15 (+2) 4 (-3) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +6


Sabercat Senses darkvision 60 ft., passive Perception
Languages —
Large beast, unaligned
Challenge 3 (700 XP)
Armor Class 12 Keen Smell. The sabercat has advantage on Wisdom
Hit Points 30 (4d10 + 8) (Perception) checks that rely on smell.
Speed 40 ft., climb 30 ft.
Innate Spellcasting. The manasaber's spellcasting
ability is Wisdom (spell save DC 11). The manasaber
STR DEX CON INT WIS CHA can innately cast the following spells, requiring no
17 (+3) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1) components:
2/day each: invisibility, misty step
Skills Perception +3, Stealth +6 Magic Resistance. The manasaber has advantage on
Senses darkvision 60 ft., passive Perception 13 saving throws against spells and other magical effects
Languages —
Challenge 1 (200 XP) Magic Weapons. The manasaber's weapon attacks are
considered magical.
Keen Smell. The sabercat has advantage on Wisdom Pounce. If the sabercat moves at least 20 feet straight
(Perception) checks that rely on smell. toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
Pounce. If the sabercat moves at least 20 feet straight 13 Strength saving throw or be knocked prone. If the
toward a creature and then hits it with a claw attack target is prone, the sabercat can make one bite attack
on the same turn, that target must succeed on a DC against it as a bonus action.
13 Strength saving throw or be knocked prone. If the
target is prone, the sabercat can make one bite attack Actions
against it as a bonus action.
Multiattack. The manasaber makes two attacks: one
Actions with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage. target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. target. Hit: 10 (2d6 + 3) slashing damage.
S

SABERCAT
83
Satyrs
An ancient curse borne by a highborne sorcerer brought
forth the first satyr -- and with it, others would soon follow.
These demonic beings were once night elves of the
Kaldorei Empire, but little of that heritage remains in their
twisted forms. Now there is only anger and hatred.
Cursed Affliction. During the War of the Ancients, the
Highborne sorcerer Xavius was tasked with opening a
portal that would connect Azeroth to the Twisting Nether.
His failture to do so brought upon him the wrath of
Sargeras, who tore him asunder and tortured his spirit.
As pain and anguish shattered Xavius' mind, the Lord of
the Burning Legion still saw use in the sorcerer; and set to
forge a new, demonic form for his servant.
In the form of a satyr, Xavius was sent back to Azeroth to
spread his curse through the Kaldorei Empire. Like
himself, all who he affected were turned to misshapen
beasts, capable of pasing their curse onto others in turn.
Scores of night elves, and some other races as well, fell to
Xavius' dark influence.
Created, Not Born. Although both male and female
satyrs exist, they have never been able to reproduce. All
satyrs in existence were formed from their affliction, some
thousands of years old. Though the ages have made them
rare, they still pose an imminent threat to any unfortunate
enough to encounter them.
Burning Hatred. Satyrs are creatures of malice; their
veins run a smoldering red as the anguish visited on Xavius
is bestowed upon them in turn. They find an indescribable
glee in visiting their pain upon others, beast or humanoid --
though none as much as their old elven kin.
Should a satyr cross paths with an outsider, it is not Satyr
unlikely for it to try and manipulate them, even corrupt Medium monstrosity, chaotic evil
them if possible.
Tainted Magic. Wherever the satyrs walk, their demonic Armor Class 13 (natural armor)
presence slowly seeps magic from the land. Life withers Hit Points 13 (3d8)
away, as if touched by the fel itself, while the satyr drains its Speed 30 ft.
power for its own nefarous needs.
All the power they drain is stored in their hooves. A
peprceptive traveller may be able to distinguish the weak STR DEX CON INT WIS CHA
from the strong among satyrs, solely by examining its step - 12 (+1) 14 (+2) 11 (+0) 9 (-1) 12 (+1) 14 (+2)
- as if the ground has been scorched by brimstone.
Frightful Fighters. Satyrs are not known for forming Skills Deception +4, Nature +3, Perception +3,
organized armies with strategies or plans. They live in Stealth +4, Survival +3
small and remote sects, tending to their sinister schemes. Senses darkvision 60 ft., passive Perception 13
When a sentry sounds the alarm, every satyr is quick to Languages Common, Darnassian
join into the fray without any care for their own life. They Challenge 1/2 (100 XP)
act like a true horde of demons; one with no commander,
and no orders to follow. Shadowmeld. The satyr can attempt to hide even when
it is only lightly obscured by foliage, heavy rain, falling
Satyr Trickster snow, mist, or other natural phenomena.
Certain satyrs show a penchant for laying painful traps and Actions
ambushing their targets. These tricksters revere and mimic
their Lord, Xavius, for his sinister deeds. When the call to Multiattack. The satyr makes two attacks: one with its
battle sounds, they take the subtle approach -- by sneaking claw and one with its scimitar.
up on their enemies to pick off any target they can waylay. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
Satyr Hellcaller
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Satyrs who revel in the arts of fel and shadow magic alike, one target. Hit: 5 (1d6 + 2) slashing damage.
are known as hellcallers. These warlocks are by far more
imposing than the common satyr, as their thirst for magic Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
has bolstered their form just as much as it has tempered
S their apetite for destruction. damage.

SATYRS
84
Satyr Trickster
Medium monstrosity, chaotic evil

Armor Class 14 (natural armor)


Hit Points 27 (6d8)
Speed 30 ft. Satyr Hellcaller
Medium monstrosity, chaotic evil
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 15 (+2) Armor Class 16 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
Skills Deception +4, Nature +3, Perception +3,
Stealth +5, Survival +3
Senses darkvision 60 ft., passive Perception 13 STR DEX CON INT WIS CHA
Languages Common, Darnassian
Challenge 1 (200 XP) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 16 (+3)

Cunning Action. The satyr can use its bonus action to Skills Deception +5, Nature +4, Perception +4,
take the Dash, Disengage, or Hide action. Stealth +4, Survival +4
Senses darkvision 60 ft., passive Perception 14
Innate spellcasting. The satyr's innate spellcasting Languages Common, Darnassian
ability is Charisma (spell save DC 12). It can innately Challenge 3 (700 XP)
cast the following spells, requiring no material
components. Fiendish Blessing. While the satyr is wearing no armor,
At will: mage hand, minor illusion its AC includes its Charisma modifier.
1/day each: fog cloud, invisibility
Spellcasting. The satyr is a 5th-level spellcaster. Its
Shadowmeld. The satyr can attempt to hide even when spellcasting ability is Charisma (spell save DC 13, +5
it is only lightly obscured by foliage, heavy rain, falling to hit with spell attacks). It regains expended spell
snow, mist, or other natural phenomena. slots when it finishes a short or long rest. It knows the
following warlock spells:
Sneak Attack (1/Turn). The satyr deals an extra 7 (2d6)
damage when it hits a target with a weapon attack Cantrips (at will): fel flame, green-flame blade, mage
and has advantage on the attack roll, or when the hand, shadow bolt
target is within 5 feet of an ally of the satyr that isn't 1st-5th level (2 3rd-level slots): arms of hadar,
incapacitated and the satyr doesn't have disadvantage bestow curse, hypnotic pattern, scorching ray,
on the attack roll. ray of enfeeblement
Actions Shadowmeld. The satyr can attempt to hide even when
it is only lightly obscured by foliage, heavy rain, falling
Multiattack. The satyr makes two attacks: one with its snow, mist, or other natural phenomena.
claw and one with its scimitar.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage. Multiattack. The satyr makes two attacks: one with its
claw and one with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
damage. one target. Hit: 5 (1d6 + 2) slashing damage. S

SATYRS
85
Scourge
The Undead Scourge saw its creation at the hands of the The first Lich King, and creator of the Scourge, was the orc
Nathrezim; the cunning, bat-like dreadlords of the Burning shaman Ner'zhul. Though the old shaman had intended to
Legion. In a second bid to conquer Azeroth, they lead his followers in search of other worlds to conquer, he
envisioned themselves a grand army of the dead. A perfect found himself apprehended by by Kil'jaeden; demon lord of
precursor for their own triumphant return. the Burning Legion.
With its foothold on the arctic continent Northrend, The demon lord tore the orc's body apart, but kept his
under the command of the Lich King, the ranks of the spirit intact. Ner'zhul was offered one last chance to serve;
Scourge swell larger with every passing day -- housing to be forever bound to the demon-forged Helm of
hordes of terrifying, destructive monstrosities. Brought Domination and encased within a throne of ice, seated atop
forth by devoted cults of necromancers, and by Val'kyr held the tallest peak amidst Azeroth's northern wastes.
to their master's will. Ultimately, the orc chose to accept the demon's bargain,
The Lich King. At the head of the Undead Scourge bidding for the power it would bestow upon him. Thus, the
S stands the Lich King, whose dread presence drives the Lich King was born.
shambling hordes forward.

SCOURGE
86
    The Plague of Undeath. In service to the Burning
Legion, the Lich King Ner'zhul would become the lone,
governing mind of an army of the damned.
His first claim was to the frozen reaches of Northrend,
after a long and hard-won war against the nerubians and
their underground kingdom of Azjol-Nerub. His second was
in unleashing the gruesome Plague of Undeath upon the
human kingdom of Lordaeron.
The ambitious plan laid forth by the demon lord
Kil'jaeden, to see Azeroth heel, required a new foothold
through which the Legion could enter. Just as it had been
the last time, the writings of the Guardian Medivh, locked
away in the city of Dalaran, would be the key.
The Lich King reached far and wide for those with an
aptitude for necromancy. Chief among them stood the
archmage Kel'Thuzad; around whom the Cult of the
Damned formed. It was to be the piece with which the Lich
King's undead plague would spread.
Crown Prince Menethil. Although the Lich King and the
Scourge had been given form to prelude the Burning
Legion, Ner'zhul's true ambition was his own salvation: to
break free from the shackles of his demonic masters.
To this end, the Lich King sought a champion to carry out
his will. He had already envisioned the crown piece of
Lordaeron, Arthas Menethil, supplanting him in his rule of
the damned. The prince was a capable warrior; a paladin of
the Silver Hand, seasoned from numerous skirmishes with
errant orc clans across the human kingdoms.
This new undead threat, however, was not one Arthas
could bring to an end. It drove the prince to desperation; to
the purging of his own homeland; to a vengeful crusade
across Northrend; and ultimately to his doom.
The Runeblade. Buried away in a frozen vault, Arthas
drew forth an ancient runeblade -- Frostmourne. He had
been told the blade would be the means to his long-sought
ends, and by its powers he carved his way through the
undead hordes with a might which none around him had
seen before.
However, the blade would ultimately cost the crown
prince his soul. Through it, the Lich King exerted his will
upon Arthas, binding him as a champion of the Scourge.
The Fall of Lordaeron. Upon his return to Lordaeron,
Arthas ultimately drove his kingdom to ruin. Thereafter, the
kingdoms of Quel'thalas and Dalaran fell just the same.
From their ashes, with the aid of Kel'thuzad -- reborn a Lich
-- Arthas saw the Burning Legion summoned forth.
Though the invasion of the Legion was ultimately a
failure, and the lands of Dalaran and Quel'thalas reclaimed,
Lordaeron was forever enveloped in undeath. The final
piece of the Lich King's plan, with which the Scourge
would truly take foot, was to bring Arthas to his side.
The Frozen Throne. And so, leaving Lordaeron behind
for what would later become the Forsaken, Arthas took
heed of his master's request and set sail back to Northrend.
There, atop the peak of its glacial wastes, the prince found
the frozen tomb in which Ner'zhul's spirit had been bound.
With his runeblade held aloft, Arthas shattered the ice;
freeing the Helm of Domination to which the old shaman
had been bound. As he placed the helm on his head, their
spirit fused together as one. Bound to their trackless
kingdom of the damned.
The Icecrown Citadel. Since then, through the tireless
machinations of the Scourge, a massive citadel has been
erected around the Icecrown glacier upon which the
Frozen Throne resides. S

SCOURGE
87
Its spiked walls and towering spires can be seen from every Scourge Risen Template
far-reaching corner of Northrend, as a warning to any who
would set foot on its shores. A creature risen by the scourge is any Huge or smaller
At the peak of the tallest spire, the Lich King dwells on creature brought back to life by vile necromantic energies.
his throne, projecting his iron will across Azeroth. A creature that was never flesh and blood to begin with
(such as a construct) can't be risen under the scourge's
Abomination control. The following characteristics change or are added
Twisted, mutilated creatures comprised of flesh from a to a creature that becomes a scourge risen creature.
multitude of corpses, Abominations are not risen like most Retained Characteristics. The risen retain its Armor
undead. Instead, they are created, loosely stitched together. Class, hit points, Hit Dice, Strength, Dexterity, Constitu-
These putrid constructs resemble enormous mounds of tion, vulnerabilities, resistances, and immunities.
flesh, given limbs and a vague semblance of form. Lost Characteristics. The risen loses its original saving
They are fearless, and take joy in cleaving flesh from throw and skill bonuses, special senses and special traits.
bone with rusted cleavers. As though their creators saw it It loses any action that isn't multiattack or a melee weapon
only fit to arm the beasts with weapons as bizarre as their that deals bludgeoning, piercing, or slashing damage. If it
excess of arms. has an action or a melee weapon attack that deals some
other type of damage, it loses the ability to deal damage of
Gargoyle that type, unless the damage comes from a piece of
equipment, such as a magic item.
Unlike most creatures of the Undead Scourge, Gargoyles Type. The risen's type is undead, and it loses any tags.
are not undead. These strange, wiry flyers are known for Alignment. The risen is neutral evil.
their rough, crystalline hides keep them well protected. Ability Scores. The risen's ability scores change as
Native to Northrend, gargoyles were brought to follows: Int 3 (-4), Wis 6 (-2), Cha 5 (-3).
Lordaeron at Arthas' command as scouts in the army of the Senses. The risen has darkvision with a radius of 60 ft.
Scourge. Chaotic by nature, they have proven effective in Damage Immunities. The risen gains immunity to
their task and a frightful aerial combatant. poison damage.
Condition Immunities. poisoned.
Ghoul Languages. The risen understands all languages it knew
Ravenous cannibals that leave only havoc and devoured in life, but cannot speak.
corpses behind them. Ghouls are the lumbering remains of Attacks. If the risen has no means of dealing damage, it
once innocent humans, transformed into hollow-eyes can use its fists or limbs to make unarmed strikes. On a hit,
terrors with an insatiable hunger for flesh. an unarmed strike deals bludgeoning damage equal to 1d4
They are the Scourge's prime tool for spreading panic; a + the risen's Strength modifier, increasing by 1d4 for each
mindless vanguard to swarm through settlements, size larger than Medium.
breaking chaos before the rest of the Scourge arrive.
Feasting on the living and dead alike as they do.
Scourge Risen Knight
Variant: Greater Abomination Medium undead, neutral evil
A greater abomination has a challenge rating of 9
(5,000 XP). It has the statistics of an abomination Armor Class 18 (plate)
except that it has 152 (16d10 + 62) hit points, Hit Points 52 (8d8 + 16)
Armor Class (AC 17), +10 to hit with its weapon Speed 30 ft.
attacks, and gains the following action options.
Engorge. The abomination makes one cleaver
attack and places a grappled target in its ribcage. The STR DEX CON INT WIS CHA
target becomes restrained, and can use its action to 16 (+3) 11 (+0) 14 (+2) 3 (-4) 6 (-2) 5 (-3)
break free by succeeding on a DC 17 Strength
(Athletics) or Dexterity (Acrobatics) check. While
restrained in this way, a creature takes 14 (4d6) Damage Immunities poison
bludgeoning damage at the start of each of the Condition Immunities poisoned
abominations turns. An abomination can have only Senses darkvision 60 ft., passive Perception 8
one creature restrained within its ribcage. Languages understands the languages it knew in life
Cannibalize. The abomination cannibalize the but can't speak
corpse of creature that has been dead for less than Challenge 3 (700 XP)
24 hours. Each creature of the abomination's choice
that is within 120 feet and can see it must succeed Actions
on a DC 17 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the Multiattack. The knight makes two greatsword attacks.
saving throw at the end of each of its turns, ending
Great. Melee Weapon Attack: +6 to hit, reach 5 ft.,
the effect on itself on a success. If a creature's
one target. Hit: 10 (2d6 + 3) piercing damage.
saving throw is successful or the effect ends for it,
the creature is immune to the abomination's
Cannibalize for the next 24 hours.
Reactions
Parry. The knight adds 2 to its AC against one melee
S attack that would hit it. To do so, the knight must see
the attacker and be wielding a melee weapon.

SCOURGE
88
Abomination Stench. Any creature that starts its turn within 10 feet
of the abomination must succeed on a DC 14 Con-
Large construct (undead), neutral evil
stitution saving throw or be poisoned until the start of
the creature's next turn. On a successful saving throw,
Armor Class 14 (natural armor) the creature is immune to the stench of all
Hit Points 114 (12d10 + 48) abominations for 1 minute.
Speed 20 ft.
Actions
Multiattack. The abomination makes two attacks: one
STR DEX CON INT WIS CHA with its cleaver and one with its horrific hook.
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 4 (-3)
Cleaver. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) slashing damage plus 5
Damage Resistances bludgeoning, piercing, and slashing (1d10) poison damage, and the target must succeed
from non magical attacks on a DC 14 Constitution saving throw or be poisoned
Damage Immunities poison for 1 minute. It can repeat the saving throw at the end
Condition Immunities exhaustion, frightened, petrified, of each of its turns, ending the effect on a success.
poisoned
Senses darkvision 60 ft., passive Perception 9 Horrific Hook. Melee or Ranged Weapon Attack: +9 to
Languages Common, Gutterspeak hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14
Challenge 7 (2,900 XP) (2d8 + 5) piercing damage, and if the target is a
creature it must succeed on a DC 16 Strength saving
Immutable Form. The abomination is immune to any throw or be grappled and pulled to an empty space
spell or effect that would alter its form. next to the abomination.
S

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89
Ghoul
Gargoyle Medium undead, chaotic evil

Medium monstrosity, chaotic evil


Armor Class 12
Hit Points 22 (5d8)
Armor Class 15 (natural armor) Speed 30 ft.
Hit Points 45 (6d8 + 18)
Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

15 (+2) 11 (+0) 16 (+3) 5 (-3) 11 (+0) 7 (-2) Damage Immunities poison


Condition Immunities charmed, exhaustion, poisoned
Damage Resistances bludgeoning, piercing, and slash- Senses darkvision 60 ft., passive Perception 10
ing from non magical attacks that aren't Languages —
adamantine Challenge 1 (200 XP)
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 Actions
Languages understands Common but can't speak Multiattack. The ghoul makes two attacks: one with its
Challenge 2 (450 XP) bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack. The gargoyle makes two attacks: one with Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
its bite and one with its claws. one target. Hit: 7 (2d4 + 2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Cannibalize (Recharge after a Short or Long Rest). The
target. Hit: 5 (1d6 + 2) piercing damage. ghoul cannibalizes the corpse of a humanoid that has
been dead for less than a day, regaining 10 hit points.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Each creature of the ghoul's choice that is within 30
one target. Hit: 9 (2d6 + 2) piercing damage.
feet of the ghoul and can see it must succeed on a
Stone Form. The gargoyle turns itself to stone making DC 12 Wisdom saving throw or become frightened
it indistinguishable from an inanimate statue. While it for 1 minute. A creature can repeat the saving throw
is turned this way, the gargoyle can't take any actions at the end of each of its turns, ending the effect on
or move, and regains 5 hit points at the end of each itself on a success. If a creature's save is successful or
of its turns. The gargoyle can turn itself into flesh the effect ends for it, the creature is immune to any
S using its bonus action. ghoul's cannibalize for the next 24 hours.

SCOURGE
90
Zombie
Medium undead, neutral evil

Armor Class 8
Hit Points 16 (2d8 + 6)
Speed 20 ft.

STR DEX CON INT WIS CHA


13 (+1) 6 (-2) 14 (+2) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew 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., one
target. Hit: 4 (1d6 + 1) bludgeoning damage. S

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91
Shale Spider
Shale spiders are durable diggers, native to the elemental
Shale Spider plane of Deepholm. They possess a tenacity and ferocity
Large elemental, chaotic evil
not shown in many other elementals; as one will often fight
until it is utterly and entirely torn asunder.
Stone Nuisance. The spiders sometimes find their way
Armor Class 15 (natural armor) out of Deepholm, emerging onto the surface. A newly
Hit Points 42 (5d10 + 15) emerged shale spider is fairly harmless, keeping reclusive
Speed 30 ft., burrow 30 ft. while it tries to adapt to its new environment. Once it has,
however, it sets out to hunt -- often with a voracious hunger.
STR DEX CON INT WIS CHA Swarmers. Above all, the shale spiders are notorious
swarmers. They'll often work together to take down their
16 (+3) 14 (+2) 16 (+3) 7 (-2) 10 (+0) 5 (-3) prey. Sometimes, a single shale spider will pretend to be
alone, while its kin lays in wait for an opportunity to strike.
Damage Vulnerabilities thunder Elemental Nature. The shale spider doesn't require air,
Damage Resistances bludgeoning, piercing, and food, drink, or sleep.
slashing from non magical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious Variant: Lava Spider
Senses darkvision 60 ft., passive Perception 10 A lava spider has adapted to burning climate around
Languages — it, it drips molten magma as it skitters across the
Challenge 3 (700 XP) surface and illuminates its surroundings.
A lava spider has immunity to fire damage, and
Earth Glide. The spider can burrow through non gain the following additional trait:
magical unworked earth and stone. While doing so, it
doesn't disturb the material it moves through. Illumination. The spider sheds bright light in a 10-
foot radius and dim light for an additional 10 feet.
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing The lava spider replaces the shale's action options
to make an ability check. has the following action options:
Actions Multiattack. The spider makes one bite attack and
Multiattack. The spider makes two attacks: one with uses its Spit Fire.
its bite and one slam.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one one target. Hit: 6 (1d8 + 2) piercing damage, plus
target. Hit: 6 (1d8 + 2) piercing damage plus 2 (1d4) 3 (1d6) fire damage.
acid damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one Spit Fire. Ranged Weapon Attack: +4 to hit, range
target. Hit: 12 (2d8 + 3) bludgeoning damage. 15/30 ft., one target. Hit: 9 (2d6 + 2) fire damage.
S

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92
Shredder
Shredders are large mechanical constructs: a marvel of
goblin ingenuity, created to truly maximize profits from
mass deforestation. The sturdy machines are equipped
with a clamping claw and a deadly sawblade, making them
just as efficient lumberjacks as effective combatants when
outraged woodland denizens come for revenge.
Shredders are core to numerous goblin enterprises,
across Azeroth. They are manual machines, requiring
either an operator or an operator's instructions.
Enemies of the Forest. The brutally efficient deforest-
ations conducted by shredders have garnered them a deep-
seeded hatred among those who dwell in the wilds. Many
of whom work tirelessly to push back and sabotage the
constructs, if only to save their home.
War Constructs. Shredders have on occasion become
frontline fighters in times of war. If a goblin on its lonesome
won't pose much of a threat, a ruthless goblin operating a
spinning buzzer-blade certainly will.

Shredder
Large construct, unaligned

Armor Class 13 (natural armor)


Hit Points 52 (7d10 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 9 (-1) 15 (+2) 3 (-4) 11 (+0) 1 (-5)

Damage Resistances poison; bludgeoning, piercing, Crewing a Shredder


and slashing from non magical attacks
Condition Immunities charmed, exhaustion, frightened Most shredders are manual machines that require a
paralyzed, petrified, poisoned pilot to operate, and even autopiloted shredders can
Senses darkvision 60 ft., passive Perception 9 be overwritten to work manually for a time.
Languages Common, Goblin A creature can use its action to attempt to climb a
Challenge 3 (700 XP) piloted shredder by succeeding on a DC 13 Strength
(Athletics) check. On a failed save, the creature
expends half its movement and is unable to climb
Immutable Form. The shredder is immune to any spell
the shredder.
or effect that would alter its form.
A Medium or smaller creature can expend 5 feet
of movement to enter an unoccupied shredder. A
Actions creature unfamiliar with the controls of shredders
Multiattack. The shredder makes two attacks: one with must succeed on a DC 12 Intelligence check to
its claw and one with its sawblade understand the controls of the machine before it is
able to pilot it and control its actions and movement.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one While piloted, the shredder's Intelligence,
target. Hit: 8 (2d4 + 3) bludgeoning damage. If the Wisdom, and Charisma scores are exchanged with
target is a Medium or smaller creature, the target is those of the pilot. A piloted shredder uses the
grappled (escape DC 13). Until this grapple ends, the initiative of its pilot. The pilot must use its action,
target is restrained, and the shredder can't use its reaction, and movement to use the machines action
claw against another target. options or force it to move to a new location. While
Sawblade. Melee Weapon Attack: +5 to hit, reach 5 ft. a creature is crewing the shredder, it is considered
or range 30/60 ft., one target. Hit: 12 (2d8 + 3) to have three-quarters cover against any attack made
slashing damage. against it from the ground.
Taking control of an autopiloted shredder requires
Reactions a successful DC 14 Tinker's Tool Intelligence check.
On a successful save, the creature takes control of
Halt! The shredder can make one claw or sawblade the shredder until the end of the creature's next
attack against a creature that's attempting to climb it, turn. At which point the shredder’s failsafe
if hit by the sawblade, the creature must make a DC mechanisms return, requiring a new save to
13 Dexterity saving throw, or fall prone in an empty
space next to the shredder.
temporarily take control of it.
S

SHREDDER
93
Silithids
Silithids are frightful insectoids, living in large colonies
excavated beneath scorching sands. Although their
individual strength is questionable at best, a colony's
collective hive-mind can send signals and pain surging
through the hive to alert its members of intruders.
They range dramatically in size. Beginning their life as
small insignificant larva, they grow into the swarms of
monstrosities that make up their flock. Whatever their size
may be, they all resemble massive insects -- if those insects
were grotesquely mutated and thirsting for flesh.
Spawns of Qiraji. As the kingdom of the aqir was left in
ruins, those who remained split in two and ventured in
opposite directions. One grouped traveled far south, where
they found and ransacked a titan research station near
Uldum. Turning the facility into a hive, they renamed    Collective Hive-Mind. Although silithids might seem to
themselves the qiraji -- and their new home, Ahn'Qiraj. be acting on their own accord, their actions are all the
But their new hive held a dark secret: it was the prison of exertion of their hive collective. This, however, does not
C'Thun, one of the Old Gods who had ruled primordial make them any less dangerous.
Azeroth. Just as the aqir before them had served him, the A hive of silithids are controlled by one or more colossi,
qiraji quickly bowed down to his will. whose masive -- sometimes exposed -- brain keeps a tidy
The facility was transformed from a prison into a seat of order of all other members of its hive, directing them.
power, one from which the qiraji grew over milennia into The colossi in turn are controlled by the qiraji, whose
an army; one capable of exacting the Old God's revenge. dominance over the race is absolute. Hives typically
The key to Cthun's plan was the creation of the silithid: a possess a strange crystalline prism, hidden deep within its
race of insectoid creatures born from the qiraji, one with core, through which the qiraji communicate with them.
which Ahn'Qiraj would be poised to as a new empire. Adaptable Hive. No other creature can adapt to changes
Bestial Drones. Unlike the qiraji, silithids aren't sentient in their environment as quickly as the silithid.
beings. They are slavering beasts at most, linked together Adventurers daring enough to delve into the heart of a
in a hive-mind that spans the entirety of southern Kalimdor. silithid hive, hoping to kill its colossi and hamper the
C'Thun created them to be mindless servants of the colony as a whole, will soon find it replaced. Before long,
S qiraji; minions that would be eternally loyal to their another colossi will have taken over before long; acting as a
masters -- and in turn to C'Thun himself. surrogate until a new one can rise from the hive's young.

SILITHIDS
94
Silithid Worker
Medium beast, unaligned

Armor Class 14 (natural armor)


Hit Points 26 (4d8 + 8)
Silithid Larva Speed 30 ft., burrow 20 ft.
Tiny beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 12 (natural armor) 14 (+2) 13 (+1) 15 (+2) 4 (-3) 12 (+1) 5 (-3)
Hit Points 2 (1d4)
Speed 20 ft., burrow 10 ft. Damage Resistances poison
Condition Immunities poisoned
STR DEX CON INT WIS CHA Skills Perception +3
Senses darkvision 60 ft., tremorsense 60 ft., passive
10 (+0) 8 (-1) 11 (+0) 1 (-5) 8 (-1) 4 (-3) Perception 13
Languages —
Damage Resistances poison Challenge 1 (200 XP)
Condition Immunities blinded, poisoned
Senses tremorsense 60 ft., passive Perception 9 Hive Mind. The silithid can transmit simple messages
Languages — and emotions to any silithid within 240 feet of it that
Challenge 0 (10 XP) is part of the same hive.
Spider Climb. The silithid can climb difficult surfaces,
Hive Mind. The silithid can transmit simple messages
including upside down on ceilings, without needing
and emotions to any silithid within 240 feet of it that
to make an ability check.
is part of the same hive.
Actions
Actions
Multiattack. The silithid makes two bite attacks and
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one uses its Adhesive Acid if it can.
creature. Hit: 2 (1d4) piercing damage, and the larva
attaches to the target. While attached, the larva Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
doesn't attack. Instead, at the start of each of the creature. Hit: 5 (1d6 + 2) piercing damage.
larva's turns, the target loses 2 (1d4) hit points due to Adhesive Acid (recharge 5-6). Melee or Ranged
blood loss. Weapon Attack: +4 to hit, reach 5 ft. or range 30/60
The larva can detach itself by spending 5 feet of ft., one creature. Hit: 4 (1d8) acid damage, and the
movement. It does so after it drains 10 hit points of target must succeed on a DC 12 Strength saving
blood from the target or the target dies. A creature, throw or have its speed reduced to 0 until the end of
including the target, can use its action to detach the
larva.
the silithid's next turn. S

SILITHIDS
95
Silithid Reaver
Large beast, unaligned

Armor Class 16 (natural armor)


Silithid Wasp Hit Points 90 (12d10 + 24)
Speed 40 ft., burrow 40 ft.
Large beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 8) 16 (+3) 14 (+2) 15 (+2) 4 (-3) 13 (+1) 5 (-3)
Speed 10 ft., fly 60 ft.
Damage Resistances poison
Condition Immunities poisoned
STR DEX CON INT WIS CHA Skills Perception +4
11 (+0) 16 (+3) 12 (+1) 4 (-3) 15 (+2) 5 (-3) Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 14
Languages —
Damage Resistances poison
Challenge 5 (1,800 XP)
Condition Immunities poisoned
Skills Perception +4
Senses darkvision 60 ft., tremorsense 60 ft., passive Keen Hearing and Sight. The silithid has advantage on
Perception 14 Wisdom (Perception) checks that rely on hearing or
Languages — sight.
Challenge 3 (700 XP)
Hive Mind. The silithid can transmit simple messages
and emotions to any silithid within 240 feet of it that
Keen Hearing and Sight. The silithid has advantage on is part of the same hive.
Wisdom (Perception) checks that rely on hearing or
sight. Spider Climb. The silithid can climb difficult surfaces,
including upside down on ceilings, without needing
Hive Mind. The silithid can transmit simple messages to make an ability check.
and emotions to any silithid within 240 feet of it that
Standing Leap. The silithid’s long jump is up to 30 ft.
is part of the same hive.
and its high jump is up to 15 ft., with or without a
Flyby. The silithid doesn't provoke opportunity attacks running start.
when it flies out of an enemy's reach.
Actions
Actions Multiattack. The silithid makes two bite attacks.
Multiattack. The silithid makes two sting attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage.
creature. Hit: 6 (1d6 + 3) piercing damage plus 3
Deadly Leap. If the silithid jumps at least 15 ft. as part
(1d6) poison damage.
of its movement, it can then use this action to land
Noxious Spit. Ranged Weapon Attack: +5 to hit, range on its feet in a space that contains one or more other
30/60 ft., one creature. Hit: 10 (2d6 + 3) poison creatures. Each of those creatures must succeed on a
damage, and the target must make a DC 13 DC 14 Strength or Dexterity saving throw (target’s
Constitution saving throw or be poisoned for 1 choice) or be knocked prone and take 17 (4d6 + 3)
minute. The creature can repeat the saving throw at bludgeoning damage plus 17 (4d6 + 3) slashing
the end of each of its turns, ending the effect on a damage.
success. On a successful save, the creature takes only half
While poisoned this way, any non-silithid creature the damage, isn’t knocked prone, and is pushed 5 ft.
that ends its turn within 5 feet of the target must out of the silithid's space into an unoccupied space
succeed on a DC 12 Constitution saving throw. The of the creature’s choice. If no unoccupied space is
creature takes 7 (2d6) poison damage on a failed within range, the creature instead falls prone in the
S save, or half as much on a successful one. silithid's space.

SILITHIDS
96
Variant: Hive Controller
The strongest of a hive's colossi exerts direct
command over other silithids in the hive. Usually
this is either the hive lord, closest of the queen's
consorts, or the hive queen herself.
The Hive Controller can be distinguished by its
see-through cranium, leaving its brain visible. It has
the following additional trait.

Leadership (Recharges after a Short or Long Rest). For


1 minute, the silithid can send a telepathic
command whenever a nonhostile creature that it can
see within 60 feet of it makes an attack roll or a
saving throw. The creature can add a d4 to its roll
provided it can receive the command. A creature can
benefit from only one Leadership die at a time. This
effect ends if the silithid is incapacitated.

Silithid Colossus Relentless (Recharges after a Short or Long Rest). If the


silithid takes 14 damage or less that would reduce it to
Huge beast, unaligned
0 hit points, it is reduced to 1 hit point instead.

Armor Class 17 (natural armor) Actions


Hit Points 136 (13d12 + 52) Multiattack. The silithid makes two attacks: one with its
Speed 40 ft., burrow 40 ft. bite and one with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 16 (2d10 + 5) piercing damage. If the
20 (+5) 9 (-1) 18 (+4) 6 (-2) 14 (+2) 8 (-1) target is a creature, it is grappled (escape DC 17). Until
this grapple ends, the target is restrained, and the
silithid can't bite another target.
Saving Throws Str +9, Con +8
Skills Perception +6 Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Damage Resistances poison; bludgeoning, piercing, and target. Hit: 21 (3d10 + 5) slashing damage.
slashing from non magical attacks Swallow. The silithid makes one bite attack against a
Condition Immunities poisoned Medium or smaller creature it is grappling. If the attack
Senses darkvision 60 ft., tremorsense 120 ft., passive hits, that creature takes the bite's damage and is
Perception 16 swallowed, and the grapple ends. While swallowed, the
Languages — creature is blinded and restrained, it has total cover
Challenge 9 (5,000 XP) against attacks and other effects outside the silithid,
and it takes 21 (6d6) acid damage at the start of each
Hive Mind. The silithid can transmit simple messages of the silithid's turns.
and emotions to any silithid within 240 feet of it that is If the silithid takes 30 damage or more on a single
part of the same hive. turn from a creature inside it, the silithid must succeed
on a DC 15 Constitution saving throw at the end of
Charge. If the silithid moves at least 15 feet straight that turn or regurgitate all swallowed creatures, which
toward a target and then hits it with its claws on the fall prone in a space within 10 feet of the silithid. If the
same turn, the target takes an extra 16 (3d10) slashing silithid dies, a swallowed creature is no longer
damage. If the target is a creature, it must succeed on a restrained by it and can escape from the corpse using
DC 13 Strength saving throw or be knocked prone. 15 feet of movement, exiting prone.
S

SILITHIDS
97
Skeletons
Skeletons arise when animated by dark magic. Sometimes,
they come at the behest of necromancers, who call them
from their stony tombs and ancient battlegrounds.
Other times, they rise of their own accord -- drawn from
their muddy graves in fields saturated with death.
Animated Dead. Whatever sinister force awakened the
skeleton, it infuses its bones with a dark vitality, adhering
joint to joint and reassembling limbs. With its newfound
energy, the skeleton is able to move and think in a fairly
rudimentary fashion, like a foul imitation of what it once
was like. Some forms of resurrection can restore a
skeleton's body and soul, fully returning it to life.
While most animated remains are humanoid, skeletal
undead can be made from the bones of other creatures.
Sometimes even from a combination thereof; giving rise to
a host of unique and terrifying forms.
Obedient Servants. Skeletons who have been raised by
a spell are bound to their creator. They follow their orders
to the letter, regardless of the consequences, though often
with very literal interpretation. For this, most skeletons
adapt poorly to changing circumstances.
A skeleton can fight with weapons and wear armor, even
load and fire catapults and trebuchets. Some are even
raised with knowledge of their past life, making formidable
warriors or mages able to perform complex incantations.
Most of them do lack the intelligence they possessed in
life, though they are not entirely mindless. Rather than
breaking its limbs trying to batter down a door, a skeleton
has enough of a mind to open the door normally -- and even
look for other ways through, should it be locked.
Undead Nature. A skeleton doesn't require air, food,
drink, or sleep.

Giant Skeleton Skeleton


Large undead, lawful evil Medium undead, lawful evil

Armor Class 12 (natural armor)


Armor Class 13 (armor scraps)
Hit Points 67 (9d10 + 18)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Damage Vulnerabilities bludgeoning Damage Vulnerabilities bludgeoning
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, poison Condition Immunities exhaustion, poison
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life Languages understands all languages it knew in life
but can't speak but can't speak
Challenge 2 (450 XP) Challenge 1/4 (50 XP)
Brute. A melee weapon deals one extra damage die
when the skeleton hits with it (included in the attack). Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Actions ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Shortbow. Ranged Weapon Attack: +4 to hit, range
one target. Hit: 17 (3d8 + 4) bludgeoning damage. If
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
the target is a creature, it must succeed on a DC 14
S Strength saving throw or be knocked prone.
damage.

SKELETONS
98
Skeleton Warrior
Medium undead, lawful evil

Armor Class 17 (plate scraps, shield)


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

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 15 (+2) 7 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities bludgeoning


Damage Immunities poison
Condition Immunities exhaustion, poison
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life
but can't speak
Challenge 1 (200 XP)

Martial Advantage. Once per turn, the skeleton 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 skeleton that isn't incapacitated.
Skeleton Mage Actions
Medium undead, lawful evil
Longsword. Melee Weapon Attack: +3 to hit, reach 5
Armor Class 12 (15 with mage armor) ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6
Hit Points 19 (3d8 + 6) (1d10 + 1) slashing damage if used with two hands.
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 15 (+2) 14 (+2) 8 (-1) 5 (-3)
Warhorse Skeleton
Large undead, lawful evil
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poison Armor Class 13 (barding scraps)
Senses darkvision 60 ft., passive Perception 9 Hit Points 22 (3d10 + 6)
Languages understands all languages it knew in life Speed 60 ft.
but can't speak
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
Spellcasting. The skeleton is a 3rd-level spellcaster. Its 18 (+4) 12 (+1) 15 (+2) 2 (-4) 8 (-1) 5 (-3)
spellcasting ability is Intelligence (spell save DC 12,
+4 to hit with spell attacks). It requires no vocal
Damage Vulnerabilities bludgeoning
component to cast its spells. The skeleton has the
Damage Immunities poison
following mage spells prepared:
Condition Immunities exhaustion, poison
Cantrips (at will): blade ward, mage hand, ray of frost Senses darkvision 60 ft., passive Perception 9
1st level (4 slots): ice knife, mage armor, silent image Languages —
2nd level (2 slots): blindness/deafness, invisibility Challenge 1/2 (100 XP)

Actions Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
ft., one target. Hit: 5 (1d6 + 2) piercing damage. one target. Hit: 11 (2d6 + 4) bludgeoning damage S

SKELETONS
99
Treant
Medium plant, chaotic neutral

Armor Class 13 (natural armor)


Hit Points 38 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 9 (-1) 15 (+2) 11 (+0) 13 (+1) 6 (-2)

Treant Damage Vulnerabilities fire


Damage Resistances bludgeoning, piercing
Few would gaze upon the stout treants and assume them to Senses passive Perception 11
be wise or strong, but these awakened trees have been Languages understands Darnassian but can't speak
imbued by the spirits of the forests in which they dwell. In Challenge 2 (450 XP)
times of peace, they act as keepers and tenders. In times of
war, they rise to defend their groves with fervor. False Appearance. While the treant remains
Saplings of Ancients. The treants begin their lives as motionless, it is indistinguishable from a normal tree.
sapling sprouds of the ancients, carrying many of the same
qualities as the tree from which they came -- be it be it Actions
boldness, tenderness, or a great force of will. Like the Multiattack. The treant makes two claw attacks.
forest around them, treants never cease to grow. Instead,
they rise taller and taller, century by century passing by, Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
until the time is right for one to rise into the annals as an target. Hit: 6 (1d8 + 2) slashing damage.
ancient protector. Entangle (Recharges after a Short or Long Rest).
Guardians of Nature. Like the ancients, treants live to A creature within 60 feet must succeed on a DC 12
serve the forces of nature. Should someone dare to bring Strength saving throw or be restrained for 1 minute.
harm to their domain, it is they who wander the woods in The creature can use its action to make a DC 12
search the perpetrators. If confronted, the treants respond Strength check, freeing itself on a success.
by slashing wildly with their barbed claws.
Their task of safe-guarding nature have granted them
favor among druids and woodland creatures alike. It is rare
to see a treant wandering alone, as they are often
accompanied by sprouts and other critters.
Corrupted and Unpredictable. During the Third War, Variant: Treant Wildcaller
as the Burning Legion once more invaded Azeroth, Although all treants can manipulate the forest to
numerous forests were set ablaze -- most notably, the some degree, wildcallers can harness the full might
forests of Ashenvale and Quel'Thalas. of the wilderness. A treant wildcaller has a challenge
With the destruction of their groves, the treants who rating of 3 (700 XP) and the following trait.
Spellcasting. The treant is a 4th-level spellcaster.
delved within were driven to the brink of insanity, their its spellcasting ability is Wisdom (save DC 11, +3 to
hollow shells quickly gripped by the Legion's influence. hit with spell attacks). The treant has the following
Though the invasion was since quelled, many groves are druid spells prepared:
still saturated with demonic corruption; the treants within
ready to lash out at any who would dare appproach. Cantrips (at will): druidcraft, solar wrath, thorn whip
Adventurers who have taken upon them to visit these 1st level (4 slots): cure wounds, faerie fire, sleep
T ancient sites, have borne witness to withered shambles
lurking between dead trees and fallen ruins.
2nd level (3 slots): barkskin, spike growth

TREANT
100
Troggs
Troggs are savage creatures with long, muscular arms that
look as though they were carved from stone. They grow
thick, coarse beards in colors resembling granite and
chalk, and it is not rare to see minerals growing on their
bodies. Their slouched posture and burly proportions have
many characterizing them as apelike troglodytes.
Primitive and fierce. Troggs are best known for their
stature, ferocity, and smell -- said to resemble a mixture of
mold, mange, and sour monkey. Living together in tight-knit
tribes and clans, their main driving force is an imposing
psyche and impressive force of will, though they are not
known to be intelligent beyond being sentient. Less so than
even an ogre would be considered. They follow the
leadership of whoever can prove themselves the biggest
and strongest, with aspiring trogg chieftains often going to
great lengths to prove their viciousness. Troggs are known
to eat whatever they can get their hands on; including
rocks, or even occasionally other troggs.
Underground creatures. With most of their existence
spent underground, troggs are not fond of sunlight. Wher-
ever troggs dwell, a deep network of intertwining tunnels is
likely to be somewhere nearby. They do most of their
digging by hand, using their jagged claws, and occasionally
shape weapons and other tools out of the rocks they
excavate. Like the troggs themselves, a trogg dwelling is ill-
reputed for is repulsive smell.
Titanic origins. After the titanic Keepers had ended
their war with the Old Gods, their next goal was to shape a Trogg
new generation of titan-forged creatures, using the Titan Medium humanoid (trogg), chaotic evil
complex of Ulduar. Their initial designs, however, proved
too complex; yielding a race of stone-skinned monsters. Armor Class 13 (natural armor)
Though the Keepers sought to rectify their mistakes, they Hit Points 26 (5d8 + 6)
did not want to destroy their defect creations -- who they Speed 30 ft.
chosen to call troggs. Rather, the titanic Keeper Ironaya
constructed Uldaman; a Titan vault that would keep the
troggs in stasis, with herself as its designated warden. STR DEX CON INT WIS CHA
Over the years, a few small groups managed to break 14 (+2) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
free from Uldaman. Some of these scattered themselves
out across the surface of Azeroth, while others burrowed Senses darkvision 60 ft., passive Perception 10
their way deeper down to dwell in the subterranean Languages —
caverns of Deepholm. The rest stayed as they were, asleep Challenge 1 (200 XP)
beneath the earth, until a dwarven excavation managed to
unearth the titanic vault. Once the seal of Uldaman was Brute. A melee weapon deals one extra damage die
broken, the troggs awoke; quickly overpowering the when the trogg hits with it (included in the attack).
dwarves as they swarmed to the surface.
There, the troggs burrowed their way through every peak Stench. Any creature other than a trogg that starts its
and valley across Khaz Modan, including the subterranean turn within 5 feet of the trogg must succeed on a DC
12 Constitution saving throw or be poisoned until the
gnomish city of Gnomeregan. To this day, trogg tribes can start of the creature's next turn. On a successful
be found in every corner of the Khaz Modan -- with distant saving throw, the creature is immune to the stench of
cousins scattered far and wide across Azeroth. all troggs for 1 hour.
Progenitor race. Though the troggs were considered a
failed experiment by the titanic Keepers, who sought to Pack Tactics. The trogg has advantage on attack rolls
flourish new life on Azeroth, their failure became the against a creature if at least one of the trogg's allies is
within 5 feet of the creature and the ally isn't
blueprint for future revised designs. incapacitated.
Ultimately, the Titans formed the earthen; a race of
stone-carved beings formed to bring order the deep Actions
reaches of the world during the ordering of Azeroth. Multiattack. The trogg makes two melee attacks.
Theories have also been floated, mainly by the prominent
dwarven explorer Brann Bronzebeard, that the kobolds are Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
themselves an evolved offshoot from an early group of target. Hit: 7 (2d4 + 2) bludgeoning damage.
troggs. Likely one that earlier broke free from the titanic Sling. Ranged Weapon Attack: +3 to hit, reach 120 ft.,
vault of Uldaman, however, there has been no conclusive
evidence of this, only theories based on their resemblance.
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
T

TROGGS
101
Trogg Names and Languages
Troggs do not possess any discernible language of their
own, and tend to resort to violence rather than negotiation
when faced with a threat. Still, those who do communicate
do so in a mixture of grunts and what Common they know.
Their names draw from the same roots as the dwarven
language, especially with its hard consonants and guttural
sounds. Some troggs, usually tribe leaders, choose names
in Common to best describe themselves. It is unclear
whether these names are direct translations, or deliberate
choices to intimidate other races.
Trogg tribes are usually in Common, and often draw
from their way of being or directly from whichever place
they claim as their home.
Trogg Names: Argh, Agrok, Bruggor, Gorgash, Grimlok,
    Morloch, Murdaloc, Raggosh, Revelosh
Clan Names: Bonegnasher, Caverndeep, Gravelflint,
    Irondeep, Rockjaw, Scrapbone, Stonevault

Trogg Ambusher
Medium humanoid (trogg), chaotic evil

Armor Class 13 (natural armor)


Hit Points 40 (7d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 6 (-2)

Senses darkvision 60 ft., passive Perception 10


Languages —
Challenge 2 (450 XP)

Ambusher. The trogg has advantage on attack rolls


against any creature it has surprised.
Brute. A melee weapon deals one extra damage die
when the trogg hits with it (included in the attack).
Pack Tactics. The trogg has advantage on attack rolls
against a creature if at least one of the trogg's allies is
within 5 feet of the creature and the ally isn't
incapacitated.
Stench. Any creature other than a trogg that starts its
turn within 5 feet of the trogg must succeed on a DC
12 Constitution saving throw or be poisoned until the
start of the creature's next turn. On a successful
saving throw, the creature is immune to the stench of
all troggs for 1 hour.
Actions
Multiattack. The trogg makes two melee attacks: one
with its axe and one with its claw.
Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) slashing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 3) slashing damage.
Reactions
Parry. The trogg adds 2 to its AC against one melee
T attack that would hit it, parrying it by using its rocky
forearm. To do so, the trogg must see the attacker.

TROGGS
102
Trogg Shaman Trogg Chieftain
Medium humanoid (trogg), chaotic evil Large humanoid (trogg), chaotic evil

Armor Class 13 (natural armor) Armor Class 15 (natural armor)


Hit Points 40 (7d8 + 12) Hit Points 80 (15d8 + 20)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 9 (-1) 14 (+2) 6 (-2) 18 (+4) 10 (+0) 18 (+4) 8 (-1) 10 (+0) 12 (+1)

Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 10
Languages Low Common Languages Low Common
Challenge 3 (700 XP) Challenge 5 (1800 XP)

Innate Spellcasting. The trogg's innate spellcasting Brute. A melee weapon deals one extra damage die
ability is Wisdom (spell save DC 12). It can innately when the trogg hits with it (included in the attack).
cast the following spell, requiring no components:
Stench. Any creature other than a trogg that starts its
1/day: stinking cloud turn within 5 feet of the trogg must succeed on a DC
12 Constitution saving throw or be poisoned until the
Spellcasting. The trogg is a 5th level spellcaster. Its
start of the creature's next turn. On a successful
spellcasting ability is Wisdom (spell save DC 12, +4
saving throw, the creature is immune to the stench of
to hit with spell attacks). The trogg has the following
all troggs for 1 hour.
shaman spells prepared:
Cantrips (at will): mold earth, shocking grasp, Actions
produce flame Multiattack. The trogg makes two attacks: one with its
1st level (4 slots): earth tremor, elemental shock, club and one with its kick.
chromatic orb, absorb elements
2nd level (3 slots): lava burst, maximilian's Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft.,
earthen grasp one target. Hit: 22 (4d8 + 4) bludgeoning damage.
3rd level (2 slot): earthen spike, erupting earth
Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Stench. Any creature other than a trogg that starts its target. Hit: 7 (2 + 4) slashing damage.
turn within 5 feet of the trogg must succeed on a DC
12 Constitution save or be poisoned until the start of Leadership (Recharges after a Short or Long Rest). For 1
the creature's next turn. On a successful saving minute, the trogg can utter a special command or
throw, the creature is immune to the stench of all warning whenever a nonhostile creature that it can
troggs for 1 hour. see within 30 ft. of it makes an attack roll or a saving
throw. The creature can add a d4 to its roll provided it
Actions can hear and understand the trogg. A creature can
benefit from only one Leadership die at a time. This
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one effect ends if the trogg is incapacitated.
target. Hit: 5 (1d6 + 2) bludgeoning damage, or 7
(1d8 + 2) bludgeoning damage if used with two
hands to make a melee attack.

TROGGS
103
Trolls
Trolls have made their mark upon the world over milennia,
as ancient divides among their kin have brought forth a
wide foray of tribes. Today, trolls can be found far and wide
across Azeroth, each tribe unuque in its own appearance,
customs, and way of life.
Rulers of the Ancient World. When the world was still
one, before the Great Sundering, the troll race flourished
under the rule of the powerful Zandalari empire; able to
match even the mighty Mogu dynasti.
The Zandalari relied heavily on its intricate caste system,
under which each troll had its given place in life. As time
went on, many of these castes grew into a people of their
own, parting from the Zandalari to cut their own path in
life. From this, two other empires grew forth to rival the
Zandalari -- the Amani and the Gurubashi.
Other, smaller tribes tried to escape conflict by settling
farther away, though many were made to heel by the three
empires. Although animosity between the three was great,
Azeroth had a host of other threats that would often draw a
common enemy between them.
Progenitors of the Elves. Eventually, a colony of dark
trolls split free from the Amani empire, ventured forth
discover the heart of the continent -- and with it, the cosmic
Well of Eternity. By the influence of the well, they were
transformed into the Kaldorei, night elves.
At the base of the well, they forged for themselves a new
empire. One with which they systematically dismantled the
trolls around them, leaving once great empires in ruin.
Ultimately, however, the elves' reckless use of magic
lured the demonic Burning Legion to the world. With it, the
War of the Ancients began, by the end of which the Well of
Eternity imploded in a shockwave that shattered the land
and split the continents as they have been ever since.
Great chunks of the remaining Amani and Gurubashi
empires were lost, but plenty of land remained for the trolls
to rebuild their cities and reclaim their territories.
Racial Differences. The troll race is considered one of
the most numerous, yet thoroughly divided. As each tribe
has split its own course and claimed its own land, a troll's
appearance can alone tell who they are.
Tribal Devotion. Trolls have always been a tribal race,
isolating themselves and starting anew. A troll’s tribe is its
family, and many will go to extreme lengths to protect it as
such. They owe loyalty to no-one but their own.
Outside Hostility. Trolls settle in remote and isolated
areas, places where they can stake their claim and turn the
land into their own. The ferocity with which they defend
their borders is legendar,y to say the least, as they will
retaliate swiftly and with force if threatened.
Loa's Guidance. Loa is the name trolls have given their
animalistic spirit gods. Countless Loa exist, many of them
weak and shapeless beings that only trolls can sense, while
others take the form of majestic animals. Most troll tribes
and empires have their own Loas, manifested as though
given shape by the trolls in their worship.
Regeneration. Smashing a troll's bones and slashing
through its rubbery hide will only serve to anger it, as a
troll's wounds close at an extraordinary speed. Only
through acid or fire can one arrest their regeneration.
The ability for trolls to regenerate themselves is nothing
short of legendary. It can only restore so much, however; as
once a troll heart pumps its last, there is no natural way for
T it to recover.

TROLLS
104
Troll Berserker
To survive a tribe, one must be powerful. For a troll, being
powerful means being stronger than one's enemy.
Berserkers are the embodiment of this; with their brutish
strength, they hurl their weapons at their targets as they
cry for blood. Fearless, they hurl themselves into the fray to
attack with reckless abandon.
Troll Headhunter
Headhunters are the trackers and hunters of a tribe, using
a combination of spear and bolas to bring down their prey.
They make formidable fighters, keen to take trophies
from their fallen opponent to display as adornments. These
trophies are usually severed fingers or ears, as well as the
odd trinket that their quarry might have worn. Troll Berserker
Medium humanoid (any troll), chaotic evil
Troll Witch Doctor
A troll witch doctor holds status as a spiritual leader for its Armor Class 15 (natural armor)
tribe, often acting as a close advisor to its chieftain. They Hit Points 45 (6d8 + 18)
are the eyes that see things which others cannot, and the Speed 30 ft.
ones who commune with the Loas on behalf of the tribe.
As cunning as they are intelligent, the wield great
magical prowess in their practice of voodoo and alchemy. STR DEX CON INT WIS CHA
They know few limits for creating magical concoctions, 17 (+3) 15 (+2) 16 (+3) 11 (+0) 12 (+1) 9 (-1)
both to cure ailments and to spur horrors.
Saving Throws Str +5, Con +5
Dire Troll Skills Athletics +8, Survival +3
These enormous trolls tower above the rest of their kin, as Senses darkvision 60 ft., passive Perception 11
they wield their immense strength to hurl boulders and Languages Zandali
Challenge 3 (700 XP)
enemies alike through the air, as well as to pummel them
into the ground with almost bestial ferocity. Brute. A melee weapon attack deals one extra die of
There is no definitive way to say what stands behind a its damage when the berserker hits a target with it
dire troll's immense stature. Some are elevated through (included in the attack).
magical or alchemical means, while others have simply
evolved to stand larger than life. Whatever the case might Reckless. At the start of its turn, the troll can gain
be, they are revered as proud and honorable souls among advantage on all melee weapon attack rolls during
the trolls. that turn, but attack rolls against it have advantage
until the start of its next turn.
Regeneration. The troll regains 5 hit points at the start
Variant: Dire Troll Caster of its turn. If the troll takes acid or fire damage, this
trait doesn't function at the start of the troll's next
Some dire trolls possess innate magical powers in
turn. The troll dies if it starts its turn with 0 hit points.
their blood. These trolls are known as Warcasters, or
Warmothers if the troll in question is female. They
have a Wisdom of 17 (+3), and gain the Innate
Actions
Spellcasting trait as follows. Multiattack. The troll makes two weapon attacks.
Innate Spellcasting. The troll's spellcasting ability is
Wisdom (spell save DC 15). The troll can innately Handaxe. Melee or Ranged Weapon Attack: +5 to hit,
cast the following spells, requiring no material reach 5 ft., and range 20/60 ft., one target. Hit: 10
components: (2d6 + 3) slashing damage.
Javelin. Ranged Weapon Attack: +5 to hit, reach 5 ft.
2/day each: bestow curse, confusion, puppet, slow
1/day each: stoneskin, synaptic static
and range 20/60 ft., one target. Hit: 10 (2d6 + 3)
piercing damage. T

TROLLS
105
Troll Witch Doctor
Medium humanoid (any troll), chaotic evil

Armor Class 12
Troll Headhunter Hit Points 71 (11d8 + 22)
Speed 30 ft.
Medium humanoid (any troll), chaotic evil
STR DEX CON INT WIS CHA
Armor Class 14 (leather armor)
Hit Points 19 (3d8 + 6) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 17 (+3) 12 (+1)
Speed 30 ft.
Saving Throws Con +4, Wis +5
Skills Arcana +3, Insight +6, Medicine +6, Nature +6
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception
12 (+1) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 9 (-1) Languages Zandali
Challenge 5 (1,800 XP)
Skills Stealth +5, Survival +4
Senses darkvision 60 ft., passive Perception 12 Loa's Blessing. The troll has advantage on saving
Languages Zandali throws against being charmed or frightened.
Challenge 1 (200 XP)
Regeneration. The troll regains 5 hit points at the start
of its turn. If the troll takes acid or fire damage, this
Regeneration. The troll regains 3 hit points at the start trait doesn't function at the start of the troll's next
of its turn. If the troll takes acid or fire damage, this turn. The troll dies if it starts its turn with 0 hit points.
trait doesn't function at the start of the troll's next
turn. The troll dies if it starts its turn with 0 hit points. Spellcasting. The troll is an 8th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6
Swift Hunter. If the troll moves at least 20 feet straight to hit with spell attacks). The troll has the following
towards a target whilst taking the Dash action, it can priest and shaman spells prepared:
make one melee weapon attack against it.
Cantrips (at will): light, shocking grasp, spare the
Actions dying, toll the dead
1st level (4 slots): absorb elements, inflict wounds,
Multiattack. The troll makes two attacks: two with its thunderwave
spear, or one with its spear and one with its bolas. 2nd level (3 slots): gentle repose, lesser restoration
3rd level (3 slots): bestow curse, lightning bolt,
Spear. Melee or Ranged Weapon Attack: +5 to hit, revivify, speak with dead
reach 5 ft. and range 20/60 ft., one target. Hit: 6 (1d6 4th level (2 slots): banishment, death ward
+ 3) piercing damage, or 7 (1d8 + 3) piercing damage
if used with two hands to make a melee attack. Actions
Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 Multiattack. The troll makes two quarterstaff attacks.
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
If the target is a Large or smaller creature with legs, it Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5
must succeed on a DC 13 Dexterity saving throw or ft, one target. Hit: 3 (1d6) bludgeoning damage, or 4
be grappled and knocked prone. A target can use its (1d8) bludgeoning damage if used with two hands to
T action to remove the bolas, ending the grapple. make a melee attack.

TROLLS
106
Dire Troll Regeneration. The troll regains 15 hit points at the start
of its turn. If the troll takes acid or fire damage, this
Huge humanoid (any troll), chaotic evil
trait doesn't function at the start of the troll's next turn.
The troll dies only if it starts its turn with 0 hit points
Armor Class 12 and doesn't regenerate.
Hit Points 157 (15d12 + 60)
Speed 40 ft. Actions
Multiattack. The troll makes two fist attacks. It then
uses its toss if able.
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 9 (-1) 12 (+1) 7 (-2) Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) bludgeoning damage, and
the target is grappled (escape DC 16). Until this
Skills Athletics +9, Perception +4 grapple ends, the target is restrained.
Condition Immunities Frightened, Stunned
Senses darkvision 60 ft., passive Perception 15 Toss. Ranged Weapon Attack: +9 to hit, range 60/120
Languages Zandali ft., one target. Hit: 11 (1d8 + 6) bludgeoning damage.
Challenge 8 (3,900 XP) The troll can't use this attack if it doesn't have a target
grappled. Both the target thrown and hit takes damage
Berserk. Whenever the troll starts its turn with 60 hit from the attack.
points or fewer, it must make a DC 11 Wisdom save. Rock Ranged Weapon Attack: +9 to hit, range 50/100
On a failed save, the troll goes berserk. On each of its ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
turns while berserk, the troll attacks the nearest crea-
ture it can see. If no creature is near enough to move
and attack, the troll attacks an object, with preference
for an object smaller than itself. Once the troll goes
berserk, it continues to dos so until its killed or regains
all its hit points. T

TROLLS
107
Thunder Lizard
Huge monstrosity, chaotic neutral

Armor Class 16 (natural armor)


Hit Points 138 (12d12 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 9 (-1) 21 (+5) 7 (-2) 14 (+2) 6 (-2)

Skills Perception +5
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 7 (2,900 XP)

Trampling Charge. If the lizard moves at least 20 feet


straight towards a creature and then hits it with a gore
attack on the same turn, that target must succeed on
Thunder Lizard
a DC 15 Strength saving throw or be knocked prone. Few who scout a thunder lizard approaching dare engage
If the target is prone, the lizard can make one devour the beast in an open skirmish. The thick-skinned beasts
attack against it as a bonus action. bears a striking resemblance to kodos and many have
speculated that the two are related in one way or another.
Actions But that is where the similarities between the creatures
Gore. Melee Weapon Attack: +9 to hit, reach 10 ft.,
end; as the monstrous thunder lizard is easily aggravated,
one target. Hit 28 (4d10 + 6) piercing damage. persistent in hunting down whoever would provoke it, and
capable of exhaling a breath of lightning.
Devour. Melee Weapon Attack: +9 to hit, reach 5 ft., Creature of Myth. Thunder lizards are considered
one target. Hit: 16 (2d10 + 6) piercing damage. A mystical creatures and a rare sight by many. They are only
Medium or smaller target must succeed on a DC 15 made rarer by their aggressive nature, as failing to take
Dexterity saving throw or swallowed by the lizard. The necessary precautions before attempting to approach a
lizard can only have one target swallowed at a time. If
a target fails the saving throw while the lizard has a
thunder lizard may quickly spell doom.
creature swallowed, it is grappled instead.
Among the tauren, legends claim thunder lizards to be
A swallowed target is blinded and restrained, it has formed from ancient kodo spirits; bound to the sky and
total cover against attacks and other effects outside storm and brought back as thundering monsters.
the lizard, and it takes 10 (3d6) acid damage at the Grassland Scavengers. The lumbering creatures roam
start of each of the lizard's turns. the vast plains of Kalimdor in search of prey. Thunder
If the lizard takes 25 damage or more on a single lizards are carnivorous, and will often eat their prey whole:
turn from the swallowed creature, the lizard must dissolving both the creature and everything it carried in the
succeed on a DC 15 Constitution saving throw at the process. Thankfully, magical items are usually left behind
end of that turn or regurgitate the creature, which without being too much worse for wear.
falls prone in a space within 10 feet of the lizard. If Wary scouts who have witnessed the great thunder
the lizard dies, a swallowed creature is no longer lizards and lived, often note that they leave ordinary kodos
restrained by it and can escape from the corpse using
10 feet of movement, exiting prone.
unharmed -- rather seeking food elsewhere.
Lone Wanderers. Thunder lizards are rarely found in
Lightning Breath (Recharge 5-6). The lizard exhales a large numbers, preferring to either hunt alone or follow a
line of lightning that is 20 feet long and 5 feet wide. pack of kodos as some form of guardian.
Each creature in that line must make a DC 15 Dexter- They move vast distances in their tireless hunt, and tales
ity saving throw, taking 39 (6d12) lightning damage
on a failed save, or half as much damage on a success.
have been told of thunder lizards even wandering their way
through open settlements. They rarely cause any trouble,
T however, so long as they are not provoked.

THUNDER LIZARD
108
Whale Shark
Gargantuan beast, unaligned

Armor Class 18 (natural armor)


Hit Points 297 (18d20 + 108)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA


27 (+8) 11 (+0) 23 (+6) 7 (-2) 13 (+1) 11 (+0)

Saving Throws Dex +6, Con +12, Wis +7


Damage Resistance fire; bludgeoning, piercing, and
slashing from non magical attacks
Condition Immunities frightened, paralyzed
Skills Perception +7
Senses blindsight 120 ft., passive Perception 17
Languages –
Challenge 19 (22,000 XP)

Blood Frenzy. The whale shark has advantage on melee


attack rolls against any creature that doesn't have all
its hit points.
Water Breathing. The whale shark can breathe only
underwater.
Actions
Multiattack. The whale shark makes three bite attacks.
It can make one tail attack in place of one bite attack.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft.,
one target. Hit: 27 (3d12 + 8) piercing damage. If the
target is a Large or smaller creature affected by the
Whale Shark whale shark's Inhale, that creature is swallowed. While
swallowed, the target is blinded and restrained, it has
In the depths of the ocean, beneath the sun-bathed reaches total cover against attacks and other effects outside
of the Great Sea, swims the arbiter of the deep. Known to the whale shark, and it takes 28 (8d6) acid damage at
many simple as whale sharks, these legendary leviathans the start of each of the whale shark's turns.
patrol the deepest oceans; devouring any inattentive or If the whale shark takes 40 damage or more on a
overzealous adventurer that would cross their path. single turn from a creature inside it, the whale shark
Devourer of All These larger-than-life behemoths swim must succeed on a DC 25 Constitution saving throw
through the oceans of Azeroth in an eternal hunt for at the end of that turn or regurgitate all swallowed
survival. With their massive, lumbering bodies, whale creatures, which fall prone in a space within 10 feet
sharks rarely benefit from being aggressive enough to of the whale shark. If the whale shark dies, a
directly hunt down their meal. Instead, they eat what swallowed creature is no longer restrained by it and
can escape from the corpse using 15 feet of
happens to be caught in front of their massive maw. movement, exiting prone.
So long as it can offer some form of sustenance, they
care little for what -- or who -- else they might swallow. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft.,
Guardians of the Deeps. Whale sharks are known for one target. Hit: 24 (3d10 + 8) bludgeoning damage.
being fairly territorial. Their domains are large, and they If the target is a creature, it must succeed on a DC 22
Strength saving throw or be pushed 10 feet away
patrol it in broad circles along its borders, swallowing from the whale shark and knocked prone.
down whatever they happen by along the way.
Some have been spotted roaming waters around ancient Inhale. The whale shark inhales water in a 15-foot
ruins, leading to speculations that they are safeguarding cube in front of it. Each creature in that cube that is
the remnants within. Few, however, have been daring Large or smaller must make a DC 20 Dexterity saving
enough to venture deep enough within their realm to prove throw or have their movement speed reduced to 0
whether these are true stories or flighty legends. until the end of the whale shark's next turn. W

WHALE SHARK
109
Wind Serpents
Slithering across in the plains of Mulgore, flying through
the frosty trees of Winterspring, or prowling beneath the
burning sand of Tanaris. Wind serpents are adaptable
beasts who can be found in all corners of Azeroth. The
serpentine creatures rarely pay any attention to those who
wander by, but once hungry -- or aggravated -- they quickly
turn hostile; ready to strike with their venomous bite and
innate power to spew elemental fury.
A wind serpent combines the bright-scaled body and
head of a snake with the leathery wings of a drake, as well
as the feathers of a brightly colored bird.
Spiritual Creatures. Wind serpents are often seen by
less intelligent creatures as spirits of the sky, and have long
Wind Serpent
Medium beast, neutral
since been revered by tribal races like the quilboars.
They also carry a srong resemblance to Hakkar the
Soulflayer, a prominent troll Loa, prompting those who Armor Class 15 (natural armor)
worship him to keep and train the beasts in his reverence. Hit Points 22 (5d8)
Speed 20 ft., fly 40 ft.
Unseen Hunters. The serpentine beasts are formidable
hunters; predators who utilize the environment to ambush
their prey for a moment's advantage. Crawling among tree STR DEX CON INT WIS CHA
branches, stalk within fissures, or flying silently out from
dark nooks towards their desired target. 8 (-1) 15 (+2) 11 (+0) 3 (-4) 14 (+2) 5 (-3)
They attack with lightning speed and swiftly retreat once
the blow has been dealt, stalking for the next opportunity to Skills Perception +4, Stealth +4
strike. Perceptive adventurers might catch a glimpse of Damage Resistances poison
Senses passive Perception 14
their colorful scales glinting, as a warning of their presence Languages —
-- and potential quarry. Challenge 1 (100 XP)
Adapted Species. Wind serpents can be found in the far
reaches of the world. They nest in hard-to-reach places Keen Smell. The serpent has advantage on Wisdom
where they may safely retire. The different subspecies of (Perception) checks that rely on smell.
wind serpents have adapted and adjusted to the environ-
ment around them, changing elemental bond -- and color Actions
with it -- to better survive their harsh surroundings.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6)
poison damage.
Variant: Adapted Wind Serpents
Wind serpents are found throughout Azeroth and Constrict. Melee Weapon Attack: +4 to hit, reach 10
have adapted differently to their climate. ft., one Medium or smaller creature. Hit: 9 (2d6 + 2)
You can change a wind serpent's lightning breath bludgeoning damage, and the target is grappled
and shocking spit attacks to deal cold or poison (escape DC 12). Until this grapple ends, the target is
damage instead of lightning by making the following restrained, and the wind serpent can't constrict
changes to the attacks: another target.
Breath Attack. The breath attack becomes a cone Lightning Breath (Recharges after a Short or Long Rest).
of a size equal to half the line's length, and requires a The serpent exhales lightning in a 20-foot line that is
Constitution saving throw to resist. 5 feet wide. Each creature in that line must make a
Spit. The spit attack requires a Constitution saving DC 12 Dexterity saving throw, taking 11 (2d10)
throw to resist. lightning damage on a failed save, or half as much
W damage on a successful one.

WIND SERPENTS
110
Wind Serpent Stinglash Wind Serpent Dreadfang
Medium beast, neutral Large beast, neutral

Armor Class 15 (natural armor) Armor Class 17 (natural armor)


Hit Points 33 (6d8 + 5) Hit Points 60 (11d8 + 11)
Speed 20 ft., fly 40 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 5 (-3) 9 (-1) 17 (+3) 13 (+1) 4 (-3) 15 (+2) 5 (-3)

Skills Perception +4, Stealth +5 Skills Perception +4, Stealth +5


Damage Resistances poison Damage Resistances poison
Senses passive Perception 14 Senses passive Perception 14
Languages — Languages —
Challenge 2 (100 XP) Challenge 4 (1,100 XP)

Keen Smell. The serpent has advantage on Wisdom Keen Smell. The serpent has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on smell.
Venomous Bite. Once per turn, the serpent can deal an
extra 3 (1d6) poison damage with its bite to a target
Actions
that doesn't have all its hit points. Multiattack. The serpent makes two attacks: one with
its bite and one with its constrict.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Multiattack. The serpent makes two attacks: one with target. Hit: 12 (2d8 + 3) piercing damage plus 7
its bite and one with its constrict. (2d6) poison damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Constrict. Melee Weapon Attack: +5 to hit, reach 10
target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) ft., one Large or smaller creature. Hit: 13 (3d6 + 3)
poison damage. bludgeoning damage, and the target is grappled
(escape DC 14). Until this grapple ends, the target is
Constrict. Melee Weapon Attack: +5 to hit, reach 10
restrained, and the wind serpent can't constrict
ft., one Medium or smaller creature. Hit: 10 (2d6 + 3)
another target.
bludgeoning damage, and the target is grappled
(escape DC 13). Until this grapple ends, the target is Frightful Screech. Each creature within 60 feet of the
restrained, and the wind serpent can't constrict serpent that can hear it must succeed on a DC 12
another target. Wisdom saving throw or be frightened for 1 minute.
A frightened target can repeat the saving throw at the
Shocking Spit. Ranged Weapon Attack: +5 to hit,
end of each of its turns, ending the frightened
range 15/30 ft., one creature. Hit: The target must
condition on itself on a success. If a target's saving
make a DC 13 Dexterity saving throw, taking 21
throw is successful or the effect ends for it, the target
(6d6) lightning damage on a failed save, or half as
is immune to this serpent's Frightful Screech for the
much damage on a successful one.
next 24 hours.
Lightning Breath (Recharge 5-6). The serpent exhales
lightning in a 40-foot line that is 5 feet wide. Each
creature in that line must make a DC 14 Dexterity
saving throw, taking 27 (5d10) lightning damage on a
failed save, or half as much damage on a success.

WIND SERPENTS
111
Wretched
Poor souls who failed to control their addiction to magic,
and thus gorged on arcane power to the point of deformity
— that is the story of the wretched.
These frail-bodied denizens of Quel'thalas are recogni-
sable for their gaunt, emaciated appearance, pale skin, and
claw-like hands. Strange crystalling growths have spurred
across their skin, giving them an eerie glow in darkness.
They are a danger both to themselves and to others, with
their violent and unpredictable nature.
Insane Elves. The wretched are obsessed with magic,
willing to go to extreme lengths for any scrap of magic that
they can drain; whether from enchanted items, arcane
fonts, or even errant spellcasters. Their fixation goes to the
brink of insanity, and often far beyond it.
Attempting to bargain with wretched for safe passage
through their domain is rarely a peaceful affair, as their
unpredictable nature makes them all too easy to anger.
Pest of Quel'thalas. Being denizens of Quel'thalas
themselves, the wretched elves rarely leave the confines of
their magical kingdom. Instead, they have opted to scatter
through the forest, taking up residence in ruins still left
behind by the undead Scourge. There, they huddle together
in small packs, letting their addiction take its toll.
For the most part, in the eyes of Silvermoon, the
wretched are little more than a pest upon the land. Their
violent nature have left few wretched able to gather a force
large enough to spur any proper conflicts, though they
would pose a true threat to their elven kin should such a
leader arise.
Wretched Names
Wretched Despite their addled presence and disownment by their
Medium humanoid (blood elf), chaotic neutral kin, the wretches are still blood elves. As such, they still
know to speak Thalassian. Few among them, however,
Armor Class 12 seem to show any signs of remembering Common.
Hit Points 18 (4d8) Their overindulgence have lead many wretched into
Speed 30 ft. insanity, with some forgetting their names entirely. Others
simply choose to take one a new one, casting aside any
remnants of their old identity.
STR DEX CON INT WIS CHA The wretched use the same naming conventions as high
10 (+0) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 10 (+0) and blood elves, but opt for descriptive and often profound
titles in place of typical elven surnames — such as the
Skills Arcana +3, Perception +2 Reckless or the Hungerer.
Senses darkvision 60 ft., passive Perception 12
Languages Thalassian
Challenge 1/4 (50 XP) Variant: Magic Absorption
Wretched have an insatiable craving for magic and
Innate Spellcasting. The wretched's spellcasting ability will go to extreme lengths to obtain and consume it.
is Intelligence (spell save DC 11). It can innately cast Some wretched are able to devour the essence of a
the following spells, requiring no material component magic item and be empowered by it.
A wretched devourer has a challenge rating of 1/2
At will: blade ward, minor illusion
(100 XP) and gains the following action option.
1/day each: detect magic, magic missiles, shield
Devour Magic (Recharge 6). The wretched chooses
Magic Resistance. The wretched has advantage on one creature within 60 feet of it, the target must
saving throws against spells and other magical effects succeed on a DC 11 Dexterity saving throw or have
one of its magic items lose all magical properties
Actions until the start of the wretched's next turn. If the
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 object is a charged item, it also loses 1d4 charges.
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Determine the affected item randomly, ignoring
single-use items such as potions and scrolls.
Longbow. Ranged Weapon Attack: +4 to hit, range If the wretched successfully devours the magic of
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing an item, it regains the use of one of its once per day
W damage. innate spellcasting spells.

WRETCHED
112
Worgen: Feral
The curse of the worgen can transform even the most
civilized person into a ravenous, primal beast. Filled with
rage, it gradually loses all vestiges of its former life, as it
slowly turns into a mindless hunter. These feral beings
bear a closer semblence to monstrous wolves than to
intelligent humanoids. However, upon a closer inspection,
their eyes betray the mind still trapped within.
Ancient Curse. The worgen curse began with a sect of
night elves, who tried to tame the powers of the ancient
Godrinn. Instead, they were transformed into feral beasts,
and subsequently locked away in the Emerald Dream. They
were alter brought forth by the Archmage Arugal -- who
himself sought a weapon against the Scourge.
Though the worgen were successful in keeping the
damned at bay, they did not differ between the living and
dead; leaving the curse to quickly seep through Gilneas.
Pack Animals. Feral worgens have but a shred of
humanity left, locked away in a beast that cannot be
reasoned or communicated with. Like wolves, they keep to
forested areas and gather in large packs, headed by their
strongest -- the alpha.
Humanoid Cubs. Worgens do not give birth to lupine
humanoids, but rather to a humanoid of their original race.
Although the mother might care for its child, this is often
not shared by the rest of its pack.
Resistance to Undeath. The curse of the worgen draws Feral Worgen
its power from the Emerald Dream, and the light of the Medium humanoid (worgen), chaotic evil
goddess Elune. For this, raising a worgen into undeath is
by far more difficult than it is with most other humanoids. Armor Class 12 (natural armor)
Feral Weaknesses. As vicious as they are, these feral Hit Points 39 (6d8 + 12)
beasts are hardly intimidated and rarely back down if the Speed 40 ft., climb 40 ft.
pack keeps together. They do, however, have a strong
dislike for open fires, and avoid areas lit by open flames
whenever possible -- so long as the hunger for flesh does STR DEX CON INT WIS CHA
not force them to push through. 15 (+2) 13 (+1) 14 (+2) 7 (-2) 11 (+0) 10 (+0)
They also appear to be very susceptible to the wolfsbane
plant; a small, purple flower commonly found across the Skills Perception +4, Survival +2, Stealth +3
kingdom of Gilneas. If this seemingly harmless plant Damage Resistances bludgeoning, piercing, and
comes in contact with a worgen's wounds, it prevents the slashing from non magical attacks and weapons
beast from recuperating. that aren't silvered
Senses darkvision 60 ft., passive Perception 14
Languages Wolf
Player Characters as Feral Worgens Challenge 2 (450 XP)
A humanoid bit by a worgen must succeed on a DC
12 Constitution saving throw or be cursed. The Keen Hearing and Smell. The worgen has advantage on
curse has no effect on undead beings, such as the Wisdom (Perception) checks that rely on its hearing
forsaken. A character bit begins to show the effects or smell.
of the curse after 1d4 days, at which point the Pack Tactics. The worgen has advantage on an attack
character is transformed into a feral worgen. It gains roll against a creature if at least one of the worgen's
a Strength of 15 if their score isn't already higher, allies is within 5 feet of the creature and the ally isn't
and their alignment changes to Chaotic Evil. incapacitated.
The cursed character also gains the following
indefinite madness, "I hunger for the taste of blood
and will kill anyone to taste it once more."
Actions
The character remains a feral worgen until a Multiattack. The worgen makes two attacks: one with
greater restoration spell or more powerful magic rids its bite and one with its claws.
the character of their indefinite madness, at which
point alignment returns to what it was before being Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
bit, and the character gains the Two Forms feature target. Hit: 6 (1d8 + 2) piercing damage. If the target
and the Worgen Form Traits of the Worgen race. is a humanoid, it must succeed on a DC 12
Constitution saving throw or gain the worgen curse.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 7 (2d4 + 2) slashing damage.
W

WORGEN: FERAL
113
Yeti
Yetis -- also known as Wendigos -- are hulking monstrosities
that roam remote forests and snowy mountains. They
exhibit a territorial ferocity rarely seen in other creatures,
and make for terrifying and powerful foes. Especially with
how they are willing to hunt any and all that would happen
to wander too close to their den.
Territorial Beings. The territorial nature of a yeti is
common knowledge for any settlement near its hunting
ground. When venturing outside, one must be sure to keep
clear of any sign of the creature's trail; easily noticeable for
the massive, clawed depressions and bloody carnage it
leaves behind in the snow.
Yetis possess a desire for blood that cannot be
quenched. They often continue to hunt even when they
are not hungry, dragging any un-eaten scraps back to
their lair as a snack for later. As such, a yeti found
roaming is seldom one left without purpose: it is almost
guaranteed to be out looking for easy prey.
Horrific Dens. Yetis make their dens in caverns and
under isolated overhangs, usually recognized by an
entrance strewn across with bones and half-eaten corpses.
The cold climate of their habitat keeps the smell at bay,
though the sight is as unmistakable as it is terrifying.
This can, however, mean untold riches for strong-hearted
adventurers. If anything manages to survive the yeti's
frenzy, it is left strewn under the snow across its den -- like
a treasure for any who would dare to collect it.
Solitary Hunters. It is not a lack of intelligence, but an
assertion of pride and dominance that drives the yeti to
wander alone. If they first do decide to join together,
whether to survive or simply for sport, they will first fight
tooth and claw to establish a leader.

Yeti Charge. If the yeti moves at least 30 feet straight


toward a target and then hits it with a horn attack on
Large monstrosity, neutral evil
the same turn, the target takes an extra 12 (2d10)
piercing damage.
Armor Class 13 (natural armor)
Hit Points 60 (7d10 + 18) Actions
Speed 30 ft. Multiattack. The yeti makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (1d8 + 4) slashing damage plus 2 (1d4)
18 (+4) 11 (+0) 16 (+3) 9 (-1) 10 (+0) 7 (-2) cold damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills Perception +2 target. Hit: 10 (1d10 + 4) piercing.
Damage Immunities cold Roar. The yeti emits a roar. Each creature within 30 feet
Senses darkvision 60 ft., passive Perception 12 of the yeti and able to hear the roar must make a DC10
Languages — Wisdom saving throw, being Frightened for 1 minute
Challenge 3 (700 XP) on a fail. A Frightened creature can repeat the saving
throw at the end of each of its turns, ending the effect
Keen Smell. The yeti has advantage on Wisdom on itself on a success. On a successful saving throw,
(Perception) checks that rely on smell. the creature is immune to the roar of all yetis for 1 day.
Snow Camouflage. The yeti has advantage on Dexterity
Y (Stealth) checks made to hide in snowy terrain.

YETIS
114
Abominable Yeti
Abominable yetis are menacing creatures, towering above
their kin with the posture of enormous apes. They make
their dens high in the mountains, in places so remote that
no one would dare to venture close. They care little for
keeping a large perimeter and hunt only to survive. They
are, however, far more aggressive in their hunt; willing to
venture much farther from their den for food.
The greatest evidence of their existence are their primal
roars; as loud as they are terrifying, echoing through the
mountains. Little else is known of the abominable yeti, as
few have encountered one and since lived to tell their tale.

Abominable Yeti Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 24 (3d10 + 6) piercing damage.
Huge monstrosity, neutral evil
Roar. The yeti emits a roar. Each creature within 30 feet
Armor Class 15 (natural armor) of the yeti and able to hear the roar must make a DC15
Hit Points 171 (13d12 + 80) Wisdom saving throw, being Frightened for 1 minute
Speed 40 ft. on a fail. A Frightened creature can repeat the saving
throw at the end of each of its turns, ending the effect
on itself on a success. On a successful saving throw,
STR DEX CON INT WIS CHA the creature is immune to the roar of all yetis for 1 day.

22 (+6) 16 (+3) 20 (+5) 6 (-2) 12 (+1) 9 (-1) Deadly Leap. If the yeti jumps at least 20 ft. as part of
its movement, it can then use this action to land on its
feet in a space that contains one or more other
Skills Perception +6 creatures. Each of those creatures must succeed on a
Damage Immunities cold DC 18 Strength or Dexterity saving throw (target's
Senses darkvision 60 ft., passive Perception 15 choice) or be knocked prone and take 30 (4d10 + 6)
Languages — bludgeoning damage.
Challenge 11 (7,200 XP) On a successful save, the creature takes only half of
the damage, isn't knocked prone and is pushed 5 ft.
Keen Smell. The yeti has advantage on Wisdom out of the yeti space into an unoccupied space of the
(Perception) checks that rely on smell. creature's choice. If no unoccupied space is within
range, the creature instead falls prone in the yeti space.
Snow Camouflage. The yeti has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain. Cold Breath (Recharge 5-6). The yeti exhales an icy blast
in a 30-foot cone. Each creature in that area must make
Charge. If the yeti moves at least 30 feet straight a DC 13 Constitution saving throw, taking 36 (6d10)
toward a target and then hits it with a horn attack on cold damage on a failed save, or half as much damage
the same turn, the target takes an extra 18 (3d10) on a successful one.
piercing damage.
Standing Leap. The yeti's long jump is up to 40 ft. and Legendary Actions
its high jump is up to 20 ft., with or without a running The yeti can take 3 legendary actions, choosing from
start. the options below. Only one legendary action can be
used at a time and only at the end of another creature’s
Actions turn. The yeti regains spent legendary actions at the
Multiattack. The yeti makes two claw attacks. start of its turn.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one Claw Attack. The yeti makes one claw attack.
target. Hit: 12 (2d6 + 6) slashing damage plus 5 (1d8) Leap Attack (Cost 2 actions). The yeti makes a deadly
cold damage. leap attack.
Y

YETIS
115
Appendix A: Miscellaneous Creatures

T
his appendix contains statistics for various
animals, vermin, and other critters. The stat Black Bear
blocks are organized alphabetically by
creature name. Medium beast, unaligned

Armor Class 11 (natural armor)


Hit Points 19 (3d8 + 6)
Speed 40 ft., climb 30 ft.
Ashwing Moth
Tiny beast, unaligned STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 8 (-2)
Armor Class 10
Hit Points 1 (1d4 - 1) Skills Perception +3
Speed 5 ft., fly 25 ft. Senses passive Perception 13
Languages —
Challenge 1/2 (100 XP)
STR DEX CON INT WIS CHA
3 (-4) 10 (+0) 8 (-1) 1 (-5) 6 (-2) 3 (-4) Keen Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Senses blindsight 30 ft., passive Perception 8
Languages — Actions
Challenge 0 (10 XP) Multiattack. The bear makes two attacks: one with its bite
and one with its claws.
Illumination. The moth sheds bright light in a 5-foot
radius and dim light for an additional 5 feet. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
target. Hit: 1 piercing damage.

An ashwing moth is a nocturnal creature, best known for


its vibrant light. Assassins prize them for it, using it as a Boar
decoy or distraction, as well as a subtle light in dark places. Medium beast, unaligned
An ashwing moth in captivity sheds light for up to 1d8 days.
Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Bat Speed 40 ft.
Tiny beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 12
Hit Points 1 (1d4 - 1) 13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
Speed 5 ft., fly 30ft.
Senses passive Perception 9
Languages —
STR DEX CON INT WIS CHA Challenge 1/4 (50 XP)
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
Charge. If the boar moves at least 20 feet straight toward
a target and then hits it with a tusk attack on the same
Senses blindsight 60ft., passive Perception 11 turn, the target takes an extra 3 (1d6) slashing damage.
Languages — If the target is a creature, it must succeed on a DC 11
Challenge 0 (10 XP) Strength saving throw or be knocked prone.
Echolocation. The bat can't use its blindsight while Relentless (Recharges after a Short or Long Rest). If the
deafened. boar takes 7 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.
Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing. Actions
Actions Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage.

APP. A: MISCELLANEOUS CREATURES


116
Brown Bear
Large beast, unaligned

Armor Class 11 (natural armor)


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

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +3 Coyote


Senses passive Perception 13 Small beast, unaligned
Languages —
Challenge 1 (200 XP) Armor Class 12
Hit Points 9 (2d6 + 2)
Keen Smell. The bear has advantage on Wisdom Speed 50 ft.
(Perception) checks that rely on smell.

Actions STR DEX CON INT WIS CHA


Multiattack. The bear makes two attacks: one with its bite 11 (+0) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Skills Perception +3, Stealth +4
target. Hit: 8 (1d8 + 4) piercing damage. Senses passive Perception 13
Languages —
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 1/8 (25 XP)
target. Hit: 11 (2d6 + 4) slashing damage.
Keen Hearing and Smell. The coyote has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Carrion Bird Pack Tactics. The coyote advantage on an Attack roll
Medium beast, unaligned against a creature if at least one of the coyotes allies is
within 5 ft. of the creature and the ally isn't
Armor Class 12 Incapacitated.
Hit Points 9 (2d6 + 2)
Speed 10 ft., fly 60 ft. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: +4 (1d4 + 2) piercing damage.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 2 (-4) 14 (+2) 4 (-3)

Skills perception +4
Crab
Senses passive Perception 14 Tiny beast, unaligned
Languages —
Challenge 1/4 (50 XP) Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Keen Sight and Smell. The carrion bird has advantage on Speed 20 ft., swim 20 ft.
Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The carrion bird has advantage on an attack STR DEX CON INT WIS CHA
roll against a creature if at least one of the bird's allies is
within 5 feet of the creature and the ally isn't 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)
incapacitated.
Skills Stealth +2
Actions Senses blindsight 30 ft., passive Perception 9
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages —
target. Hit: 5 (1d6 + 2) slashing damage Challenge 0 (10 XP)

Amphibious. The crab can breathe air and water.


A carrion bird is a large, carnivorous scavenger bird found
across Azeroth. Their wings are broad and their heads Actions
often featherless. They stalk their prey from the skies, lurk-
ing from a distance, as they wait for it to fall -- whether Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one
from exhaustion, or from another hunter. target. Hit: 1 bludgeoning damage.

APP. A: MISCELLANEOUS CREATURES


117
Crocolisk Deer
Large beast, unaligned Medium beast, unaligned

Armor Class 12 (natural armor) Armor Class 13


Hit Points 19 (3d10 + 3) Hit Points 4 (1d8)
Speed 20 ft., swim 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3)

Skills Stealth +2 Senses passive Perception 12


Senses passive Perception 10 Languages —
Languages — Challenge 0 (10 XP)
Challenge 1/2 (100 XP)

Hold Breath. The crocolisk can hold its breath for 15


Actions
minutes. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) piercing damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: +7 (1d10 + 2) piercing damage, and the
target is grappled (escape DC 12). Until this grapple
Dire Wolf
Large beast, unaligned
ends, the target is restrained, and the crocodile can't bite
another target.
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
Darkhound
Medium fiend, chaotic evil
STR DEX CON INT WIS CHA
Armor Class 12 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
Hit Points 11 (2d8 + 2)
Speed 40 ft. Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
14 (+2) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
Skills Perception +3 smell.
Senses darkvision 30 ft., passive Perception 13
Languages — Pack Tactics. The wolf has advantage on an attack roll
Challenge 1/2 (100 XP) against a creature if at least one of the wolf's allies is
within 5 feet of the creature and the ally isn't
Keen Hearing and Smell. The darkhound has advantage on incapacitated.
Wisdom (Perception) checks that rely on hearing or
smell. Actions
Otherworldly Perception. The darkhound can sense the Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
presence of any creature within 30 feet of it that is target. Hit: 10 (2d6 + 3) piercing damage. If the target is
invisible or on the Ethereal Plane. It can pinpoint such a a creature, it must succeed on a DC 13 Strength saving
creature that is moving. throw or be knocked prone.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage, plus 2 (1d4)
poison damage.

A darkhound is a demonic dog found stalking the forests


of the world, either by themselves or in small packs. Most
consider them to be little more than a nuisance to be rid of,
though the dark iron dwarves have found good use in them
as patrol animals.

APP. A: MISCELLANEOUS CREATURES


118
Eagle Forest Spider
Small beast, unaligned Small beast, unaligned

Armor Class 12 Armor Class 12


Hit Points 3 (1d6) Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2) 8 (-1) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3)

Skills perception +4 Skills Stealth +4


Senses passive Perception 14 Senses darkvision 30 ft., passive Perception 10
Languages — Languages —
Challenge 0 (10 XP) Challenge 1/4 (50 XP)

Keen Sight. The eagle has advantage on Wisdom Spider Climb. The spider can climb difficult surfaces,
(Perception) checks that rely on sight. including upside down on ceilings, without needing to
make an ability check.
Actions Web Sense. While in contact with a web, the spider
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one knows the exact location of any other creature in contact
target. Hit: 4 (1d4 + 2) slashing damage. with the same web.
Web Walker. The spider ignores movement restrictions
caused by webbing.
Fox Actions
Small beast, unaligned
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4+2) piercing damage, and the target
Armor Class 12 must succeed on a DC 10 Constitution saving throw or
Hit Points 9 (2d6 + 2) take 2 (1d4) poison damage.
Speed 50 ft.

STR DEX CON INT WIS CHA Frenzyfish


10 (+0) 15 (+2) 12 (+1) 3 (-4) 13 (+1) 6 (-2) Tiny beast, unaligned

Skills Perception +3, Stealth +4 Armor Class 13


Senses passive Perception 13 Hit Points 1 (1d4 - 1)
Languages — Speed swim 40 ft.
Challenge 1/8 (25 XP)

Keen Hearing and Smell. The fox has advantage on STR DEX CON INT WIS CHA
Wisdom (Perception) checks that rely on hearing or
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
smell.
Nimble Escape. The fox can take the Disengage or Hide Senses darkvision 60 ft.
action as a bonus action on each of its turns. Languages —
Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Blood Frenzy. The frenzyfish has advantage on melee
target. Hit: 4 (1d4 + 2) piercing damage. attacks against any creature that doesn't have all its hit
points.
Water Breathing. The frenzyfish can breathe only
underwater.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1 piercing damage.

APP. A: MISCELLANEOUS CREATURES


119
Giant Bat Giant Crab
Large beast, unaligned Medium beast, unaligned

Armor Class 13 Armor Class 15 (natural armor)


Hit Points 22 (4d10) Hit Points 13 (3d8)
Speed 10 ft., fly 60 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2) 13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)

Senses blindsight 60ft., passive Perception 11 Skills Stealth +4


Languages — Senses blindsight 30 ft., passive Perception 9
Challenge 1/4 (50 XP) Languages —
Challenge 1/8 (25 XP)
Echolocation. The bat can't use its blindsight while
deafened. Amphibious. The crab can breathe air and water.
Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Actions target. Hit: 4 (1d6 + 1) bludgeoning damage, and the
target is grappled (escape DC 11). The crap has two
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
claws, each of which can grapple only one target.
creature. Hit: 5 (1d6 + 2) piercing damage.

Giant Boar Giant Eagle


Large beast, unaligned
Large beast, unaligned

Armor Class 13
Armor Class 12 (natural armor)
Hit Points 26 (4d10 + 4)
Hit Points 42 (5d10 + 15)
Speed 10 ft., fly 80 ft.
Speed 40 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)
Skills perception +4
Senses passive Perception 8
Senses passive Perception 14
Languages —
Languages understands at least one language but cannot
Challenge 2 (450 XP)
speak
Challenge 1 (200 XP)
Charge. If the boar moves at least 20 feet straight toward
a target and then hits it with a tusk attack on the same
Keen Sight. The eagle has advantage on Wisdom
turn, the target takes an extra 7 (2d6) slashing damage.
(Perception) checks that rely on sight.
If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Actions
Relentless (Recharges after a Short or Long Rest). If the Multiattack. The eagle makes two attacks: one with its
boar takes 10 damage or less that would reduce it to 0 beak and one with its talons.
hit points, it is reduced to 1 hit point instead.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions target. Hit: 6 (1d6 + 3) piercing damage.
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. target. Hit: 10 (2d6 + 3) slashing damage.

APP. A: MISCELLANEOUS CREATURES


120
Giant Moth Giant Scorpid
Medium beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 15 (natural armor)


Hit Points 16 (3d8 + 3) Hit Points 52 (7d10 + 14)
Speed 10 ft., fly 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 4 (-3) 15 (+2) 13 (+1) 15 (+2) 4 (-3) 9 (-1) 3 (-4)

Senses blindsight 30 ft., passive Perception 10 Senses blindsight 60 ft., passive Perception 9
Languages — Languages —
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Keen Smell. The moth has advantage on Wisdom


(Perception) checks that rely on smell.
Actions
Multiattack. The scorpid makes three attacks: two with its
Actions claws and one with its sting.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage. target. Hit: 6 (1d8 + 2) bludgeoning damage, and the
target is grappled (escape DC 12). The scorpion has two
Pulverulent Wings (1/day). A cloud of thick powder claws, each of which can grapple only one target.
disperses out from the moth in a 15-foot radius. Each
creature in that area must make a DC 12 Constitution Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
saving throw, or be blinded until the end of the moth's target. Hit: 7 (1d10 + 2) piercing damage, and the target
next turn on a failed save. must make a DC 12 Constitution saving throw, taking 22
(4d10) poison damage on a failed save, or half as much
on a successful one.

Giant Owl
Large beast, neutral Giant Shark
Huge beast, unaligned
Armor Class 12
Hit Points 19 (3d10 + 3)
Speed 5 ft., fly 60 ft. Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0) STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)
Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15
Languages Giant Owl, understands one other language Skills Perception +3
but can't speak it Senses blindsight 60 ft., passive Perception 13
Challenge 1/4 (50 XP) Languages –
Challenge 5 (1,800 XP)
Flyby. The owl doesn't provoke opportunity attacks when
it flies out of an enemy's reach. Blood Frenzy. The shark has advantage on melee attack
rolls against any creature that doesn't have all its hit
Keen Hearing and Sight. The owl has advantage on points.
Wisdom (Perception) checks that rely on hearing or
sight. Water Breathing. The shark can breathe only underwater.

Actions Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (2d6 + 1) slashing damage. target. Hit: 22 (3d10 + 6) piercing damage.

APP. A: MISCELLANEOUS CREATURES


121
Giant Spider Giraffe
Large beast, unaligned Huge beast, unaligned

Armor Class 14 (natural armor) Armor Class 11


Hit Points 26 (4d10 + 4) Hit Points 34 (4d12 + 8)
Speed 30 ft., climb 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) 16 (+3) 12 (+1) 14 (+2) 2 (-4) 13 (+1) 7 (-2)

Skills Stealth +7 Skills Perception +3


Senses blindsight 10 ft., darkvision 60 ft., Senses passive Perception 13
passive Perception 10 Languages —
Languages — Challenge 1 (200 XP)
Challenge 1 (200 XP)
Keen Sight. The giraffe has advantage on Wisdom
Spider Climb. The spider can climb difficult surfaces, (Perception) checks that rely on sight.
including upside down on ceilings, without needing to
make an ability check. Charge. If the giraffe moves at least 20 ft. straight toward
a target and then hits it with a hooves attack on the
Web Sense. While in contact with a web, the spider same turn, the target takes an extra 9 (2d8) bludgeoning
knows the exact location of any other creature in contact damage. If the target is a creature, it must succeed on a
with the same web. DC 15 Strength saving throw or be knocked prone.
Web Walker. The spider ignores movement restrictions
caused by webbing.
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions target. Hit: 7 (1d8 + 3) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage, and the
target must make a DC 11 Constitution saving throw,
taking 3 (1d6) poison damage on a failed save, or half as
Hawkstrider
much damage on a successful one. If the poison damage Large beast, unaligned
reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and Armor Class 12
is paralyzed while poisoned in this way. Hit Points 11 (2d10)
Speed 40 ft.
Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one creature. Hit: The target is then
restrained by webbing. As an action, the restrained target STR DEX CON INT WIS CHA
can make a DC 12 Strength check, bursting the webbing
on a success. The webbing can also be attacked and 12 (+1) 15 (+2) 10 (+0) 3 (-4) 11 (+0) 7 (-2)
destroyed (AC 10; hp 5; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic damage). Skills Athletics +3, Acrobatics +4, Perception +2
Senses passive Perception 12
Languages —
Challenge 1/4 (50 XP)

Variant: Giant Deathweb Spider Swift Stride. The hawkstrider can use a bonus action to
A deathweb spider has a challenge rating of 2 (450 take the Dash action.
XP). It has the same statistics as a giant spider
except that it has Constitution 14, 37 (5d10 + 10) Actions
hit points, and replaces the giant spider's bite action
option with the following actions. Additionally, the Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one
spider's web deals 9 (2d8) acid damage to a creature target. Hit: 5 (1d6 + 3) piercing damage.
restrained by it at the beginning of the creatures Shriek (Recharge 6). The hawkstrider emits a horrific
turn. screech. Each creature within 20 feet of it that can hear
Infected Bite. Melee Weapon Attack: +5 to hit, it and that isn't a hawkstrider must succeed on a DC 13
reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing Constitution saving throw or be incapacitated until the
damage plus 3 (1d6) acid damage. end of the hawkstriders's next turn.
Burning Acid (Recharge after a Short or Long rest).
The spider spews forth a burning hot acid. Each
creature in a 10-foot cone must make a DC 12 A hawkstrider is a large, flightless bird, indigenous to the
Dexterity saving throw, taking 13 (3d8) fire damage forests of Quel'Thalas. Known for their bright, vibrant
on a failed save, or half as much on a success. plumage and uncanny intelligence, these graceful creatures
have long been a symbol of Silvermoon.

APP. A: MISCELLANEOUS CREATURES


122
Hunter Shark Hyena Matriarch
Large beast, unaligned Medium beast, unaligned

Armor Class 12 (natural armor) Armor Class 13


Hit Points 45 (6d10 + 12) Hit Points 27 (5d8 + 5)
Speed 0 ft., swim 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3) 15 (+2) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 7 (-2)

Skills Perception +2 Skills Perception +3


Senses blindsight 30 ft., passive Perception 12 Senses passive Perception 13
Languages – Languages —
Challenge 2 (450 XP) Challenge 1 (200 XP)

Blood Frenzy. The shark has advantage on melee attack Pack Tactics. The hyena has advantage on an attack roll
rolls against any creature that doesn't have all its hit against a creature if at least one of the hyena's allies is
points. within 5 feet of the creature and the ally isn't
incapacitated.
Water Breathing. The shark can breathe only underwater.
Rampage. When the hyena reduces a creature to 0 hit
Actions points with a melee attack on its turn, the hyena can take
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one a bonus action to move up to half its speed and make a
target. Hit: 13 (2d8 + 4) piercing damage. bite attack.
Leadership. Once per turn, the hyena can let out a cry
when a friendly hyena that it can see within 10 feet of it
Hyena makes an attack roll. The hyena can add a d4 to its roll
provided it can hear the cry. A creature can benefit from
Medium beast, unaligned only one Leadership die at a time.

Armor Class 12
Actions
Hit Points 16 (3d8 + 3) Multiattack. The hyena makes two attacks: one with its
Speed 50 ft. bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 5 (1d6 + 2) piercing damage.
15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3) Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage.
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 1/2 (100 XP)

Pack Tactics. The hyena has advantage on an attack roll


against a creature if at least one of the hyena's allies is
within 5 feet of the creature and the ally isn't
incapacitated.

Actions
Multiattack. The hyena makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.

APP. A: MISCELLANEOUS CREATURES


123
Lion Pounce. If the lion moves at least 20 feet straight toward
a creature and then hits it with a claw attack on the same
Large beast, unaligned
turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone,
Armor Class 12 the lion can make one bite attack against it as a bonus
Hit Points 26 (4d10 + 4) action.
Speed 50 ft.
Running Leap. With a 10-foot running start, the lion can
jump up to 25 feet.
STR DEX CON INT WIS CHA
Actions
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)
Multiattack. The lion makes three attacks: one with its
bite and two with its claws.
Skills Perception +3, Stealth +6
Senses passive Perception 10 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages — target. Hit: 7 (1d8 + 3) piercing damage.
Challenge 1 (200 XP)
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Keen Smell. The lion has advantage on Wisdom
(Perception) checks that rely on smell. Terrifying Roar. Each creature within 30 ft. of the lion that
can hear it must succeed on a DC 13 Wisdom saving
Pack Tactics. The lion has advantage on an attack roll throw or be frightened for 1 minute. A frightened target
against a creature if at least one of the lion's allies is can repeat the saving throw at the end of each of its
within 5 feet of the creature and the ally isn't turns, ending the frightened on itself on a success. If a
incapacitated. target's saving throw is successful or the effect ends for
Pounce. If the lion moves at least 20 feet straight toward it, the target is immune to the lion's Terrifying Roar for
a creature and then hits it with a claw attack on the same the next 24 hours.
turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone,
the lion can make one bite attack against it as a bonus
A lion is a common sight across central Kalimdor. These
action. fierce predators stalk the tall grass in small packs -- their
prides -- and have been known to even hunt travellers.
Running Leap. With a 10-foot running start, the lion can More commonplace across Azeroth is the mountain
jump up to 25 feet. lion, found both along the lush plains of Mulgore and up
Actions the grassy foothills of Hillsbrad.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage. Mountain Lion
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium beast, unaligned
target. Hit: 6 (1d6 + 3) slashing damage.
Armor Class 12
Hit Points 18 (4d8)
Speed 50 ft.
Lion Pridemane
Large beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 13 14 (+2) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 7 (-1)
Hit Points 52 (7d10 + 14)
Speed 50 ft. Skills Perception +3, Stealth +4
Senses passive Perception 10
Languages —
STR DEX CON INT WIS CHA Challenge 1/2 (100 XP)
17 (+3) 15 (+2) 14 (+2) 3 (-4) 13 (+1) 10 (+0)
Keen Smell. The lion has advantage on Wisdom
(Perception) checks that rely on smell.
Skills Perception +3, Stealth +6
Senses passive Perception 10 Pounce. If the lion moves at least 20 feet straight toward
Languages — a creature and then hits it with a claw attack on the same
Challenge 3 (700 XP) turn, that target must succeed on a DC 12 Strength
saving throw or be knocked prone. If the target is prone,
Keen Smell. The lion has advantage on Wisdom the lion can make one bite attack against it as a bonus
(Perception) checks that rely on smell. action.
Pack Tactics. The lion has advantage on an attack roll Actions
against a creature if at least one of the lion's allies is
within 5 feet of the creature and the ally isn't Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
incapacitated. target. Hit: 6 (1d8 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.

APP. A: MISCELLANEOUS CREATURES


124
Moose Polar Bear
Large beast, unaligned Large beast, unaligned

Armor Class 13 (natural armor) Armor Class 12 (natural armor)


Hit Points 30 (4d10 + 8) Hit Points 42 (5d10 + 15)
Speed 50 ft. Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 2 (-4) 10 (+0) 6 (-2) 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Senses passive Perception 10 Skills Perception +3


Languages — Senses passive Perception 13
Challenge 1 (200 XP) Languages —
Challenge 2 (450 XP)
Charge. If the moose moves at least 20 feet straight
toward a target and then hits it with a ram on the same Keen Smell. The bear has advantage on Wisdom
turn, the target takes an extra 7 (2d6) damage. If the (Perception) checks that rely on smell.
target is a creature, the target must succeed on a DC 13
Strength saving throw or be knocked prone. Actions
Relentless (Recharges after a Short or Long Rest). If the Multiattack. The bear makes two attacks: one with its bite
moose takes 7 damage or less that would reduce it to 0 and one with its claws.
hit points, it is reduced to 1 hit point instead.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions target. Hit: 9 (1d8 + 5) piercing damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage. target. Hit: 12 (2d6 + 5) slashing damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 8 (2d4 + 3) bludgeoning damage.
Reef Shark
Medium beast, unaligned
Owl Armor Class 12 (natural armor)
Tiny beast, unaligned Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.
Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 60 ft. STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
STR DEX CON INT WIS CHA
Skills Perception +2
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) Senses blindsight 30 ft., passive Perception 12
Languages –
Skills Perception +3, Stealth +3 Challenge 1/2 (100 XP)
Senses darkvision 120 ft., passive Perception 13
Languages — Pack Tactics. The shark has advantage on an attack roll
Challenge 0 (10 XP) against a creature if at least one of the shark's allies is
within 5 feet of the creature and the ally isn't
Flyby. The owl doesn't provoke opportunity attacks when incapacitated.
it flies out of an enemy's reach.
Water Breathing. The shark can breathe only underwater.
Keen Hearing and Sight. The owl has advantage on
Wisdom (Perception) checks that rely on hearing or Actions
sight. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.

APP. A: MISCELLANEOUS CREATURES


125
Scorpid Spider
Small beast, unaligned Tiny beast, unaligned

Armor Class 12 (natural armor) Armor Class 12


Hit Points 13 (3d6 + 3) Hit Points 1 (1d4-1)
Speed 20 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 12 (+1) 1 (-5) 8 (-1) 2 (-4) 2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Senses blindsight 60 ft., passive Perception 9 Skills Stealth +4


Languages — Senses darkvision 30 ft., passive Perception 10
Challenge 1/4 (50 XP) Languages —
Challenge 0 (10 XP)
Actions Spider Climb. The spider can climb difficult surfaces,
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one including upside down on ceilings, without needing to
target. Hit: 3 (1d4 + 1) piercing damage, and the target make an ability check.
must make a DC 9 Constitution saving throw, taking 4
(1d8) poison damage on a failed save, or half as much Web Sense. While in contact with a web, the spider
on a successful one. knows the exact location of any other creature in contact
with the same web.
Web Walker. The spider ignores movement restrictions
Skywisp Moth caused by webbing.
Small beast, unaligned Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor Class 11 creature. Hit: 1 piercing damage, and the target must
Hit Points 3 (1d6) succeed on a DC 9 Constitution saving throw or take 2
Speed 10 ft., 30 ft. (1d4) poison damage.

STR DEX CON INT WIS CHA


5 (-3) 12 (+1) 10 (+0) 3 (-4) 11 (+0) 4 (-3)
Stag
Large beast, unaligned
Senses blindsight 30 ft., passive Perception
Languages — Armor Class 10
Challenge 1/8 (25 XP) Hit Points 13 (2d10 + 2)
Speed 50 ft.
Keen Smell. The moth has advantage on Wisdom
(Perception) checks that rely on smell.
STR DEX CON INT WIS CHA
Arcane Interference. When a spell is cast within a 10-foot
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)
radius of the moth, roll a d20. On a roll of 1, the spell is
interrupted as if by the counterspell spell.
Senses passive Perception 10
Actions Languages —
Challenge 1/4 (50 XP)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.
Charge. If the stag moves at least 20 feet straight toward
Pulverulent Wings (1/day). A cloud of thick powder a target and then hits it with a ram on the same turn, the
disperses out from the moth in a 5-foot radius. Each target takes an extra 7 (2d6) damage. If the target is a
creature in that area must make on a DC 11 Constitution creature, the target must succeed on a DC 13 Strength
saving throw, or be blinded until the end of the moth's saving throw or be knocked prone.
next turn on a failed save.
Actions
A skywisp moth is considered a docile, insignificant beast Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
to most. Among arcane practicioners, however, they have a target. Hit: 6 (1d6 + 3) bludgeoning damage.
notorious reputation for their curiosity and their uncanny Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
ability to interfere with spells cast in their vicinity. target. Hit: 8 (2d4 + 3) bludgeoning damage.
Because of this, they are often a favoured companion for
any hunters whose quarry is a dangerous spellcaster.

APP. A: MISCELLANEOUS CREATURES


126
Swarm of Frenzyfish Towering Tallstrider
Medium swarm, unaligned Large beast, unaligned

Armor Class 13 Armor Class 13


Hit Points 28 (8d8 - 8) Hit Points 22 (4d10)
Speed swim 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) 14 (+2) 16 (+3) 10 (+0) 4 (-3) 11 (+0) 6 (-2)

Damage Resistances bludgeoning, piercing, slashing Skills Athletics +4, Perception +2


Condition Immunities charmed, frightened, grappled, Senses passive Perception 12
paralyzed, petrified, prone, restrained, stunned Languages —
Senses darkvision 60 ft. Challenge 1 (200 XP)
Languages —
Challenge 1 (200 XP) Trampling Charge. If the tallstrider moves at least 20 feet
straight toward a creature and then hits it with a beak
Blood Frenzy. The quipper has advantage on melee attack on the same turn, that target must succeed on a
attacks against any creature that doesn't have all its hit DC 12 Strength saving throw or be knocked prone. If the
points. target is prone, the tallstrider can make another attack
with its claws against it as a bonus action.
Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any
opening large enough for a Tiny frenzyfish. The swarm
Actions
can't regain hit points or gain temporary hit points. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (1d12 + 2) piercing damage.
Water Breathing. The swarm can breathe only underwater.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions target. Hit: 9 (2d6 + 2) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one
creature in the swarm's space. Hit: 14 (4d6) piercing
damage, or 7 (2d6) piercing damage if the swarm has Tallstriders are large, flightless birds, native to the plains
half of its hit points or fewer. and savannahs of central Kalimdor. There is a very clear
and stubborn pride to the tallstriders, making them near
impossible to domesticate and useless as beasts of burden.
Some skilled hunters and beast-handlers have mastered
Tallstrider the art of taming a tallstrider, however. For them, the birds'
Medium beast, unaligned strength and speed make them excellent companions for
any sudden skirmish.
Armor Class 11
Hit Points 9 (2d8)
Speed 40 ft. Turtle
Medium beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 16 (natural armor)
12 (+1) 13 (+1) 10 (+0) 4 (-3) 10 (+0) 6 (-2) Hit Points 30 (4d8 + 12)
Speed 10 ft., swim 40 ft.
Skills Athletics +3
Senses passive Perception 10
Languages — STR DEX CON INT WIS CHA
Challenge 1/8 (25 XP) 15 (+2) 10 (+0) 16 (+3) 4 (-3) 11 (+0) 6 (-2)

Actions Senses darkvision 60 ft


Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one Languages —
target. Hit: 3 (1d4 + 1) piercing damage. Challenge 1/2 (100 XP)

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Amphibious. The turtle can breathe air and water.
target. Hit: 4 (1d6 + 1) slashing damage.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.

APP. A: MISCELLANEOUS CREATURES


127
Wolf Zhevra
Medium beast, unaligned Large beast, unaligned

Armor Class 13 (natural armor) Armor Class 11


Hit Points 11 (2d8 + 2) Hit Points 13 (2d10 + 2)
Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 16 (+3) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4 Senses passive Perception 11


Senses passive Perception 13 Languages —
Languages — Challenge 1/2 (100 XP)
Challenge 1/4 (50 XP)
Trampling Charge. If the zhevra moves at least 20 feet
Keen Hearing and Smell. The wolf has advantage on straight toward a creature and then hits it with a horn
Wisdom (Perception) checks that rely on hearing or attack on the same turn, that target must succeed on a
smell. DC 13 Strength saving throw or be knocked prone. If the
target is prone, the zhevra can make one attack with its
Pack Tactics. The wolf has advantage on attack rolls hooves against it as a bonus action.
against a creature if at least one of the wolf's allies is
within 5 feet of the creature and the ally isn't
incapacitated.
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions target. Hit: 10 (2d4 + 3) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage. If the target is a target. Hit: 10 (1d8 + 3) piercing damage.
creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.
A zhevra resembles a large, striped horse with a horn
piercing through its forehead, similar to that of a unicorn.
Worg Though they might seem threatening, they are usually very
passive beasts; remarkably easy to frighten. They move
Large monstrosity, neutral evil together in herds, keeping close for their own protection.
Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 50 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Worg, understands one other language but
can't speak it
Challenge 1/2 (100 XP)

Keen Hearing and Smell. The worg has advantage on


Wisdom (Perception) checks that rely on hearing or
smell.

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

APP. A: MISCELLANEOUS CREATURES


128
Thanks for
Reading
This has been a project made by a group of
people who have loved the Warcraft franchise
for many years at this point, and wanted to
bring it back to Dungeons and Dragons for
everyone to enjoy.

This has been a blast for us to make, and we


thoroughly enjoy making it and improving
upon it. We hope this will bring joy to many
D&D tables around the world. Best of luck to
all the parties of humans and orcs, try not to
chop each other up too much <3

Did you know this was all made using


GmBinder? I can't stretch enough how
fantastic a tool it is for creating homebrew
material for 5th edition D&D.

Go check them out!

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