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Terminology

Created by Esteban Ruquet, AKA Esteban el Hobgoblin In this work we will use some acronyms.
Corrections: Mariana Casaliba, Nahuel Alejo Díaz, Vic Bosio MWA: Melee Weapon Attack
Art by Esteban Ruquet, Ivan Bilibin, N. C. Wyeth and other RWA: Ranged Weapon Attack
creative commons. AoE: Area of Effect
Special thanks to: Frente Rolero Argentino DST: Dexterity Saving Throw
CST: Constitution Saving Throw
SST: Strength Saving Throw
WST: Wisdom Saving Throw
ASLR: After a short or long rest
HSA To hit with spell attacks
Weak Morale: peasants aren’t really a reliable troop,
and they will flee if enough damage is done to them.
Defend the Land: Peasant Infantry units have
Advantage on saving throws against fear if they are
defending their homeland.

Shortbow. RWA: +2 to hit, 80/320 feet, 4 (1d6)


piercing
Dagger. MWA: +2 to hit, 5ft., 2 (1d4)
piercing/slashing.
Volley: A group of archers fires en masse instead of
aiming. Volleys deal damage in an AoE to unshielded,
non-heavy armored creatures. Creatures in an area of
1 feet radius per archer suffer 4 (1d6) piercing
Medium humanoid (Human), any alignment damage for every 5 archers. A successful DST halves
the damage.
Armor Class 10
Hit Points 4 (1d8)
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
11 11 11 11 11 11
Senses Passive perception 10
Languages any one language (usually common)
Challenge 0 (10 XP)
Defend the Land: Peasant Infantry units have
Advantage on saving throws against fear if they are
defending their homeland.
Swarm Tactics: Up to 16 peasants may attack at Medium humanoid (Human), any alignment
once surrounding a single creature if at least half of
them have (the pike is the most usual weapon, but a Armor Class 11 (padded)
glaive will do the trick). Hit Points 4 (1d8)
Weak Morale: peasants aren’t really a reliable troop, Speed 30 feet. Ini +0
and they will flee if enough damage is done to them.
STR DEX CON INT WIS CHA
12 (+1) 10 11 10 10 10
Pike. MWA: +2 to hit, 10 feet, 6 (1d10) piercing Skills Athletics +3
Dagger. MWA: +2 to hit, 5ft., 2 (1d4) Senses Passive perception 10
slashing/piercing. Languages any one language (usually common)
Peasant Infantries aren’t really trained for battle, as Challenge 0 (10 XP)
they are weak and undisciplined, but knights often Weak Morale: peasants aren’t really a reliable troop,
deploy them as meat shields or to swarm another and they will flee if enough damage is done to them.
troops or units. Defend the Land: Peasant Infantry units have
Advantage on saving throws against fear if they are
defending their homeland.
Medium humanoid (Human), any alignment Swarm Tactics: Up to 16 peasants may attack at
once surrounding a single creature if at least half of
Armor Class 10 them have (the pike is the most usual weapon, but a
Hit Points 4 (1d8) glaive will do the trick).
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
Pike. MWA: +3 to hit, 10 feet, 7 (1d10+1) piercing
11 11 11 11 11 11
damage ( CA drops by 2).
Senses Passive perception 10 Dagger. MWA: +3 to hit, 5ft., 3 (1d4+1)
Languages any one language (usually common) slashing/piercing attack.
Challenge 0 (20 XP)
Peasant Leader: The sergeants can expend 10
minutes inspiring their peasant companions, shoring
their resolve to fight. When they do that, the troops
lose the Weak Morale trait, and gain 4 temporary hit
points.

Pike. MWA: +3 to hit, 10 feet, 7 (1d10+1) piercing


damage (CA drops by 2).
Medium humanoid (Human), any alignment Shortsword. MWA: +3 to hit, 5 feet, 4 (1d6+1)
piercing damage.
Armor Class 14 (studded leather and shield) Dagger. MWA: +3 to hit, 5ft., 2 (1d4+1)
Hit Points 4 (1d8) slashing/piercing attack.
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
12 10 11 10 10 10
Senses Passive perception 10
Languages any one language (usually common)
Challenge 0 (10 XP)
Defend the Land: Peasant Infantry units have
Advantage on saving throws against fear if they are
defending their homeland.
Swarm Tactics: Up to 16 peasants may attack at
once surrounding a single creature if at least half of
them have spears.

Spear. MWA: +3 to hit, 10 feet, 5 (1d6+1) p.


Shortsword. MWA: +3 to hit, 5 feet, 4 (1d6+1) p/s.
Dagger. MWA: +3 to hit, 5ft., 3 (1d4+1) p/s.

Medium humanoid (Human), any alignment


Armor Class 15 (chain shirt and shield)
Hit Points 4 (1d8)
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
12(+1) 10 10 10 10 12 (+1)
Skills Persuasion or Intimidation +3
Senses Passive perception 10
Languages any one language (usually common)
Challenge 0 (10 XP)
Defend the Land: the peasant sergeant has
Advantage on saving throws against fear if they are
defending their homeland.
Shortsword. MWA: +3 to hit, 5 feet, 4 (1d6+1)
piercing damage.
Dagger. MWA: +3 to hit, 5ft., 2 (1d4) slashing/piercing
attack.

Medium humanoid (Human), any alignment


Armor Class 13 (Studded leather)
Hit Points 15 (2d8+6)
Speed 30 feet. Ini +1 Medium humanoid (Human), any alignment

STR DEX CON INT WIS CHA Armor Class 15 (Scale Mail)
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10 Hit Points 11 (2d8+2)
Speed 30 feet. Ini +1
Skills Perception +3, Stealth +3
Senses Passive Perception 13 STR DEX CON INT WIS CHA
Languages any one language (usually common) 14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Challenge 1/4 (50 XP)
Skills Perception +3, Athletics +4
Swarm Tactics: Up to 16 pikemen may attack at Senses Passive Perception 13
once surrounding a single creature if at least half of Languages any one language (usually common)
them have their pikes. Challenge 1/4 (50 XP)
Though: they gain +2 HP by hit dice.
Swarm Tactics: Up to 16 pikemen may attack at
once surrounding a single creature if at least half of
them have their pikes.
Pike. MWA: +3 to hit, 10 feet, 7 (1d10+1) piercing
damage.
Polearm Masters: When wielding their pikes, they Swarm Tactics: Up to 16 pikemen may attack at
can use a bonus action to make a melee attack with once surrounding a single creature if at least half of
the pole (below). Also, whenever a creature enters them have their pikes.
their pike’s reach, they can make an opportunity Polearm Masters. When wielding their pikes, they
attack. can use a bonus action to make a melee attack with
the pole (below). Also, whenever a creature enters
their pike’s reach, they can make an opportunity
Pike. MWA: +4 to hit, 10 feet, 8 (1d10+2) piercing attack.
damage. Polearm Defense. When the heavy pikemen are
Pike (pole). MWA: +4 to hit, 5 feet, Hit 4 (1d4+2) or under arrow volleys, they have resistance to piercing
shove the target 5 feet. damage, because the pikes interpose on the way of
Dagger. MWA: +4 to hit, 5ft., 2 (1d4) slashing/piercing the missiles. Also, they have +1 to CA whenever
attack. targeted directly by an arrow.

Reach. The pikemen can make a Pike attack when Pike. MWA: +4 to hit, 10 feet, 8 (1d10+2) piercing
an enemy enters their reach. This attack can be both damage.
used to deal damage or to shove/trip an enemy. Pike (pole). MWA: +4 to hit, 5 feet, Hit 4 (1d4+2) or
shove the target 5 feet.
Dagger. MWA: +4 to hit, 5ft., 2 (1d4) slashing/piercing
attack.

Reach. The pikemen can make a Pike attack when


an enemy enters their reach. This attack can be both
used to deal damage or to shove/trip an enemy.

Medium humanoid (Human), any alignment


Armor Class 15 (studded leather and shield)
Hit Points 11 (2d8+2)
Medium humanoid (Human), any alignment Speed 30 feet. Ini +1
Armor Class 17 (Splint Mail) STR DEX CON INT WIS CHA
Hit Points 11 (2d8+2) 14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Speed 30 feet. Ini +1 Skills Perception +3, Athletics +4
STR DEX CON INT WIS CHA Saving Throws Dexterity +3
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10 Senses Passive Perception 13
Languages any one language (usually common)
Skills Perception +3, Athletics +4
Challenge 1/4 (50 XP)
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1/2 (100 XP)
Shield Master: Whenever a swordsman is subjected Medium humanoid (Human), any alignment
to an effect that allows them to make a dexterity
saving throw to take only half damage, he can use Armor Class 18 (chain mail and shield)
their reaction to take no damage if he succeed on the Hit Points 11 (2d8+2)
roll, interposing their shields between him and the Speed 30 feet. Ini +1
source of effect. STR DEX CON INT WIS CHA
15(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Multiattack: A swordsman can make a sword attack Skills Perception +3, Athletics +4
and a shield bash. Saving Throws Dexterity +3
Shortsword: MWA: +4 to hit, 5 feet, Hit 5 (1d6+2). Senses Passive Perception 13
Shield Bash. Athletics (+4) vs. target’s Languages any one language (usually common)
Athletics/Acrobatics or the target is knocked Challenge 1/2 (100 XP)
prone/pushed 5 feet Heavy Armor Masters: The heavy infantry reduces in
3 the piercing, bludgeoning and slashing damage.

Spear: MWA: +4 to hit, 5 feet, Hit 5 (1d6+2) or 8


(1d18+2) if two handed.
Spear (thrown): RWA: +4 to hit, range 20/60 feet, Hit
5 (1d6+2)
Longsword/Battleaxe/Warhammer: MWA: +4 to hit,
5 feet, Hit 7 (1d8+2) or 8 (1d10+2) –versatile-.
Medium humanoid (Human), any alignment Shield Bash. Athletics (+4) vs. target’s
Armor Class 16 (chain shirt and shield) Athletics/Acrobatics or the target is knocked
Hit Points 11 (2d8+2) prone/pushed 5 feet
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Skills Perception +3, Athletics +4
Saving Throws Dexterity +3
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1/4 (50 XP)
Shield Master: Whenever a swordsman is subjected
to an effect that allows them to make a dexterity
saving throw to take only half damage, he can use
their reaction to take no damage if he succeed on the
roll, interposing their shields between him and the
source of effect.
Medium humanoid (Human), any alignment

Multiattack: A swordsman can make a sword attack Armor Class 15 (chain shirt)/14 (studded leather)
and a shield bash. Hit Points 11 (2d8+2)
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8 Speed 30 feet. Ini +2
(1d10+2) if two handed. STR DEX CON INT WIS CHA
Shield Bash. Athletics (+4) vs. target’s
12(+1) 14 (+2) 12 (+1) 10 12(+1) 10
Athletics/Acrobatics or the target is knocked
prone/pushed 5 feet Skills Perception +3, Athletics +3
Saving Throws Dexterity +3
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1/4 (50 XP)
Sharpshooters: The archers can ignore half or ¾
cover, and attacking at long range doesn’t impose
disadvantage on their attack rolls. Also, they can
impose themselves a -5 to hit and deal +10 damage.
Longbow. RWA: +4 to hit; 600 feet, 7 (1d8+2)
piercing.
Dagger. MWA: +4 to hit; 600 feet, 5 (1d4+2) piercing.
Volley: A group of archers fires en masse instead of
aiming. Volleys deal damage in an AoE to unshielded,
non-heavy armored creatures. Creatures in an area of
1 feet radius per archer suffer 6 (1d8+2) piercing
damage for every 5 archers. A successful DST halves
the damage.

Medium humanoid (Human), any alignment


Armor Class 16 (scale mail)/14 (studded leather)
Hit Points 11 (2d8+2) Medium humanoid (Human), any alignment
Speed 30 feet. Ini +2
Armor Class 18 (chain mail and shield)
STR DEX CON INT WIS CHA Hit Points 11 (2d8+2) Warhorse: 19 (3d10+3)
12(+1) 14 (+2) 12 (+1) 10 12(+1) 10 Speed 60 feet (mounted) Ini: +1
Skills Perception +3, Athletics +3
STR DEX CON INT WIS CHA
Saving Throws Dexterity +3
Senses Passive Perception 13 14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Languages any one language (usually common) Skills Perception +3, Animal Handling +4
Challenge 1/4 (50 XP) Saving Throws Dexterity +3
Sharpshooters: The archers can ignore half or ¾ Senses Passive Perception 13
cover, and attacking at long range doesn’t impose Languages any one language (usually common)
disadvantage on their attack rolls. Also, they can Challenge 1/4 (50 XP)
impose themselves a -5 to hit and deal +10 damage. Mounted Combatants. The cavalry has advantage
against unmounted creatures smaller than their
horses. Also, if the mounted creature is subjected to
H. Crossbow: RWA: +4 to hit; 400 feet, 8 (1d10+2) an effect that allows it to make a DST to halve harm, it
piercing. instead doesn’t take damage if succeed, and only half
Dagger. MWA: +4 to hit; 600 feet, 5 (1d4+2) piercing. damage if fails.
Intimidating. Creatures with low morale or poorly
trained (EG: peasants) will disband against a cavalry
charge.
Trampling Charge. If the cavalry moves at least 20
feet straight toward a creature and then hits it with a
hooves or lance attack on the same turn, that target
must succeed on a DC 14 SST or be knocked prone.
If the target is prone, the horse can make another
attack with its hooves against it as a bonus action

Charge. If a cavalry moves at full speed in straight


line, the lance attack doubles the damage dice.
Lance: MWA: +4 to hit, 10 feet, Hit 9 (1d12+2) or 16
(2d12+2) if charging.
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8
(1d10+2) if two handed.
fleeing troops. They aren’t as heavily armed as the
cavalry, but they are more mobile.
Guard. A cavalry can make an attack directed to his
horse attack him instead.
Cavalry is the ultimate shock troop. Their charges are Medium humanoid (Human), any alignment
legendary and feared by commoners and foot soldiers
of all ranks. Only heavily-trained pikemen can hope to Armor Class 15 (studded leather)
survive them, and at great losses. Wealthier lands or Hit Points 11 (2d8+2) Warhorse: 19 (3d10+3)
kings will have cavaliers with better armor. An army’s Speed 70 feet.(mounted) Ini: +2
cavalry is often leaded by one or more knights.
STR DEX CON INT WIS CHA
12(+2) 14 (+2) 12 (+1) 10 12(+1) 10
Medium humanoid (Human), any alignment Skills Perception +3, Animal Handling +4
Saving Throws Dexterity +3
Armor Class 15 (studded leather and shield) Senses Passive Perception 13
Hit Points 11 (2d8+2) Warhorse: 19 (3d10+3) Languages any one language (usually common)
Speed 70 feet.(mounted) Ini: +1 Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Skills Perception +3, Animal Handling +4
Saving Throws Dexterity +3
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1/4 (50 XP)
Shortbow: RWA: +4 to hit, 80/320 feet, Hit 5 (1d6+2).
Mounted Combatants. The cavalry has advantage Light Crossbow: RWA: +4 to hit, 80/320 feet, Hit 7
against unmounted creatures smaller than their (1d8+2). When loading they can’t dash as BA.
horses. Also, if the mounted creature is subjected to Composite Shortbow (special): RWA: +4 to hit,
an effect that allows it to make a DST to halve harm, it 150/500 feet, Hit 8 (1d8+3).
instead doesn’t take damage if succeed, and only half
if fails.
Trampling Charge. If the cavalry moves at least 20
feet straight toward a creature and then hits it with a
hooves or lance attack on the same turn, that target
must succeed on a DC 14 SST or be knocked prone.
If the target is prone, the horse can make another
attack with its hooves against it as a bonus action

Cavalry Spear: MWA: +4 to hit, 10 feet, Hit 9


(1d10+2).
Javelin (12): RWA: +4 to hit, 30/120 feet, Hit 9
(1d10+2).
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8
(1d10+2) if two handed.

Medium humanoid (Human), any alignment


Guard. A cavalry can make an attack directed to his
horse attack him instead. Armor Class 20 (plate mail and shield)
Light Cavalry is a scouting troop and skirmisher, Hit Points 52 (8d8+16) Warhorse: 19 (3d10+3)
which attack weak points of an army and chase the Speed 60 feet.(mounted) Ini: +1
STR DEX CON INT WIS CHA
16(+2) 12 (+1) 14 (+1) 11 12(+1) 16 (+3)
Skills Animal Handling +3
Saving Throws Dexterity +3
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 4 (1.100 XP)
Brave. The knight has advantage on saving throws
against being frightened.
Mounted Combatants. The knight has advantage on
attacks against unmounted creatures smaller than
their horses. Also, if the mounted creature is
subjected to an effect that allows it to make a DST to
halve harm, it instead doesn’t take damage if
succeed, and only half damage if fails.
Intimidating. Creatures with low morale or poorly
trained (EG: peasants) will disband against a knight’s
charge.
Trampling Charge. If the knight moves at least 20
feet straight toward a creature and then hits it with a
hooves or lance attack on the same turn, that target
must succeed on a DC 14 SST or be knocked prone.
If the target is prone, the horse can make another
attack with its hooves against it as a bonus action

Multiattack: The knight makes two melee attacks.


Charge. If a cavalry moves at full speed in straight
line, the lance attack doubles the damage dice.
Lance: MWA: +5 to hit, 10 feet, Hit 10 (1d12+3) or 16
(2d12+2) if charging. Medium humanoid (Human), any alignment
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8
Armor Class 17 (half plate)
(1d10+2) if two handed.
Hit Points 32 (5d8+10)
Hooves. MWA: +4 to hit, 5ft, Hit:11 (2d6+4) bl.
Speed 30 feet. Ini +3
Leadership (recharges ASLR). For 1 minute the
knight can utter commands or warnings to their allies STR DEX CON INT WIS CHA
within 30 feet. The creature adds a d4 to their ST and 12 (+1) 16 (+3) 14 (+2) 10 10 10
attack rolls if the knight isn’t incapacitated.
Skills Intimidation +2, Athletics +3
Senses Passive Perception 13
Languages any one language (usually common)
Guard. A knight can make an attack directed to his
Challenge 1 (200 XP)
horse attack him instead.
Parry. The knight adds 2 to its AC against one melee Crossbow Master: They have point-blank range, thus
hit that would hit it. To do so, the knight must see the not gaining disadvantage on attack rolls with
attacker and be wielding a melee weapon. crossbows if creatures are 5 feet from them, and they
ignore the loading property of crossbows.
Pack Tactics: Crossbowmen have advantage on
attack rolls against a creature if at least one of their
allies is within 5 feet of the creature and the ally isn’t
incapacitated

Multiattack: The Elite Crossbowmen makes two


attacks.
H. Crossbow: RWA: +5 to hit; 400 feet, 9 (1d10+3)
piercing.
Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6+3)
piercing.
Languages any one language (usually common)
Challenge 1 (100 XP)
Keen hearing and sight: Guerrillas have advantage
on wisdom (Perception) checks that rely on hearing or
sight.
Mobile. Difficult terrain doesn’t cost them extra
movement when dashing.

Medium humanoid (Human), any alignment


Multiattack: The guerrilla makes two attacks.
Armor Class 18 (chain mail and shield) Longbow. RWA: +4 to hit; 600 feet.7 (1d8+2)
Hit Points 32 (5d8+10)
piercing.
Speed 30 feet. Ini +1 Shortsword. MWA: +4 to hit, 5ft., 5 (1d6+2)
STR DEX CON INT WIS CHA piercing/slashing. The target can’t make an
16 (+3) 12 (+1) 14 (+2) 10 10 10 opportunity attack against the guerrilla, whether it hit
or not.
Skills Intimidation +2, Athletics +5
Volley. A group of archers fires en masse instead of
Saving Throws Dexterity +3 (shield)
aiming. Volleys deal damage in an AoE to unshielded,
Senses Passive Perception 13
non-heavy armored creatures. Creatures in an area of
Languages any one language (usually common)
1 feet radius per archer suffer 14 (1d8+2) piercing
Challenge 1/4 (50 XP)
damage for every 5 archers. A successful DST halves
Shield Master: Whenever the swordsmen are the damage.
subjected to an effect that allows them to make a
dexterity saving throw to take only half damage and
has a shield, it can use their reaction to take no s
damage if he succeed on the roll.
Pack Tactics: swordsmen have advantage on attack
rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
incapacitated
Medium humanoid (Human), any alignment
Intimidating. They are fierce and have battled a lot.
Weak morale troops will flee against them if engaged. Armor Class 16 (chain mail)
Hit Points 32 (5d8+10)
Speed 30 feet. Ini +1
Multiattack: The Swordsmen makes two melee
attacks. STR DEX CON INT WIS CHA
Longsword. MWA: +5 to hit; 5 feet, 8 (1d8+3) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
piercing. Skills Intimidation +2, Athletics +5
H. Crossbow: RWA: +3 to hit; 400 feet, 6 (1d10+1) Saving Throws Dexterity +3
piercing. Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1 (200 XP)
Pack Tactics: Halberdiers have advantage on attack
rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Polearm Masters. When wielding their halberds, they
Medium humanoid (Human), any alignment can use a bonus action to make a melee attack with
the pole (below). Also, whenever a creature enters
Armor Class 14 (studded leather) their polearm’s reach, they can make an opportunity
Hit Points 16 (3d8+3) attack.
Speed 40 feet. Ini +2 Polearm Defense. When the halberdiers are under
STR DEX CON INT WIS CHA arrow volleys, they have resistance to piercing
12 (+1) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 11 (+0) damage, because the pikes interpose on the way of
the missiles. Also, they have +1 to CA whenever
Skills Stealth +6, Perception +6, Survival +6 Athletics targeted directly by an arrow.
+3, Nature +4 Intimidating. They are fierce and have battled a lot.
Senses Passive Perception 15 Weak morale troops will flee against them if engaged.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 11 (+0) 14 (+2) 11
Multiattack: The halberdier makes two melee attacks. Skills Stealth +6, Perception +6, Intimidation +2
Halberd. MWA: +5 to hit; 10 feet, 8 (1d10+3) piercing. Acrobatics +5, gaming set +3
Dismount. MWA: +5 to hit; 10 feet. Against mounted Senses Passive Perception 15
armored units; the target must make an Strength Languages any one language (usually common)
saving throw DC 13 or be dismounted, knocked prone Challenge 1 (200 XP)
and suffer 2d8 bludgeoning damage.
Keen hearing and sight: Marksmen have advantage
on wisdom (Perception) checks that rely on hearing or
Reach. The pikemen can make a Pike attack when sight.
Sharpshooters: The marksmen can ignore half or ¾
an enemy enters their reach. This attack can be both
used to deal damage or to shove/trip an enemy. cover, and attacking at long range doesn’t impose
disadvantage on their attack rolls. Also, they can
impose themselves a -5 to hit and deal +10 damage
(included in the attack options).

Multiattack: The marksman makes two attacks.


Longbow. RWA: +5 to hit; 600 feet, 8 (1d8+3)
piercing; or +0 to hit, 600 feet, 18 (1d8+13) piercing.
Medium humanoid (Human), any alignment Volley: A group of archers fires en masse instead of
aiming. Volleys deal damage in an AoE to unshielded,
Armor Class 18 (chain mail and shield)
non-heavy armored creatures. Creatures in an area of
Hit Points 42 (5d8+20) 1 feet radius per archer suffer 14 (2d8+4) piercing
Speed 30 feet. Ini +1 damage for every 5 archers. A successful DST halves
STR DEX CON INT WIS CHA the damage.
16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Skills Intimidation +2, Athletics +5
Saving Throws Dexterity +3
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1 (200 XP)
Pack Tactics: Hardened warriors have advantage on
attack rolls against a creature if at least one of their
allies is within 5 feet of the creature and the ally isn’t
incapacitated
Intimidating. They are fierce and have battled a lot.
Weak morale troops will flee against them if engaged.

Multiattack: The warrior makes two melee attacks.


Warhammer. MWA: +5 to hit; 5 feet, 7 (1d8+3)
piercing or 8 (1d10+3) if wielded with two hands. Medium humanoid (Human), any alignment
H. Crossbow: RWA: +3 to hit; 400 feet, 6 (1d10+1)
Armor Class 20 (Plate Mail and Shield)
piercing.
Hit Points 58 (9d8+18)
Speed 30 feet. Ini +7
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 12(+1) 10
Skills Perception +3, Athletics +5
Senses Passive Perception 12
Languages any one language (usually common)
Medium humanoid (Human), any alignment Challenge 4 (1,100 XP)
Armor Class 15 (studded leather) Alert. The royal guard can’t be surprised, and hidden
Hit Points 16 (3d8+3) creatures don’t gain advantage in attacks against
Speed 30 feet. Ini +2 them.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 12 (+1) 10
Multiattack: The Royal Guard makes two melee Skills Perception +2, Athletics +5
attacks, and if it has a second weapon is drawn, it can Senses Passive Perception 12
also make an extra attack with it. Languages any one language (usually common)
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) Challenge 4 (1,100 XP)
slashing or 8 (1d10+3) if used with both hands.
Sentinel. If a sentinel hits with an OA, the target’s
Shortsword. MWA: +5 to hit; 5 feet. 6 (1d6+3)
speed becomes 0 for the turn. Creatures provoke OA
piercing/slashing.
Dagger. RWA: +5 to hit; 5 feet, 5 (1d4+3) piercing. even if they take the Disengage action.

Multiattack: The sentinel makes two halberd attacks


and one pole attack if the enemy is at reach.
Halberd. MWA: +5 to hit; 10 feet, 8 (1d10+3)
Halberd (pole). RWA: +5 to hit; 5 feet, 6 (1d4+4) B.
Dagger. RWA: +5 to hit; 5 feet, 5 (1d4+3) piercing.

Mark. If a creature 5 feet. of the sentinel makes an


attack and don’t pick the sentinel as its target, the
Medium humanoid (Human), any alignment sentinel can make a weapon attack.

Armor Class 18 (Plate Mail)


Hit Points 58 (9d8+18)
Speed 30 feet. Ini +2
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 12 (+1) 10
Skills Perception +3, Athletics +5 Medium humanoid (Human), any alignment
Senses Passive Perception 13
Languages any one language (usually common) Armor Class 16 (chain mail)
Challenge 4 (1,100 XP)
Polearm Masters. When wielding their halberds, they
can use a bonus action to make a melee attack with
the pole (below). Also, whenever a creature enters
their polearms, they can make an opportunity attack.

Multiattack: The Royal Guard makes two halberd


attacks and one pole attack if the enemy is at reach.
Halberd. MWA: +6 to hit; 10 feet, 9 (1d10+4)
Halberd (pole). RWA: +6 to hit; 5 feet, 6 (1d4+4) B.
Dagger. RWA: +6 to hit; 5 feet, 6 (1d4+4) piercing.

Medium humanoid (Human), any alignment


Armor Class 18 (Plate Mail)
Hit Points 58 (9d8+18)
Speed 30 feet. Ini +2
Hit Points 32 (5d8+10) Longsword. MWA: +5 to hit; 10 feet, 7 (1d8+3) or 8
Speed 30 feet. Ini +1 (1d10+3)
Shortsword. MWA: +5 to hit; 5 feet, 5 (1d4+4)
STR DEX CON INT WIS CHA piercing.
16 (+3) 12 (+1) 14 (+2) 10 10 10 Heavy Crossbow: RWA: +4 to hit; 100/400 feet, 7
Skills Intimidation +2, Athletics +5 (1d10+2) piercing.
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1 (200 XP)
Pack Tactics: the Shock Troops have advantage on
attack rolls against a creature if at least one of their
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Heavy Armor Masters: The shock troops reduce in 3
the piercing, bludgeoning and slashing damage.
Intimidating. The shock troops are fierce and have
battled a lot. Weak morale troops will flee against
them if engaged.

Multiattack: Shock troops make two melee attacks.


Greataxe/Greatsword. MWA: +5 to hit; 5 feet, 10
(2d6+3/1d12+3) slashing.
Sunder (greataxe only). MWA: +5 to hit; 5 feet
against a polearm or shield. The bearer must make a
Constitution saving throw DC 18 for his weapon or it
will be destroyed. Shields have Advantage on this roll.
Dagger. RWA: +5 to hit; 5 feet, 6 (1d4+3) piercing.

Medium humanoid (Human), any alignment


Armor Class 17 (Splint Mail)
Hit Points 76 (9d8+36) Medium humanoid (Human), any alignment
Speed 30 feet. Ini +2
Armor Class 15 (Chain shirt and shield)
STR DEX CON INT WIS CHA Hit Points 27 (5d8+5)
16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Speed 30 feet. Ini +0
Skills Perception +3, Athletics +5, Animal Handling +3
Senses Passive Perception 12 STR DEX CON INT WIS CHA
Languages any one language (usually common) 10 (0) 10 (0) 12 (+1) 14(+2) 16(+3) 14(+2)
Challenge 4 (1,100 XP) Skills Medicine +7, Persuasion +4, Religion +4,
Experienced: the veteran warrior has Advantage Perception +5
when it makes an Intelligence check to analyze a Senses Passive Perception 15
combat situation. Languages any one language (usually common)
Tough: The veteran warrior adds 2 hp per hit dice. Challenge 2 (450 XP)
Spellcasting. The Chaplain is a 5th level spellcaster.
Its spellcasting ability is Wisdom (ST DC 13, +5 HSA).
Multiattack: The veteran makes two sword attacks Chaplains usually prepare the following spells:
and if it has an offhand weapon, it makes another one Utility Cantrips: Light; Guidance; Thaumaturgy
st
with a bonus action. 1 level (4 slots): Cure wounds, Bless, Shield of Faith
2nd level (3 slots): Aid; Enhance Ability.
rd
3 level (2 slots): Dispel magic; Beacon of Hope
War Caster. The chaplain has advantage on
Concentration checks, and doesn’t need have a free Guard. A knight can make an attack directed to his
hand to cast spells. horse attack him instead.
Parry. The commander adds 2 to its AC against one
melee hit that would hit it. To do so, the commander
Mace. MWA: +2 to hit, 5 feet, 3 (1d6) bludgeoning. must see the attacker and be wielding a melee
weapon.

Medium humanoid (Human), any alignment


Medium humanoid (Human), any alignment Armor Class 13 (hide armor)
Armor Class 20 (plate mail and shield) Hit Points 94 (9d8+54)
Hit Points 52 (8d8+16) Warhorse: 19 (3d10+3) Speed 30 feet. Ini +1
Speed 60 feet.(mounted) Ini: +0 STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 18 (+4) 9(-1) 12 (+1) 10
16(+2) 11 (+0) 14 (+1) 12(+1) 12(+1) 16 (+3) Skills Athletics +5
Skills Animal Handling +3 Senses Passive Perception 11
Saving Throws Dexterity +3 Languages any one language (usually common)
Senses Passive Perception 13 Challenge 3 (1,100 XP)
Languages any one language (usually common) Reckless. At the start of its turn, the berserker can
Challenge 3 (700 XP) gain advantage on all melee weapon attacks during
Brave. The commander has advantage on saving that turn, but attack rolls against it have advantage.
throws against being frightened. Tough: The human berserker adds 2 hp per hit dice.
Experienced: the commander has Advantage when it
makes an Intelligence check to analyze a combat
situation. Greataxe. MWA: +5 to hit; 10 feet, 7 (1d12+3) or 8
Inspirational Leader: A commander can give for ten (1d10+3)
minutes a speech to his troops to boost morale. The
creatures receive 11 temporary hit points.
Trampling Charge. If the Commander moves at least Medium humanoid (Human), any alignment
20 feet straight toward a creature and then hits it with Armor Class 13 (hide armor)
a hooves or lance attack on the same turn, that target Hit Points 76 (9d8+36)
must succeed on a DC 14 SST or be knocked prone.
Speed 30 feet. Ini +1
If the target is prone, the horse can make another
attack with its hooves against it as a bonus action STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 9(-1) 12 (+1) 10
Skills Athletics +5
Multiattack: The commander makes two melee Senses Passive Perception 11
attacks. Languages any one language (usually common)
Lance: MWA: +5 to hit, 10 feet, Hit 10 (1d12+3) or 16 Challenge 3 (700 XP)
(2d12+2) if charging. Reckless. At the start of its turn, the berserker can
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8 gain advantage on all melee weapon attacks during
(1d10+2) if two handed. that turn, but attack rolls against it have advantage.
Hooves. MWA: +4 to hit, 5ft, Hit:11 (2d6+4) bl. Savage Attacker. The berserk can reroll a melee
Leadership (recharges ASLR). For 1 minute the weapon attack and use either total.
commander can utter commands or warnings to their
allies within 30 feet. The creature adds a d4 to their
ST and attack rolls if the commander isn’t Greataxe. MWA: +5 to hit; 10 feet, 7 (1d12+3) or 8
incapacitated. (1d10+3)
Javelin. MWA: +5 to hit; 30/120 feet, 6 (1d6+3) p.
Medium humanoid (Human), any alignment
Armor Class 18 (chain mail and shield)
Hit Points 42 (5d8+20)
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 12(+1) 10 10
Skills Intimidation +2, Arcanism +3
Senses Passive Perception 10
Languages any one language (usually common)
Challenge 1 (200 XP)
Mage Slayer: When the inquisitor damages a
creature concentrating on a spell, the target has
disadvantage on Concentration saving throws, and
the inquisitor has advantage in ST against spells
casted by creatures within 5 feet of it.
Pack Tactics: Hardened warriors have advantage on
attack rolls against a creature if at least one of their Hit Points 11 (2d8+2)
allies is within 5 feet of the creature and the ally isn’t Speed 30 feet. Ini +1
incapacitated. STR DEX CON INT WIS CHA
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Multiattack: The inquisitor makes two melee attacks. Skills Medicine +5
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) Senses Passive Perception 13
slashing or 8 (1d10+3) if wielded with two hands. Languages any one language (usually common)
H. Crossbow: RWA: +3 to hit; 400 feet, 6 (1d10+1) Challenge 1/4 (50 XP)
piercing. Healer. The medic can use a healer’s kit to stabilize a
dying creature, and that creature regains 1 hp. Also,
as an action, it can spend one use of a healer’s kit to
Slayer: when a creature within 5 feet of the inquisitor tend to a creature and restore 1d6+4+ maximum HD
cast a spell, the Inquisitor can make an attack against hit points to it. A creature can’t regain hit points more
it. than once with this fit until it finishes a long or short
rest.

Spear: MWA: +4 to hit, 5 feet, Hit 5 (1d6+2) or 6


(1d8+2) if two handed.

Medium humanoid (Human), any alignment


Armor Class 18 (chain mail and shield)
Medium humanoid (Human), any alignment
Armor Class 18 (Half plate and shield)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 12(+1) 14 (+2) 16 (+3)
Skills Intimidation +5, Insight +4; Persuasion +5 Medium humanoid (Human), any alignment
Senses Passive Perception 12
Languages any one language (usually common) Armor Class 12 (15 with Mage Armor)
Challenge 3 (1,100 XP) Hit Points 27 (5d8+5)
Leader. The officer can spend 10 inspiring up to six Speed 30 feet. Ini +2
companions (including himself), boasting their
STR DEX CON INT WIS CHA
resolution to fight. They gain +5 temporary hit points.
10 (0) 14 (+2) 12 (+1) 16(+3) 12(+1) 10(+0)
Rally. The officer can make an Intimidation check in
order to stop a fleeing troop and make them fight. Skills Medicine +5
Senses Passive Perception 13
Languages any one language (usually common)
Longsword. MWA: +3 to hit; 10 feet, 5 (1d8+1) or 6 Challenge 1/4 (50 XP)
(1d10+1) if two handed. Spellcasting. The Warmage is a 5th level spellcaster.
Its spellcasting ability is Intelligence (ST DC 13, +5
HSA).Warmages usually prepare the following spells:
Parry. The officer adds 2 to its AC against one melee Utility Cantrips: Light; Mage Hand
st
attack that would hit it. To do so, it must see its 1 level (4 slots): Magic Missile, Mage Armor, Burning
attacker and wielding a weapon or shield. Hands (15 feet. cone 3d6 Fi), Shield.
2nd level (3 slots): Blur (attacks against it have
disadvantage; 1 minute Conc.), Hold Person.
3rd level (2 slots): Fireball (20 radius AoE; 8d6 F)
Lightning Bolt (100 feet. line; 8d6 L)
War Caster. The warmage has advantage on
Concentration checks, doesn’t need have a free hand
Medium humanoid (Human), any alignment to cast spells, and can cast a 1 target spell as an
opportunity attack.
Armor Class 16 (chain mail)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +1 Magic Missile (expend a slot). Three darts plus 1
extra per spell level, 120 feet. 1d4+1 force each.
STR DEX CON INT WIS CHA
Fire Bolt. RSA: +5 to hit, 120 feet, 2d10.
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10 Shocking Grasp. MSA: +5 to hit, 5 feet. 2d8,
Skills Medicine +5 advantage against metal armors, and the target can’t
Senses Passive Perception 13 take reactions.
Languages any one language (usually common)
Challenge 1/4 (50 XP)
Lucky. The standard-bearer has 3 Luck Points, which Shield. +5 to CA and immune to Magic Missiles until
can be used to reroll an attack or saving throw, or to next turn.
reroll an enemy attack.
Rally. The officer can make a Persuasion check in
order to stop a fleeing troop and make them fight.
Morale. The banner bearer bolsters the morale of the
troops. If the banner is up, the allies have Advantage
on WST.

Banner: MWA: +4 to hit, 5 feet, Hit 5 (1d10+2).


STR DEX CON INT WIS CHA
12(+1) 10 (+0) 12(+1) 10 (+0) 10 (+0) 10 (+0)
Skills A tool between Smith, Brewer and Mason’s (+2)
Senses Passive perception 10, Darkvision 60 feet.
Damage Resistances Poison
Languages any one language (usually common)
Challenge 1/8 (25 XP)
Defend the Land: Peasant Infantry units have
Advantage on saving throws against fear if they are
defending their homeland.
Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework.

Battleaxe. MWA: +3 to hit, 5 feet, 5 (1d8+1) or 6


(1d10+1) if used with both hands.
Medium humanoid (Dwarf), any alignment Handaxe. RWA: +3 to hit, 20/60 feet, 4 (1d6+1)
Armor Class 16 (scale mail and shield) slashing.
Mountain Militia are trained in basic tactics and
Hit Points 5 (1d8+1)
weapon use. They aren’t as hardy as their fellow
Speed 25 feet Ini +0
warriors, but they can defend themselves better than
most races.

Medium humanoid (Dwarf), any alignment


Armor Class 14
Hit Points 5 (1d8+1) Medium humanoid (Dwarf), any alignment
Speed 25 feet Ini +0
Armor Class 14
STR DEX CON INT WIS CHA
Hit Points 6 (1d8+2)
12(+1) 10 (+0) 12(+1) 10 (+0) 10 (+0) 10 (+0) Speed 25 feet Ini +0
Skills A tool between Smith, Brewer and Mason’s (+2)
Senses Passive perception 10, Darkvision 60 feet. STR DEX CON INT WIS CHA
Damage Resistances Poison 10 (+0) 10 (+0) 12(+1) 10 (+0) 12(+1) 10 (+0)
Languages any one language (usually common) Skills A tool between Smith, Brewer and Mason’s (+2)
Challenge 1/8 (25 XP) Senses Passive perception 11, Darkvision 60 feet.
Defend the Land: Peasant Infantry units have Damage Resistances Poison
Advantage on saving throws against fear if they are Languages any one language (usually common)
defending their homeland. Challenge 1/8 (25 XP)
Dwarven Resilience: Dwarves have Advantage on Defend the Land: Peasant Infantry units have
CST against poison. Advantage on saving throws against fear if they are
Stone Cunning: Dwarves are proficient and have defending their homeland.
expertise on History checks related to stonework. Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have
L. Crossbow. RWA: +2 to hit, 80/320 feet, 4 (1d8+1) expertise on History checks related to stonework.
piercing
Handaxe. MWA: +3 to hit, 5ft., 2 (1d6+1) slashing.
Mountain Crossbowmen are a well-equipped L. Crossbow. RWA: +2 to hit, 80/320 feet, 4 (1d8+1)
support troop for dwarven armies. This is the most piercing
common role of a militia dwarf. Handaxe. MWA: +3 to hit, 5ft., 2 (1d6+1) slashing.

Medium humanoid (Dwarf), any alignment


Armor Class 12 (shield)
Hit Points 6 (1d8+2)
Speed 25 feet. Ini +0
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12(+1) 10 12(+1) 10
Skills A tool between Smith, Brewer and Mason’s (+2)
Senses Passive perception 11, Darkvision 60 feet.
Damage Resistances Poison
Languages any one language (usually common)
Challenge 1/8 (25 XP)
Defend the Land: Peasant Infantry units have
Advantage on saving throws against fear if they are
defending their homeland.
Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework.

Warhammer. MWA: +2 to hit, 5 feet, 4 (1d8) or 5


(1d10) if wielded with two hands.
Hand Axe. RWA: +2 to hit, 30/60 feet, 3 (1d6).
enters on the area at full speed, it must succeed a DC
15 DST or stop moving and take 1 piercing damage.
Medium humanoid (Dwarf), any alignment Taking this damage reduces the walking speed in 10
feet until cured..
Armor Class 18 (chain mail and shield)
Hit Points 15 (2d8+6)
Speed 25 feet Ini +1
STR DEX CON INT WIS CHA
13(+1) 12(+1) 14(+2) 10 12(+1) 10
Skills A tool between Smith, Brewer and Mason’s
(+2), Perception +3
Senses Passive perception 13, Darkvision 60 feet.
Damage Resistances Poison Medium humanoid (Dwarf), any alignment
Languages Dwarven and Common
Armor Class 17 (splint mail)
Challenge 1/4 (50 XP)
Hit Points 15 (2d8+6)
Dwarven Resilience: Dwarves have Advantage on Speed 25 feet Ini +1
CST against poison.
Stone Cunning: Dwarves are proficient and have STR DEX CON INT WIS CHA
expertise on History checks related to stonework. 15(+2) 12(+1) 14(+2) 10 12(+1) 10
Skills A tool between Smith, Brewer and Mason’s
(+2), Perception +3
Warhammer. MWA: +3 to hit, 5 feet, 5 (1d8+1) or 6 Senses Passive perception 13, Darkvision 60 feet.
(1d10+1) B if used with both hands. Damage Resistances Poison
Handaxe. RWA: +3 to hit, 20/60 feet, 4 (1d6+2) Languages Dwarven and Common
slashing. Challenge 1/4 (50 XP)
Shield Wall. A group of at least 4 mountain guards
can make a Shield wall formation, which adds Half Dwarven Resilience: Dwarves have Advantage on
Cover. Melee attacks while in this formation have CST against poison.
Stone Cunning: Dwarves are proficient and have
disadvantage
expertise on History checks related to stonework.

Maul. MWA: +3 to hit, 5 feet, 8 (2d6+1). Greataxe can


cut through shield walls.
Handaxe. RWA: +3 to hit, 20/60 feet, 5 (1d6+1)
slashing.
Medium humanoid (Dwarf), any alignment
Armor Class 18 (chain mail and shield)
Hit Points 15 (2d8+6)
Speed 25 feet. Ini +1
STR DEX CON INT WIS CHA
13(+1) 12(+1) 14(+2) 10(+0) 12(+1) 10(+0)
Skills Mason’s tools (+2), Perception +3 Medium humanoid (Dwarf), any alignment
Senses Passive perception 13, Darkvision 60 feet.
Damage Resistances Poison Armor Class 19 (Splint mail and shield)
Languages Dwarven and Common Hit Points 15 (2d8+6)
Challenge 1/4 (50 XP) Speed 25 feet. Ini +2
Dwarven Resilience: Dwarves have Advantage on STR DEX CON INT WIS CHA
CST against poison. 10(0) 14(+2) 14(+2) 10 12(+1) 10
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework. Skills A tool between Smith, Brewer and Mason’s
(+2), Perception +3
Senses Passive perception 12, Darkvision 60 feet.
War pick. MWA: +4 to hit, 5 feet, 5 (1d8+1) piercing. Damage Resistances Poison
Pike. MWA: +3 to hit, 10 feet, 6 (1d10+1) piercing. Languages Dwarven and Common
Caltrops. As an action, sappers can release caltrops Challenge 1/4 (50 XP)
on the ground, covering an area of 5 feet. If a creature
Dwarven Resilience: Dwarves have Advantage on Hit Points 13 (2d8+4)
CST against poison. Speed 25 feet Ini +1
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework. STR DEX CON INT WIS CHA
15(+2) 12(+1) 14(+2) 10 11 10
Skills Mason’s tools (+2), Perception +2
Hand Crossbow. RWA: +4 to hit, 5 feet, 5 (1d6+2). Senses Passive perception 12, Darkvision 60 feet.
Heavy Crossbow. RWA: +4 to hit, 5 feet, 5 (1d6+2) Damage Resistances Poison
(drops shield). Languages Dwarven and Common
Handaxe. MWA: +3 to hit, 20/60 feet, 4 (1d6+1) Challenge 1/4 (50 XP)
slashing. Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework.

War pick. MWA: +4 to hit, 5 feet, 6 (1d8+2) piercing.


Spear. MWA: +4 to hit, 5 feet, 5 (1d6+2) piercing.
Spear. RWA: +4 to hit, 20/60 feet, 5 (1d6+2) piercing.
Caltrops. As an action, sappers can release caltrops
on the ground, covering an area of 5 feet. If a creature
Medium humanoid (Dwarf), any alignment
enters on the area at full speed, it must succeed a DC
Armor Class 19 (splint mail and shield) 15 DST or stop moving and take 1 piercing damage.
Hit Points 13 (2d8+4) Taking this damage reduces the walking speed in 10
Speed 25 feet Ini +1 feet until cured..

STR DEX CON INT WIS CHA


15(+2) 12(+1) 14(+2) 10 11 10
Skills A tool between Smith, Brewer and Mason’s
(+2), Perception +2
Senses Passive perception 12, Darkvision 60 feet.
Damage Resistances Poison
Languages Dwarven and Common
Challenge 1/4 (50 XP) Medium humanoid (Dwarf), any alignment
Dwarven Resilience: Dwarves have Advantage on
CST against poison. Armor Class 17 (splint mail)
Stone Cunning: Dwarves are proficient and have Hit Points 13 (2d8+4)
expertise on History checks related to stonework. Speed 25 feet Ini +1
STR DEX CON INT WIS CHA
15(+2) 12(+1) 14(+2) 10 11 10
Battleaxe. MWA: +4 to hit, 5 feet, 6 (1d8+2) or 7
(1d10+2) slashing if used with both hands. Skills A tool between Smith, Brewer and Mason’s
Handaxe. RWA: +4 to hit, 20/60 feet, 5 (1d6+2) (+2), Perception +2
slashing. Senses Passive perception 12, Darkvision 60 feet.
Shield Wall. A group of at least 4 mountain guards Damage Resistances Poison
can make a Shield wall formation, which adds Half Languages Dwarven and Common
Cover. Melee attacks while in this formation have Challenge 1/4 (50 XP)
disadvantage Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework.

Greataxe. MWA: +4 to hit, 5 feet, 8 (1d12+2).


Greataxe can cut through shield walls.
Medium humanoid (Dwarf), any alignment Handaxe. RWA: +4 to hit, 20/60 feet, 5 (1d6+2)
slashing.
Armor Class 16 (scale mail and shield)
Medium humanoid (Dwarf), any alignment
Armor Class 17 (dwarven chainmail)
Hit Points 42 (5d8+20)
Speed 25 feet Ini +0
STR DEX CON INT WIS CHA
Medium humanoid (Dwarf), any alignment 15 (+2) 11 (+0) 16 (+3) 10 (+0) 12(+1) 10 (+0)
Skills A tool between Smith, Brewer and Mason’s
Armor Class 16 (chain mail) (+2), Intimidation +2
Hit Points 13 (2d8+4) Senses Passive Perception 11; Darkvision 60 feet.
Speed 25 feet. Ini +2 Damage Resistances Poison
Languages any one language (usually common)
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
12(+1) 14(+2) 14(+2) 10 11 10
Pack Tactics: Longbeard warriors have advantage on
Skills A tool between Smith, Brewer and Mason’s attack rolls against a creature if at least one of their
(+2), Perception +2 allies is within 5 feet of the creature and the ally isn’t
Senses Passive perception 12, Darkvision 60 feet. incapacitated
Damage Resistances Poison Dwarven Resilience: Dwarves have Advantage on
Languages Dwarven and Common CST against poison.
Challenge 1/4 (50 XP) Stone Cunning: Dwarves are proficient and have
Dwarven Resilience: Dwarves have Advantage on expertise on History checks related to stonework.
CST against poison. Intimidating. They are fierce and have battled a lot.
Stone Cunning: Dwarves are proficient and have Weak morale troops will flee against them if engaged.
expertise on History checks related to stonework.

Multiattack: The longbeard makes two melee attacks.


H. Crossbow. RWA: +4 to hit, 5 feet, 7 (1d10+2). Maul. MWA: +4 to hit; 5 feet, 9 (2d6+2) B.
Handaxe. MWA: +3 to hit, 20/60 feet, 4 (1d6+1)
slashing.

Medium humanoid (Dwarf), any alignment


Armor Class 19 (dwarven mail and shield)
Hit Points 42 (5d8+20)
Speed 25 feet Ini +0
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 10 (+0) 12(+1) 10 (+0)
Skills A tool between Smith, Brewer and Mason’s
(+2), Intimidation +2
Senses Passive Perception 11; Darkvision 60 feet.
Damage Resistances Poison
Languages any one language (usually common)
Challenge 1 (20 XP)
Pack Tactics: Hill defenders have advantage on
attack rolls against a creature if at least one of their
allies is within 5 feet of the creature and the ally isn’t
incapacitated
Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework.
Skills Intimidation +2
Senses Passive Perception 10, Darkvision 60 feet.
Multiattack: The defender makes two melee attacks. Damage Resistances Poison
Warhammer. MWA: +4 to hit; 5 feet, 6 (1d8+2) B or 7 Languages any one language (usually common)
(1d10+2) if wielded with two hands. Challenge 1 (200 XP)
Hand Crossbow: RWA: +2 to hit; 400 feet, 3 (1d6) Pack Tactics: Stonebreakers have advantage on
piercing. attack rolls against a creature if at least one of their
allies is within 5 feet of the creature and the ally isn’t
incapacitated
Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework.
Intimidating. They are fierce and have battled a lot.
Medium humanoid (Dwarf), any alignment Weak morale troops will flee against them if engaged.

Armor Class 20 (plate mail and shield)


Hit Points 37 (5d8+15) Multiattack: The warrior makes two melee attacks.
Speed 25 feet Ini +0 Greataxe. MWA: +5 to hit, 5 feet, 8 (1d12+3).
Greataxe can cut through shield walls.
STR DEX CON INT WIS CHA
H. Crossbow: RWA: +2 to hit; 400 feet, 6 (1d10)
17 (+3) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) piercing.
Skills Intimidation +2
Senses Passive Perception 10, Darkvision 60 feet.
Damage Resistances Poison
Languages any one language (usually common)
Challenge 1 (200 XP)
Pack Tactics: Ironshields have advantage on attack
rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
incapacitated
Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework.
Intimidating. They are fierce and have battled a lot.
Weak morale troops will flee against them if engaged.

Multiattack: The ironshield makes two melee attacks.


Battleaxe. MWA: +5 to hit; 5 feet, 7 (1d8+3) B or 8
(1d10+3) if wielded with two hands.
Handaxe: RWA: +5 to hit; 30/60 feet, 6 (1d6+3)
piercing.

Medium humanoid (Dwarf), any alignment


Armor Class 17 (splint mail)
Hit Points 37 (5d8+15)
Speed 25 feet Ini +0
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
Medium humanoid (Dwarf), any alignment Saving Throws Con +5, Wis +2
Skills One set of dwarven tools
Armor Class 19 (dwarven plate mail) Senses Passive Perception 12, Darkvision 60 feet.
Hit Points 60 (8d8+24) Damage Resistances Poison
Speed 25 feet Ini +0 Languages Dwarven, Common
STR DEX CON INT WIS CHA Challenge 3 (700 XP)
18 (+4) 11 (+0) 16 (+3) 11 11 15 Brave: Dwarven chieftains have advantage on Saving
Saving Throws Con +5, Wis +2 Throws against fear.
Dwarven Resilience: Dwarves have Advantage on
Skills One set of dwarven tools
Senses Passive Perception 12, Darkvision 60 feet. CST against poison.
Stone Cunning: Dwarves are proficient and have
Damage Resistances Poison
Languages Dwarven, Common expertise on History checks related to stonework.
Challenge 3 (700 XP)
Brave: Dwarven ritters have advantage on Saving Multiattack: The chieftain makes two melee attacks.
Throws against fear. Maul. MWA: +5 to hit; 5 feet, 10 (2d6+3) bludgeoning.
Dwarven Resilience: Dwarves have Advantage on H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
CST against poison. piercing.
Stone Cunning: Dwarves are proficient and have Leadership (recharges ASLR). For 1 minute the
expertise on History checks related to stonework. chieftain can utter commands or warnings to one of
their allies within 30 feet. The creature adds a d4 to a
ST or attack roll if the chieftain isn’t incapacitated.
Multiattack: The ritter makes two melee attacks.
Greataxe. MWA: +6 to hit; 5 feet, 10 (1d12+4)
Slashing. Parry. The thane adds 2 to its AC against one melee
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10) hit that would hit it. To do so, the dwarf must see the
piercing. attacker and be wielding a melee weapon.
Leadership (recharges ASLR). For 1 minute the
ritter can utter commands or warnings to one of their
allies within 30 feet. The creature adds a d4 to a ST or
attack roll if the ritter isn’t incapacitated.

Parry. The ritter adds 2 to its AC against one melee


hit that would hit it. To do so, the dwarf must see the
attacker and be wielding a melee weapon.

Medium humanoid (Dwarf), any alignment


Armor Class 18 (plate)
Hit Points 58 (8d8+18)
Speed 25 feet. Ini +1
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 10 11 10
Medium humanoid (Dwarf), any alignment Skills Athletics +5, Perception +2
Senses Passive Perception 12
Armor Class 19 (dwarven plate mail) Damage Resistance Poison
Hit Points 68 (8d8+32) Languages Common
Speed 25 feet Ini +0 Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 11 13(+1) 15(+2)
Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework.

Multiattack: The greybeards makes two melee


attacks, and if an offhand weapon is drawn, it makes
another one with it.
Battleaxe. MWA: +6 to hit; 5 feet, 8 (1d8+4) or 9
(1d10+4) slashing.
Hand axe. MWA: +6 to hit; 5 feet, 7 (1d6+4) slashing.
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
(1d10+1) Piercing.

Medium humanoid (Human), any alignment


Armor Class 17 (Half plate and shield)
Medium humanoid (Dwarf), any alignment Hit Points 32 (5d8+10)
Armor Class 18 (plate) Speed 30 feet. Ini +0
Hit Points 66 (8d8+26) STR DEX CON INT WIS CHA
Speed 25 feet. Ini +1 12 (+1) 10 (0) 14 (+2) 13(+1) 16(+3) 14(+2)
STR DEX CON INT WIS CHA Skills Medicine +7, Persuasion +4, Religion +4,
16 (+3) 13 (+1) 16 (+3) 10 13(+1) 10 Perception +5
Skills Athletics +5, Perception +2 Senses Passive Perception 15
Senses Passive Perception 12 Languages any one language (usually common)
Damage Resistance Poison Challenge 2 (450 XP)
Languages Dwarven, Common Spellcasting. The Chaplain is a 5th level spellcaster.
Challenge 3 (700 XP) Its spellcasting ability is Wisdom (ST DC 13, +5 HSA).
Dwarven Resilience: Dwarves have Advantage on Chaplains usually prepare the following spells:
CST against poison. Cantrips: Light; Guidance; Thaumaturgy
Stone Cunning: Dwarves are proficient and have 1st level (4 slots): Cure wounds, Bless, Shield of Faith
nd
expertise on History checks related to stonework. 2 level (3 slots): Aid; Enhance Ability.
3rd level (2 slots): Dispel magic; Beacon of Hope

Multiattack: The ironhead makes two melee attacks,


and if an offhand weapon is drawn, it makes another Battleaxe. MWA: +3 to hit, 5 feet, 5 (1d8+1) slashing.
one with it.
Warhammer. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
(1d10+3) bludgeoning.
Handaxe. MWA: +5 to hit; 5 feet or range 20/60 feet,
6 (1d6+3) slashing.
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
(1d10+1) Piercing.
Medium humanoid (Human), any alignment
Armor Class 16 (Scale mail and shield)
Hit Points 37 (5d8+15)
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
10 (+0) 10 (0) 14 (+2) 13(+1) 18(+4) 14(+2)
Skills Medicine +7, Persuasion +4, Religion +4,
Perception +5
Senses Passive Perception 15 its next attack against the same target have
Languages any one language (usually common) advantage.
Challenge 2 (450 XP) Sacred flame. RSA: +6 to hit, 60 feet, 8 (2d8) radiant.
Spellcasting. The War Saint is a 5th level spellcaster. Warhammer. MWA: +2 to hit, 5 feet, 4 (1d8)
Its spellcasting ability is Wisdom (ST DC 14, +6 HSA). bludgeoning.
Chaplains usually prepare the following spells:
Cantrips: Sacred flame; guidance; spare the dying
1st level (4 slots): Cure wounds, Bless, Shield of Faith,
Guiding bolt.
nd
2 level (3 slots): spiritual weapon; hold person.
rd
3 level (2 slots): Mass healing word; dispel magic.

Guiding bolt (spend a slot). RSA: +6 to hit, 120 feet,


14 (4d6) radiant plus 1d6 by slot level above 1st, and
Elves have a long tradition on warfare, and they certainly
don’t lack weapon training, but their troops are usually Variant Weapon: Elven Sabre
smaller and scarcer than human or dwarven armies. They This new weapon is a elven variant from the rapier.
mostly rely on speed, surprise and long distance. The elven sabre is a delicate curved blade without
Elves usually have very trained troops, with improved guard on the long hilt. Rapier proficient elves can use
initiative. Their main weapon is the longbow, although this weapon instead (fighters, rogues and drow)
they use swords with ease. They also rely on polearms as Elven Sabre. Cost 150 gp; damage: 1d8 slashing;
humans do, and they are very disciplined warriors, finesse, versatile (1d10 slashing, negates finesse).
although sometimes the heroic vein of the elven blood
makes them overestimate their own capacities.

The main danger of the elven armies is their massive archery firepower, which can decimate the enemies before
even reach melee. Every unit in an elven army is given some kind of ranged weapon (even the drows), and they
mostly use longbows, although the closer range of Underdark battles create conditions in which the drows prefer to
use crossbows instead. Drow favor also rapiers and shortswords over longswords.

Longsword. MWA: +2 to hit; 5 feet.; 4 (1d8) or 5


(1d10) slashing.
Longbow. MWA: +3 to hit; 150/600 feet.; 5 (1d8+1)
piercing.
Volley: A group of archers fires en masse instead of
aiming. Volleys deal damage in an AoE to unshielded,
non-heavy armored creatures. Creatures in an area of
1 feet radius per archer suffer 5 (1d8+1) piercing
damage for every 5 archers. A successful DST halves
the damage. The volley usually spends 3 arrows per
archer in one turn.
Prestidigitation. The elves create a minor effect as a
puff of wind, lit or snuff a small fire (torch, small
bonfire) or other magical effects.

Medium humanoid (Elf), any alignment


Armor Class 10
Hit Points 4 (1d8)
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 11 10 10
Medium humanoid (Elf), any alignment
Skills Perception +2
Senses Passive Perception 12, Darkvision 60 feet. Armor Class 14 (chain shirt)
Languages Common, Elvish Hit Points 32 (5d8+10)
Challenge 1/8 (25 XP) Speed 30 feet. Ini +1
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means. STR DEX CON INT WIS CHA
Trance: Elves don’t sleep; they enter in a 4 hour 15 (+2) 13 (+1) 14 (+2) 12(+1) 10 10
trance. They still have to rest 8 hours to gain benefits Skills Perception +2, Intimidation +2
of long rests. Senses Passive Perception 12, Darkvision 60 feet.
Weak Morale: peasants aren’t really a reliable troop, Languages Common, Elvish
and they will flee if enough damage is done to them. Challenge 1/2 (100 XP)
Pack Tactics: Bodyguards have advantage on Volley: A group of archers fires en masse instead of
attack rolls against a creature if at least one of their aiming. Volleys deal damage in an AoE to unshielded,
allies is within 5 feet of the creature and the ally isn’t non-heavy armored creatures. Creatures in an area of
incapacitated 1 feet radius per archer suffer 14 (2d8+6) piercing
Fey Ancestry: the elves gain Advantage against damage for every 5 archers. A successful DST halves
Charm, they can’t be put to sleep by magic means. the damage. The volley usually spends 3 arrows per
Trance: Elves don’t sleep; they enter in a 4 hour archer in one turn
trance. They still have to rest 8 hours to gain benefits Prestidigitation. The elves create a minor effect as a
of long rests. puff of wind, lit or snuff a small fire (torch, small
bonfire) or other magical effects.

Multiattack: The elder’s bodyguard makes two


attacks or casts Lightning Lure.
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3)
slashing or 8(1d10+3) if used both hands.
Longbow: RWA: +3 to hit; 100/400 feet, 6 (1d8+1)
piercing.
Lightning Lure. The thug creates a lash of lightning
energy strikes at one creature that the thug can see at
15 feet. The target must succeed on a SST or be
pulled up to 10 feet in a straight line toward the thug
and then take 2d8 lightning damage if it is within 5
feet.

Medium humanoid (Elf), any alignment


Armor Class 17 (chain shirt and shield)
Hit Points 11 (2d8+2)
Medium humanoid (Elf), any alignment Speed 30 feet. Ini +2
Armor Class 16 (chain shirt) STR DEX CON INT WIS CHA
Hit Points 16 (3d8+3) 13 (+1) 14 (+2) 12 (+1) 12(+1) 10 10
Speed 30 feet. Ini +3 Skills Perception +2
STR DEX CON INT WIS CHA Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
10 (+0) 16 (+3) 12 (+1) 12(+1) 11(+0) 12(+1)
Challenge 1/4 (50 XP)
Skills Perception +2, stealth +5, Athletics +2
Senses Passive Perception 12, Darkvision 60 feet. Fey Ancestry: the elves gain Advantage against
Languages Common, Elvish Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
Challenge 1 (200 XP)
trance. They still have to rest 8 hours to gain benefits
Fey Ancestry: the elves gain Advantage against of long rests.
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits Longsword. MWA: +3 to hit; 5 feet.; 5 (1d8+1)
of long rests. slashing or 6 (1d10+1) if used with both hands.
Longbow. MWA: +4 to hit; 150/600 feet.; 6 (1d8+2)
piercing.
Multiattack. Elven archers make two Ranged attacks, Volley: A group of guards fires en masse instead of
and if they have a sword on each hand, they can aiming. Volleys deal damage in an AoE to unshielded,
make two melee attacks. non-heavy armored creatures. Creatures in an area of
Shortswords. MWA: +5 to hit; 5 feet.; 6 (1d6+3). 1 feet radius per archer suffer 6 (1d8+2) piercing
Longbow. MWA: +5 to hit; 150/600 feet.; 7 (1d8+3) damage for every 5 archers. A successful DST halves
piercing. the damage. The volley usually spends 3 arrows per
archer in one turn
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.

Multiattack: The High Knight makes two attacks, or


cast Green Flame Blade.
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3)
slashing or 8(1d10+3) if used both hands.
Longbow: RWA: +3 to hit; 100/400 feet, 6 (1d8+1)
piercing.
Green Flame Blade. MWA: +5 to hit. 5ft, 7 (1d8+3)
slashing damage plus 1d8 fire damage; the fire jumps
to another target at 5 feet, dealing 1d8+1 fire damage.
Leadership (recharges ASLR). For 1 minute the
knight can utter commands or warnings to one of their
allies within 30 feet. The creature adds a d4 to a ST or
attack roll if the knight isn’t incapacitated.

Parry. The high knight adds 2 to its AC against one


melee hit that would hit it. To do so, the elf must see
the attacker and be wielding a melee weapon

Sword Burst. The guard creates a momentary circle


of spectral blades that sweep around it. Each other Medium humanoid (elf), any alignment
creature within range must succeed on a DST DC 11
or take 1d6 force damage. Armor Class 13 (16 with Mage Armor)
Hit Points 40 (9d8)
Speed 30 feet. Ini +3
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 11 (+0) 18(+4) 12(+1) 11(+0)
Saving Throws Con +5, Wis +2
Medium humanoid (Elf), any alignment Skills Arcana +6; History +6
Senses Passive Perception 11
Armor Class 20 (plate and shield) Languages Four languages
Hit Points 52 (8d8+16) Challenge 7 (2.900 XP)
Speed 30 feet. Ini +1 Fey Ancestry: the elves gain Advantage against
STR DEX CON INT WIS CHA Charm, they can’t be put to sleep by magic means.
16 (+3) 13 (+1) 14 (+2) 12(+1) 11 15 Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
Saving Throws Con +5, Wis +2
of long rests.
Skills Perception +2 Spellcasting. The mage is a 9th level spellcaster. Its
Senses Passive Perception 12, Darkvision 60 feet. spellcasting ability is Intelligence (ST DC 15, +7 to hit
Languages Common, Elvish with spell attacks). The mage has the following spells
Challenge 4 (1.100 XP) prepared:
Brave: The knight has advantage on Saving Throws Cantrips (at will): fire bolt, light, mage hand,
against fear. prestidigitation, sword burst
st
1 level (4 slots): Detect magic, mage armor, magic
missile, shield
2nd level (3 slots): Misty step, suggestion, hold person. Parry. The elder adds 2 to its AC against one melee
3rd level (3 slots): Counterspell, fireball, fly hit that would hit it. To do so, the elder must see the
th
4 level (3 slots): Greater invisibility, ice storm attacker and be wielding a melee weapon.
th
5 level (1 slots): Conjure elemental, scrying.

Fire bolt. RSA: +7 to hit; 120 feet, 5 (2d10) fire.


Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
Sword Burst. The guard creates a momentary circle
of spectral blades that sweep around it. Each other
creature within range must succeed on a DST DC 15
or take 2d6 force damage.
Medium humanoid (elf), any alignment
Shield (uses spell slots). Trigger: the mage is hit by
Armor Class 16 (breastplate)
an attack or targeted by a Magic Missile, until the start
Hit Points 9 (2d8)
of its next turn, it has a +5 bonus to AC, including
Speed 30 feet. Ini +1
against the triggering attack, and it take no damage
from magic missile. STR DEX CON INT WIS CHA
Counterspell. The mage can spend a 3rd level or 10 (+0) 14 (+2) 10 (+0) 16(+3) 16(+3) 14(+2)
higher spell slot to interrupt a spell casted within 60 Skills Medicine +5; Nature +4, herbalist tools +3
feet from it. If the spell is of higher level than the Senses Passive Perception 12
Counterspell, the mage must succeed on a Languages Common
spellcasting skill check equal to 10 + the spell’s level. Challenge 1/4 (50 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.

Medium humanoid (elf), any alignment Elven Sabre (rapier). MWA: +4 to hit; 5 feet, 6
(1d8+2) piercing.
Armor Class 16 (breastplate)
Mage hand. A small form of telekinesis, the mage
Hit Points 9 (2d8)
hand is very useful to stabilize dying companions
Speed 30 feet. Ini +2
without directly enter in the line of fire.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 13(+1) 14(+2) 16(+3)
Parry. The physician adds 2 to its AC against one
Skills Deception +5; Insight +4, Persuasion +5
melee hit that would hit it. To do so, the physician
Senses Passive Perception 12
must see the attacker and be wielding a melee
Languages Common
weapon.
Challenge 1/4 (50 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.

Elven Sabre (rapier). MWA: +4 to hit; 5 feet, 6


(1d8+2) piercing. Medium humanoid (Elf), any alignment
Fire bolt. RSA: +3 to hit; 120 feet. 5 (1d10) fire. Armor Class 14 (leather armor)
Hit Points 16 (3d8+3)
Speed 30 feet. Ini +3
STR DEX CON INT WIS CHA Senses Passive Perception 13
11 (+0) 16 (+3) 12 (+1) 12(+1) 13(+1) 11 Languages any one language (usually common)
Skills Nature +4, Perception +5, Stealth +6, Survival Challenge 1/4 (50 XP)
+5 Fey Ancestry: the elves gain Advantage against
Senses Passive Perception 15, Darkvision 60 feet. Charm, they can’t be put to sleep by magic means.
Languages Common, elf Trance: Elves don’t sleep; they enter in a 4 hour
Challenge 1 (200 XP) trance. They still have to rest 8 hours to gain benefits
Fey Ancestry: the elves gain Advantage against of long rests.
Charm, they can’t be put to sleep by magic means. Rally. The officer can make a Persuasion check in
Keen Hearing and Sight: The scout has advantage order to stop a fleeing troop and make them fight.
on Wisdom (Perception) checks that rely on hearing Morale. The banner bearer bolsters the morale of the
or sight troops. If the banner is up, the allies have Advantage
Trance: Elves don’t sleep; they enter in a 4 hour on WST.
trance. They still have to rest 8 hours to gain benefits
of long rests.
Banner. MWA: +4 to hit, 5 feet, Hit 5 (1d10+2).
Blade Ward (cantrip). The standard bearer can cast
Multiattack. The scout makes two melee attacks or this to have resistance to weapon damage until its
two ranged attacks or cast Mold Earth. next turn.
Shortsword. MWA: +5 t hit, 5 feet, 6 (1d6+3)
piercing.
Longbow. RWA: +5 t hit, 150/600 feet, 7 (1d8+3)
piercing.
Mold Earth. 60ft. The scout chooses a portion of dirt
or stone that it can see within range and that fits within
a 5-foot cube, and manipulates it as follows:
• The scout can excavate, move along, and deposit
loose terrain up to 5 feet away.
• Shapes, colors, or both appear on dirt or stone,
spelling out words, creating images, or shaping
patterns. The changes last for 1 hour. Medium humanoid (Elf), any alignment
• The ground becomes difficult terrain. Alternatively, Armor Class 17 (splint)
the ground becomes normal terrain if it is already Hit Points 65 (10d8+20)
difficult terrain. This change lasts for 1 hour. Speed 30 feet. Ini +3
If the scout cast this spell multiple times, the scout can
have no more than two of its non-instantaneous STR DEX CON INT WIS CHA
effects active at a time, and the scout can dismiss 13 (+1) 18 (+4) 14 (+2) 12(+1) 10 10
such an effect as an action. Skills Perception +4, stealth +6, Athletics +4
Senses Passive Perception 14, Darkvision 60 feet.
Languages Common, Elvish
Challenge 5 (700 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.

Multiattack. Elven archers make two attacks.


Medium humanoid (Human), any alignment
Elven Sabre (rapier). MWA: +7 to hit; 5 feet.; 8
Armor Class 16 (chain mail) (1d8+4).
Hit Points 11 (2d8+2) Longbow (20 arrows). MWA: +9 to hit; 150/600 feet.;
Speed 30 feet. Ini +2 8 (1d8+4) piercing.

STR DEX CON INT WIS CHA


14(+2) 14 (+2) 12 (+1) 11(+0) 12(+1) 10
Skills Medicine +5, Perception +3
Volley: A group of archers fires en masse instead of
aiming at full range. Volleys deal AoE damage to
unshielded, non-heavy armored creatures. Creatures
in an area of 1 feet radius per archer suffer 16 (2d8+8)
piercing damage for every 5 archers. A successful
DST halves the damage. The volley usually spends 3
arrows per archer in one turn
Minor Illusion. The high archers create a minor
illusory effect, that could be a sound or image not
larger than a 5-feet cube.
Medium humanoid (elf), any alignment
Armor Class 14 (hide armor)
Hit Points 67 (9d8+27)
Speed 35 feet. Ini +2
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 9(-1) 12(+1) 9(-1)
Skills Perception +3
Senses Passive Perception 13, Darkvision 60 feet.
Languages Common
Medium humanoid (Elf), any alignment Challenge 3 (700 XP)
Fey Ancestry: the elves gain Advantage against
Armor Class 17 (splint) Charm, they can’t be put to sleep by magic means.
Hit Points 58 (8d8+18) Trance: Elves don’t sleep; they enter in a 4 hour
Speed 30 feet. Ini +2 trance. They still have to rest 8 hours to gain benefits
of long rests.
STR DEX CON INT WIS CHA
Mask of the Wild. The wood elves can attempt to
16 (+3) 15 (+2) 14 (+2) 12(+1) 10 10 hide even when they are only lightly obscured for
Skills Athletics +5, Perception +2, Stealth +4 natural causes, as rain, fog or snow.
Senses Passive Perception 12, Darkvision 60 feet. Reckless. At the start of its turn, the berserker can
Languages Common, Elvish gain advantage on all melee weapon attacks during
Challenge 3 (700 XP) that turn, but attack rolls against it have advantage.
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour Greataxe. MWA: +5 to hit; 5 feet, 9 (1d12+3) piercing.
trance. They still have to rest 8 hours to gain benefits Shortbow. RWA: +4 to hit; 80/320 feet, 5 (1d6+2)
of long rests. piercing.

Multiattack: The veteran swordsmaster makes two


melee attacks, and if an offhand weapon is drawn, it
makes another one with it, or uses a cantrip.
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
(1d10+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
slashing.
Longbow: RWA: +4 to hit; 150/600 feet, 6 (1d8+2)
Piercing. Medium humanoid (Elf), any alignment
Green Flame Blade. MWA: +5 to hit. 5ft, 7 (1d8+3) Armor Class 10
slashing damage plus 1d8 fire damage; the fire jumps Hit Points 4 (1d8)
to another target at 5 feet, dealing 1d8+1 fire damage. Speed 35 feet. Ini +1
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 11 10
Skills Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 1/8 (25 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests. Medium humanoid (Elf), any alignment
Mask of the Wild. The wood elves can attempt to
hide even when they are only lightly obscured for Armor Class 17 (chain shirt and shield)
natural causes, as rain, fog or snow. Hit Points 11 (2d8+2)
Weak Morale: commoners aren’t really a reliable Speed 35 feet. Ini +1
troop, and they will flee if enough damage is done to
them. STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 11 10
Skills Perception +2
Shortsword. MWA: +3 to hit; 5 feet, 4 (1d6+1) Senses Passive Perception 12, Darkvision 60 feet.
piercing. Languages Common, Elvish
Longbow. RWA: +3 to hit; 5 feet, 5 (1d8+1) piercing. Challenge 1/4 (50 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.
Mask of the Wild. The wood elves can attempt to
hide even when they are only lightly obscured for
Medium humanoid (elf), any alignment natural causes, as rain, fog or snow.
Swarm Tactics: Up to 16 guards may attack at once
Armor Class 16 (breastplate) surrounding a single creature if at least half of them
Hit Points 9 (2d8) have pikes.
Speed 35 feet. Ini +2
STR DEX CON INT WIS CHA
Shortsword. MWA: +4 to hit; 5 feet, 4 (1d6+2)
11 (+0) 14 (+2) 11 (+0) 13(+1) 14(+2) 16(+3)
piercing.
Skills Deception +5; Insight +4, Persuasion +5 Longbow. RWA: +4 to hit; 150/600 feet, 6 (1d8+2)
Senses Passive Perception 12 piercing (AC 15) .
Languages Common Pike (variant). MWA: +3 to hit; 10 feet, 6 (1d10+1)
Challenge 1/4 (50 XP) piercing.
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Mask of the Wild. The wood elves can attempt to
hide even when they are only lightly obscured for
natural causes, as rain, fog or snow.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.
Medium humanoid (Elf), any alignment
Elven Sabre. MWA: +4 to hit; 5 feet, 6 (1d8+2) Armor Class 18 (plate)
slashing. Hit Points 52 (8d8+16)
Speed 35 feet. Ini +1
Parry. The elder adds 2 to its AC against one melee STR DEX CON INT WIS CHA
hit that would hit it. To do so, the elder must see the 16 (+3) 13 (+1) 14 (+2) 11 11 15
attacker and be wielding a melee weapon. Saving Throws Con +5, Wis +2
Skills Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 3 (700 XP)
Medium humanoid (Elf), any alignment
Armor Class 12 (leather armor)
Hit Points 32 (5d8+10)
Speed 35 feet. Ini +1
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 11 10
Skills Perception +2, Intimidation +2
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 1/2 (100 XP)
Pack Tactics: Infantries have advantage on attack
rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
incapacitated
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.
Mask of the Wild. The wood elves can attempt to
Brave: The knight has advantage on Saving Throws hide even when they are only lightly obscured for
against fear. natural causes, as rain, fog or snow.
Fey Ancestry: the elves gain Advantage against Swarm Tactics: Up to 16 guards may attack at once
Charm, they can’t be put to sleep by magic means. surrounding a single creature if at least half of them
Trance: Elves don’t sleep; they enter in a 4 hour have pikes.
trance. They still have to rest 8 hours to gain benefits
of long rests.
Mask of the Wild. The wood elves can attempt to Multiattack: The infantry makes two attacks.
hide even when they are only lightly obscured for Pike. MWA: +4 to hit; 10 feet, 7 (1d10+2) piercing.
natural causes, as rain, fog or snow. Longbow (20 arrows). RWA: +3 t hit, 150/600 feet, 7
(1d8+1) piercing.
Volley: A group of archers fires en masse instead of
Multiattack: The Knight makes two melee attacks. aiming at full range. Volleys deal AoE damage to
Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3) unshielded, non-heavy armored creatures. Creatures
Slashing. in an area of 1 feet radius per archer suffer 16 (2d8+8)
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10) piercing damage for every 5 archers. A successful
piercing. DST halves the damage. The volley usually spends 3
Leadership (recharges ASLR). For 1 minute the arrows per archer in one turn.
knight can utter commands or warnings to one of their
allies within 30 feet. The creature adds a d4 to a ST or
attack roll if the knight isn’t incapacitated.

Parry. The knight adds 2 to its AC against one melee


hit that would hit it. To do so, the knight must see the
attacker and be wielding a melee weapon.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 11 10
Skills Athletics +5, Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Medium humanoid (Elf), any alignment Languages Common, Elvish
Challenge 3 (700 XP)
Armor Class 14 (leather armor) Fey Ancestry: the elves gain Advantage against
Hit Points 16 (3d8+3) Charm, they can’t be put to sleep by magic means.
Speed 35 feet. Ini +3 Trance: Elves don’t sleep; they enter in a 4 hour
STR DEX CON INT WIS CHA trance. They still have to rest 8 hours to gain benefits
11 (+0) 16 (+3) 12 (+1) 12(+1) 14(+2) 11 of long rests.
Mask of the Wild. The wood elves can attempt to
Skills Nature +4, Perception +6, Stealth +7, Survival hide even when they are only lightly obscured for
+6 natural causes, as rain, fog or snow.
Senses Passive Perception 15, Darkvision 60 feet.
Languages Common, elf
Challenge 1 (200 XP) Multiattack: The blademaster makes two melee
Fey Ancestry: the elves gain Advantage against attacks, and if an offhand weapon is drawn, it makes
Charm, they can’t be put to sleep by magic means. another one with it. They make two longbow shots.
Keen Hearing and Sight: The scout has advantage Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
on Wisdom (Perception) checks that rely on hearing (1d10+3) slashing.
or sight Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
Trance: Elves don’t sleep; they enter in a 4 hour slashing.
trance. They still have to rest 8 hours to gain benefits Longbow: RWA: +4 to hit; 150/600 feet, 6 (1d8+2)
of long rests. Piercing.
Mask of the Wild. The wood elves can attempt to
hide even when they are only lightly obscured for
natural causes, as rain, fog or snow.

Multiattack. The scout makes two melee attacks or


two ranged attacks or cast Mold Earth.
Shortsword. MWA: +5 t hit, 5 feet, 6 (1d6+3)
piercing.
Longbow. RWA: +5 t hit, 150/600 feet, 7 (1d8+3)
piercing.
Volley: A group of archers fires en masse instead of
aiming at full range. Volleys deal AoE damage to
unshielded, non-heavy armored creatures. Creatures
in an area of 1 feet radius per archer suffer 16 (2d8+8)
piercing damage for every 5 archers. A successful
DST halves the damage. The volley usually spends 3
arrows per archer in one turn.

Medium humanoid (Elf), any alignment


Armor Class 17 (splint)
Hit Points 58 (8d8+18)
Speed 35 feet. Ini +2
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.
Weak Morale: peasants aren’t really a reliable troop,
and they will flee if enough damage is done to them.

Dagger. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4


(1d4+1) piercing.

Medium humanoid (Elf), any alignment


Armor Class 17 (chain shirt and shield)
Hit Points 11 (2d8+2)
Speed 35 feet. Ini +2
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 10 11
Skills Perception +2
Senses Passive Perception 12, Darkvision 120 feet.
Languages Common, Elvish
Challenge 1/4 (50 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Innate Spellcasting: The drow’s spellcasting ability is
Charisma (spell save DC 10). It can innately cast the
following spells, requiring no material components:
Medium humanoid (Elf), any alignment
At will: dancing lights
Armor Class 10
Hit Points 4 (1d8) Sunlight Sensitivity: While in sunlight, the drow has
Speed 30 feet. Ini +1 disadvantage on attack rolls as well as on wisdom
(perception) checks that rely on sight.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 10 11 Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
Skills Perception +2 of long rests.
Senses Passive Perception 12, Darkvision 120 feet.
Languages Common, Elvish
Challenge 1/8 (25 XP) Shortsword. MWA: +3 to hit; 5 feet, 4 (1d8+2)
Coward. The drow slaves live a life of abuses, and piercing.
their mind is broken. They have disadvantage on WST Hand Crossbow. RWA: +4 to hit, 30/120ft, 5(1d6+2
against fear. piercing damage, and the target must succeed on a
Fey Ancestry: the elves gain Advantage against DC 13 CST or be poisoned for 1 hour. If the saving
Charm, they can’t be put to sleep by magic means. throw fails by 5 or more, the target is also
Innate Spellcasting: The drow’s spellcasting ability is unsconscious while poisoned in this way. The target
Charisma (spell save DC 10). It can innately cast the wakes up if it takes damage or oif another creature
following spells, requiring no material components: takes an action to shake it awake.
At will: dancing lights
Sunlight Sensitivity: While in sunlight, the drow has
disadvantage on attack rolls as well as on wisdom
(perception) checks that rely on sight.
Medium humanoid (elf), any alignment
Armor Class 15 (breastplate)
Hit Points 9 (2d8) Medium humanoid (Elf), any alignment
Speed 30 feet. Ini +2
Armor Class 20 (plate and shield)
STR DEX CON INT WIS CHA Hit Points 52 (8d8+16)
11 (+0) 14 (+2) 11 (+0) 12(+1) 14(+2) 17(+3) Speed 30 feet. Ini +1
Skills Deception +5; Insight +4, Persuasion +5
STR DEX CON INT WIS CHA
Senses Passive Perception 12
Languages Common 16 (+3) 13 (+1) 14 (+2) 11(+0) 11 16(+3)
Challenge 1/4 (50 XP) Saving Throws Con +5, Wis +2
Fey Ancestry: the elves gain Advantage against Skills Perception +2
Charm, they can’t be put to sleep by magic means. Senses Passive Perception 12, Darkvision 120 feet.
Innate Spellcasting: The drow’s spellcasting ability is Languages Common, Elvish
Charisma (spell save DC 13). It can innately cast the Challenge 3 (700 XP)
following spells, requiring no material components: Brave: The knight has advantage on Saving Throws
against fear.
At will: dancing lights Fey Ancestry: the elves gain Advantage against
1/day each: darkness, faerie fire, levitate Charm, they can’t be put to sleep by magic means.
Sunlight Sensitivity: While in sunlight, the drow has Innate Spellcasting: The drow’s spellcasting ability is
disadvantage on attack rolls as well as on wisdom Charisma (spell save DC 13). It can innately cast the
(perception) checks that rely on sight. following spells, requiring no material components:
Trance: drows don’t sleep; they enter in a 4 hour At will: dancing lights
trance. They still have to rest 8 hours to gain benefits 1/day each: darkness, faerie fire, levitate
of long rests. Sunlight Sensitivity: While in sunlight, the drow has
disadvantage on attack rolls as well as on wisdom
(perception) checks that rely on sight.
Rapier. MWA: +4 to hit; 5 feet, 5 (1d8+2) piercing,
and the target must succeed on a DC 13 CST or be Trance: Elves don’t sleep; they enter in a 4 hour
poisoned for 1 hour. If the saving throw fails by 5 or trance. They still have to rest 8 hours to gain benefits
more, the target is also unsconscious while poisoned of long rests.
in this way. The target wakes up if it takes damage or
oif another creature takes an action to shake it
awake.. Multiattack: The silverhair knight makes two melee
Hand Crossbow. RWA: +4 to hit; 30/120 feet, 5 attacks.
(1d6+2) piercing, and the target must succeed on a Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3)
DC 13 CST or be poisoned for 1 hour. If the saving slashing or 8(1d10+3) if used both hands.
throw fails by 5 or more, the target is also Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
unsconscious while poisoned in this way. The target (1d10+1) Piercing damage, and the target must
wakes up if it takes damage or oif another creature succeed on a DC 13 CST or be poisoned for 1 hour. If
takes an action to shake it awake. the saving throw fails by 5 or more, the target is also
unconscious while poisoned in this way. The target
wakes up if it takes damage or oif another creature
Parry. The noble adds 2 to its AC against one melee takes an action to shake it awake.
hit that would hit it. To do so, the noble must see the Leadership (recharges ASLR). For 1 minute the
attacker and be wielding a melee weapon. knight can utter commands or warnings to one of their
allies within 30 feet. The creature adds a d4 to a ST or
attack roll if the knight isn’t incapacitated.

Parry. The silverhair knight adds 2 to its AC against


one melee hit that would hit it. To do so, the drow
must see the attacker and be wielding a melee
weapon.
Medium humanoid (Elf), any alignment
Armor Class 17 (splint)
Hit Points 58 (8d8+18)
Medium humanoid (Elf), any alignment Speed 30 feet. Ini +1
Armor Class 11 (leather armor) STR DEX CON INT WIS CHA
Hit Points 32 (5d8+10) 16 (+3) 15 (+2) 14 (+2) 10 11 11
Speed 30 feet. Ini +1
Skills Athletics +5, Perception +2
STR DEX CON INT WIS CHA Senses Passive Perception 12, Darkvision 120 feet.
15 (+2) 13 (+1) 14 (+2) 10 11 10 Languages Common, Elvish
Skills Perception +2, Intimidation +2 Challenge 3 (700 XP)
Senses Passive Perception 12, Darkvision 120 feet. Fey Ancestry: the elves gain Advantage against
Languages Common, Elvish Charm, they can’t be put to sleep by magic means.
Challenge 1/2 (100 XP) Innate Spellcasting: The drow’s spellcasting ability is
Pack Tactics: Thugs have advantage on attack rolls Charisma (spell save DC 10). It can innately cast the
against a creature if at least one of their allies is within following spells, requiring no material components:
5 feet of the creature and the ally isn’t incapacitated At will: dancing lights
Fey Ancestry: the elves gain Advantage against 1/day each: darkness, faerie fire, levitate
Charm, they can’t be put to sleep by magic means.
Innate Spellcasting: The drow’s spellcasting ability is Sunlight Sensitivity: While in sunlight, the drow has
Charisma (spell save DC 13). It can innately cast the disadvantage on attack rolls as well as on wisdom
following spells, requiring no material components: (perception) checks that rely on sight.

At will: dancing lights Trance: Elves don’t sleep; they enter in a 4 hour
1/day each: darkness, faerie fire, levitate trance. They still have to rest 8 hours to gain benefits
of long rests.
Sunlight Sensitivity: While in sunlight, the drow has
disadvantage on attack rolls as well as on wisdom
(perception) checks that rely on sight. Multiattack: The veteran raider makes two melee
Trance: Elves don’t sleep; they enter in a 4 hour attacks, and if an offhand weapon is drawn, it makes
trance. They still have to rest 8 hours to gain benefits another one with it.
of long rests. Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
(1d10+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
Multiattack: The slave overseer and thugs make two slashing.
melee attacks. Heavy Crossbow: RWA: +4 to hit; 100/400 feet, 7
Mace. MWA: +4 to hit; 5 feet, 4 (1d6+1) bludgeoning. (1d10+2) piercing damage, and the target must
Whip. MWA: +4 to hit; 10 feet, 4 (1d4+2) slashing succeed on a DC 13 CST or be poisoned for 1 hour. If
damage. the saving throw fails by 5 or more, the target is also
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 5 unsconscious while poisoned in this way. The target
(1d10+1) piercing damage, and the target must wakes up if it takes damage or oif another creature
succeed on a DC 13 CST or be poisoned for 1 hour. If takes an action to shake it awake.
the saving throw fails by 5 or more, the target is also
unsconscious while poisoned in this way. The target
wakes up if it takes damage or oif another creature
takes an action to shake it awake.
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
slashing.
Longbow: RWA: +4 to hit; 150/600 feet, 6 (1d8+2)
Piercing.

Medium fey (elf), any alignment


Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 12(+1) 14(+2) 16(+3)
Skills Deception +5; Insight +4, Persuasion +5,
Perform +5
Senses Passive Perception 12
Languages Common
Challenge 1/8 (50 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Medium fey (Elf), any alignment Fey Step: Briefly surrounded by silvery mist, the
Armor Class 17 (splint) eladrin can teleport up to 30 feet to an unoccupied
Hit Points 58 (8d8+18) space they can see once using this trait. They regain
Speed 30 feet. Ini +1 the ability to do so when they finish a short or long
rest.
STR DEX CON INT WIS CHA Trance: Elves don’t sleep; they enter in a 4 hour
16 (+3) 15 (+2) 14 (+2) 12(+1) 10 10 trance. They still have to rest 8 hours to gain benefits
Skills Athletics +5, Perception +2 of long rests.
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 3 (700 XP) Elven Sabre (rapier). MWA: +3 to hit; 5 feet, 5
(1d8+1) slashing.
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the Parry. The courtier adds 2 to its AC against one
eladrin can teleport up to 30 feet to an unoccupied melee hit that would hit it. To do so, the courtier must
space they can see once using this trait. They regain see the attacker and be wielding a melee weapon.
the ability to do so when they finish a short or long
rest.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.

Multiattack: The Bladedancer makes two melee


attacks, and if an offhand weapon is drawn, it makes Medium fey (Elf), any alignment
another one with it. They make two longbow shots.
Armor Class 10
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
Hit Points 4 (1d8)
(1d10+3) slashing.
Medium fey (Elf), any alignment
Armor Class 17 (chain shirt and shield)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +2
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 12(+1) 10 10
Skills Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 1/4 (50 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the
eladrin can teleport up to 30 feet to an unoccupied
space they can see once using this trait. They regain
the ability to do so when they finish a short or long
rest.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.

Longsword. MWA: +3 to hit; 5 feet, 4 (1d6+2)


piercing.
Speed 30 feet. Ini +1
Longbow. RWA: +4 to hit; 150/600 feet, 6 (1d8+2)
STR DEX CON INT WIS CHA piercing (AC 15) .
10 (+0) 12 (+1) 10 (+0) 11 10 10 Pike (variant). MWA: +3 to hit; 10 feet, 6 (1d10+1)
Skills Perception +2 piercing.
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 1/8 (25 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the
eladrin can teleport up to 30 feet to an unoccupied
space they can see once using this trait. They regain
the ability to do so when they finish a short or long
rest.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.
Weak Morale: peasants aren’t really a reliable troop, Medium fey (Elf), any alignment
and they will flee if enough damage is done to them. Armor Class 18 (plate)
Hit Points 52 (8d8+16)
Speed 30 feet. Ini +1
Shortsword. MWA: +3 to hit; 5 feet, 4 (1d6+1)
piercing. STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 12(+1) 11 15
Saving Throws Con +5, Wis +2
Skills Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 3 (700 XP)
Brave: The fey knight has advantage on Saving Trance: Elves don’t sleep; they enter in a 4 hour
Throws against fear. trance. They still have to rest 8 hours to gain benefits
Fey Ancestry: the elves gain Advantage against of long rests.
Charm, they can’t be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the
eladrin can teleport up to 30 feet to an unoccupied Multiattack: The puck makes two melee attacks.
space they can see once using this trait. They regain Longsword. MWA: +4 to hit; 5 feet, 4 (1d6+1)
the ability to do so when they finish a short or long piercing.
rest. Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
Trance: Elves don’t sleep; they enter in a 4 hour (1d10) Piercing.
trance. They still have to rest 8 hours to gain benefits
of long rests.

Multiattack: The fey knight makes two melee attacks.


Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3)
Slashing.
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
piercing.
Leadership (recharges ASLR). For 1 minute the
knight can utter commands or warnings to one of their
allies within 30 feet. The creature adds a d4 to a ST or Medium humanoid (elf), any alignment
attack roll if the knight isn’t incapacitated.
Armor Class 13 (16 with Mage Armor)
Hit Points 40 (9d8)
Parry. The fey knight adds 2 to its AC against one Speed 30 feet. Ini +3
melee hit that would hit it. To do so, the eladrin must STR DEX CON INT WIS CHA
see the attacker and be wielding a melee weapon. 9 (-1) 16 (+3) 11 (+0) 18(+4) 12(+1) 11(+0)
Saving Throws Con +5, Wis +2
Skills Arcana +6; History +6
Senses Passive Perception 11
Languages Four languages
Challenge 7 (2.900 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the
Medium fey (Elf), any alignment eladrin can teleport up to 30 feet to an unoccupied
space they can see once using this trait. They regain
Armor Class 12 (leather armor)
the ability to do so when they finish a short or long
Hit Points 32 (5d8+10)
rest.
Speed 30 feet. Ini +1
Trance: Elves don’t sleep; they enter in a 4 hour
STR DEX CON INT WIS CHA trance. They still have to rest 8 hours to gain benefits
15 (+2) 13 (+1) 14 (+2) 11 10 10 of long rests.
th
Skills Perception +2, Intimidation +2 Spellcasting. The mage is a 9 level spellcaster. Its
Senses Passive Perception 12, Darkvision 60 feet. spellcasting ability is Intelligence (ST DC 15, +7 to hit
Languages Common, Elvish with spell attacks). The mage has the following spells
Challenge 1 (200 XP) prepared:
Cantrips (at will): fire bolt, light, mage hand,
Fey Ancestry: the elves gain Advantage against prestidigitation.
Charm, they can’t be put to sleep by magic means. 1st level (4 slots): Color spray, mage armor, chromatic
Fey Step: Briefly surrounded by silvery mist, the orb, shield
eladrin can teleport up to 30 feet to an unoccupied nd
2 level (3 slots): Misty step, suggestion, invisibility.
space they can see once using this trait. They regain 3rd level (3 slots): Blink, counterspell, hypnotic pattern
the ability to do so when they finish a short or long 4th level (3 slots): dimension door, polymorph
rest. 5th level (1 slots): Bigby’s Hand, geas.
Pack Tactics: Pucks have advantage on attack rolls
against a creature if at least one of their allies is within
5 feet of the creature and the ally isn’t incapacitated
Speed 30 feet. Ini +2

Fire bolt. RSA: +7 to hit; 120 feet, 5 (2d10) fire. STR DEX CON INT WIS CHA
Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing. 16 (+3) 14 (+2) 17 (+3) 10(+0) 11(+0) 9(-1)
Sword Burst. The guard creates a momentary circle Senses Passive Perception 10,
of spectral blades that sweep around it. Each other Languages Common
creature within range must succeed on a DST DC 15 Challenge 3 (700 XP)
or take 2d6 force damage. Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the
Shield (uses spell slots). Trigger: the mage is hit by eladrin can teleport up to 30 feet to an unoccupied
an attack or targeted by a Magic Missile, until the start space they can see once using this trait. They regain
of its next turn, it has a +5 bonus to AC, including the ability to do so when they finish a short or long
against the triggering attack, and it take no damage rest.
from magic missile. Reckless. At the start of its turn, the berserker can
Counterspell. The mage can spend a 3rd level or gain advantage on all melee weapon attacks during
higher spell slot to interrupt a spell casted within 60 that turn, but attack rolls against it have advantage.
feet from it. If the spell is of higher level than the Trance: Elves don’t sleep; they enter in a 4 hour
Counterspell, the mage must succeed on a trance. They still have to rest 8 hours to gain benefits
spellcasting skill check equal to 10 + the spell’s level. of long rests.

Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3)


piercing.

Medium humanoid (elf), any alignment


Armor Class 14 (hide armor)
Hit Points 67 (9d8+27)
Reckless. At the start of its turn, the berserker can
gain advantage on all melee weapon attacks during
Medium humanoid (Orc), Chaotic evil that turn, but attack rolls against it have advantage.
Gruumsh’s Fury. The orc deals an extra 4 (1d8)
Armor Class 13 (hide armor) damage when it hits with a weapon attack (included in
Hit Points 67 (9d8+27) the attacks)
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
Greataxe. MWA: +5 to hit; 5 feet, 13 (1d12+4 plus
18 (+4) 12 (+1) 17 (+3) 7(-2) 11 9(-1) 1d8) slashing.
Senses Passive Perception 10,
Languages Common
Challenge 3 (700 XP)
Aggressive. As a bonus action, the orc can move up
to its speed toward a hostile creature that it can see.
Javelin (5). RWA +5 to hit; 30/120 feet, 10 (1d6+3
plus 1d8) piercing.
Medium humanoid (orc), Chaotic evil
Armor Class 12 (hide armor)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 12 (+1) 6(-2) 11 8(-1)
Skills Intimidation +2
Senses Passive Perception 10
Languages Common
Challenge 1/4 (50 XP) Medium humanoid (orc), Chaotic Evil
Aggressive. As a bonus action, the feral warrior can
move up to its speed toward a hostile creature that it Armor Class 13 (leather armor)
can see. Hit Points 16 (3d8+3)
Pack Tactics: the warrior have advantage on attack Speed 30 feet. Ini +2
rolls against a creature if at least one of their allies is
STR DEX CON INT WIS CHA
within 5 feet of the creature and the ally isn’t
incapacitated 13 (+1) 14 (+2) 12 (+1) 9(-1) 13(+1) 11(+0)
Skills Nature +4, Perception +5, Stealth +6, Survival
+5, Intimidation +2
Glaive. MWA: +4 to hit; 10 feet, 7 (1d10+2) piercing. Senses Passive Perception 15
Feral warriors are dumber than normal orcs, and Languages Common
they live in faraway lands and isolate island, where Challenge 1/2 (100 XP)
even barbarians don’t dare to live. Aggressive. As a bonus action, the hunter can move
up to its speed toward a hostile creature that it can
see.
Medium humanoid (orc), Chaotic Evil Keen Hearing and Sight: The scout has advantage
on Wisdom (Perception) checks that rely on hearing
Armor Class 12 (hide armor) or sight
Hit Points 32 (5d8+10)
Speed 30 feet. Ini +0
Multiattack. The hunter makes two melee attacks or
STR DEX CON INT WIS CHA
two ranged attacks.
17 (+3) 11 (+0) 14 (+2) 8(-1) 11 10
Scimitar. MWA: +4 t hit, 5 feet, 5 (1d6+2) slashing.
Skills Intimidation +2 Shortbow. RWA: +4 t hit, 150/600 feet, 5 (1d6+2)
Senses Passive Perception 10 piercing.
Languages Common
Challenge 1 (200 XP)
Aggressive. As a bonus action, the headhunter can
move up to its speed toward a hostile creature that it
can see.
Gruumsh’s Fury. The orc deals extra 4 (1d8)
damage when it hits with a weapon attack (included in
the attacks).
Pack Tactics: Headhunters have advantage on
attack rolls against a creature if at least one of their
allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Multiattack: The headhunters make two melee


attacks.
Morningstar. MWA: +5 to hit; 5 feet, 11 (1d8+3 plus
1d8) bludgeoning. Medium humanoid (orc), Chaotic Evil
Armor Class 16 (chain mail)
Hit Points 15 (2d8+6) Medium humanoid (orc), Chaotic Evil
Speed 30 feet. Ini +1
Armor Class 17 (splint)
STR DEX CON INT WIS CHA Hit Points 58 (8d8+18)
16 (+3) 12 (+1) 16 (+3) 8(-1) 11 10 Speed 30 feet. Ini +1
Skills Intimidation +2
STR DEX CON INT WIS CHA
Senses Passive Perception 10
18 (+4) 13 (+1) 14 (+2) 8(-1) 11 10
Languages Orc
Challenge 1/2 (100 XP) Skills Athletics +5, Perception +2, Intimidation +2
Senses Passive Perception 12
Aggressive. As a bonus action, the orc can move up
Languages Common
to its speed toward a hostile creature that it can see.
Challenge 4 (1.100 XP)
Blood Frenzy. Orcs in a “push of pike” don’t retreat
and can’t be intimidated and are immune to fear or Aggressive. As a bonus action, the orc can move up
charm. to its speed toward a hostile creature that it can see.
Dual Wielder. As a bonus action, the orc can attack
with a second weapon. It adds its Strength modifier to
Pike. MWA: +5 to hit; 10 feet, 6 (1d10+3) piercing. the damage as normal, and the weapon don’t have to
Hand axes. MWA: +4 to hit; 5 feet, 6 (1d8+3) be light.
slashing. Relentless. If damage reduces the orc veteran to 0 hit
points and the damage don’t outright kill it, it drops to
1 HP instead. This feature can be used once until the
next long rest.

Multiattack: The orc veteran makes two melee


attacks, and if an offhand weapon is drawn, it makes
another one with it.
Battleaxe. MWA: +5 to hit; 5 feet, 8 (1d8+4) or 8
(1d10+3) slashing.
Javelin: RWA: +5 to hit; 30/120ft., 7 (1d6+4) Piercing.

Medium humanoid (orc), Chaotic Evil


Armor Class 17 (scale mail and shield)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +1
Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 8 11 10 Armor Class 18 (plate)
Skills Perception +2; Intimidation +4 Hit Points 60 (8d8+24)
Senses Passive Perception 12 Speed 30 feet. Ini +0
Languages Common
STR DEX CON INT WIS CHA
Challenge 1/4 (50 XP)
18 (+4) 11 (+0) 16 (+3) 12(+1) 11 14(+2)
Aggressive. As a bonus action, the orc can move up
Skills Intimidation +6
to its speed toward a hostile creature that it can see.
Saving Throws Con +5, Wis +2
Senses Passive Perception 12, Darkvision 60 feet.
Pike. MWA: +4 to hit; 10 feet, 6 (1d10+2) piercing. Languages Common
Battleaxe. MWA: +4 to hit; 5 feet, 6 (1d8+2) slashing. Challenge 4 (1.100 XP)
Short bow. MWA: +3 to hit; 5 feet, 4 (1d6+1) piercing. Aggressive. As a bonus action, the orc can move up
to its speed toward a hostile creature that it can see.
Brave: The orog captain have advantage on Saving
Throws against fear.

Multiattack: The orog captain makes two melee


attacks.
Greataxe. MWA: +6 to hit; 5 feet, 10 (1d12+4)
Slashing.
Javelin. RWA: +6 to hit; 30/120 feet, 7 (1d6+4)
Piercing damage.
Leadership (recharges ASLR). For 1 minute the
orog captain can utter commands or warnings to one
of their allies in a 30 foot radius. The creature adds a
d4 to a ST or attack roll if the orog isn’t incapacitated.

Medium humanoid (orc), Chaotic Evil


Parry. The orog captain adds 2 to its AC against one
melee hit that would hit it. To do so, the captain must Armor Class 11 (leather armor)
see the attacker and be wielding a melee weapon. Hit Points 32 (5d8+10)
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 8(-1) 11 10
Skills Intimidation +4
Senses Passive Perception 10
Languages Common
Challenge 1 (100 XP)
Aggressive. As a bonus action, the headhunter can
move up to its speed toward a hostile creature that it
can see.

Multiattack: The slaver makes two melee attacks.


Medium humanoid (orc), Chaotic Evil Mace. MWA: +5 to hit; 5 feet, 6 (1d6+3) bludgeoning.
Whip. MWA: +5 to hit; 10 feet, 5 (1d4+3) slashing
Armor Class 17 (splint) damage.
Hit Points 66 (8d8+24)
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 12(+1) 11 10
Skills Athletics +5, Perception +2, Intimidation +4
Senses Passive Perception 12
Languages Common Medium humanoid (orc), Chaotic Evil
Challenge 4 (1.100 XP)
Aggressive. As a bonus action, the orc can move up Armor Class 13 (hide mail)
to its speed toward a hostile creature that it can see. Hit Points 15 (2d8+6) Worg 26 (4d10+4)
Dual Wielder. As a bonus action, the orog can attack Speed 50 feet (mounted) Ini +1
with a second weapon. It adds its Strength modifier to
STR DEX CON INT WIS CHA
the damage as normal, and the weapon don’t have to
16 (+3) 12 (+1) 16 (+3) 8(-1) 12(+1) 10
be light.
Skills Intimidation +2, Animal Handling +5
Senses Passive Perception 10
Multiattack: The orog veteran makes two melee Languages Orc
attacks, and if an offhand weapon is drawn, it makes Challenge 1 (200 XP)
another one with it. Guerrilla Tactics. As a reaction, the marauder can
Battleaxes. MWA: +6 to hit; 5 feet, 8 (1d8+4) or 9 make an Animal Handling check DC 15 to move with
(1d10+4) slashing if attacks with both hands. its mount up to its speed away from a moving enemy.
Javelin: RWA: +6 to hit; 30/120ft., 7 (1d6+4) Piercing. Keen Senses (worg): The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Speed 30 feet. Ini +0

Multiattack. The marauder can attack with melee STR DEX CON INT WIS CHA
weapons and make the worg bite. 18 (+4) 11 (+0) 16 (+3) 8(-1) 11 10
Lance. MWA: +5 to hit; 10 feet, 9 (1d12+3) piercing. If Skills Intimidation +2
the target is a creature, it must succeed on a DC 13 Senses Passive Perception 10
Strength saving throw or be knocked prone. Languages Common
Bite (worg). MWA: +5 to hit; 5 feet, 10 (2d6+3) Challenge 2 (450 XP)
piercing. If the target is a creature, the worg may Aggressive. As a bonus action, the orc can move up
choose to keep the bite. If it does so, the target must to its speed toward a hostile creature that it can see.
succeed on a DC 13 strength saving throw or be Blood Frenzy. Orcs in a “push of pike” don’t retreat
grappled, and receive 3 piercing damage by round. A and can’t be intimidated and are immune to fear or
worg grappling a creature moves at half speed, and charm.
can’t bite another. Gruumsh’s Fury. The orc deals extra 4 (1d8)
Javelin. RWA: +5 to hit; 30/120 feet, 6 (1d8+3) damage when it hits with a weapon attack (included in
piercing. the attacks)
Net. TWA: +5 to hit; 5/15 feet. A Large or smaller Pack Tactics: Headhunters have advantage on
creature hit by a net is restrained and can be carried attack rolls against a creature if at least one of their
away until it is freed. A creature can use its action to allies is within 5 feet of the creature and the ally isn’t
make a DC 10 Strength check, freeing itself or incapacitated
another creature within its reach on a success. Swarm Tactics: Up to 16 warteeth may attack at
Dealing 5 slashing damage to the net (AC 10) also once surrounding a single creature if at least half of
frees the creature without harming it, ending the effect them have pikes.
and destroying the net.

Multiattack: The Wartooth makes two melee attacks.


Pike. MWA: +6 to hit; 10 feet, 13 (1d10+4 plus 1d8)
piercing.
Javelin. RWA +6 to hit; 30/120 feet, 11 (1d6+4 plus
1d8) piercing.

Medium humanoid (orc), Chaotic Evil


Armor Class 16 (chain mail)
Hit Points 37 (5d8+15)
Undead Nature. Skeletons don’t need to breath,
sleep, pee or eat, and are immune to all forms of
Medium undead (skeleton), any alignment exhaustion (magical or natural alike). They also can
be turned by a cleric or paladin.
Armor Class 18 (scale mail and shield) Horse: 17
Hit Points 13 (2d8+4) Warhorse 22 (3d10+6)
Speed 60 feet. Ini +2 Multiattack. The Cavalry makes two attacks, one with
a weapon and one with the warhorse hooves.
STR DEX CON INT WIS CHA
Hooves. MWA: +6 to hit; 5 feet, 10 (2d6+4)
10 (+0) 14 (+2) 15 (+2) 6(-2) 8(-1) 5(-3) bludgeoning.
Senses darkvision 60ft., passive Perception 9 Lance. MWA: +2 to hit; 10 feet, 6 (1d12) piercing.
Languages understands all languages it knew in life Scimitar. MWA: +4 to hit;, 5 (1d6+2) slashing.
but can't speak
Damage Vulnerabilities bludgeoning
Damage Resistances piercing
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Challenge 1/4 (50 XP)
Abomination. Common people and NPCs with weak
morale will be frightened by the Undead.
Undead Nature. Skeletons don’t need to breath,
sleep, pee or eat, and are immune to all forms of
Medium undead (skeleton), any alignment exhaustion (magical or natural alike). They also can
be turned by a cleric or paladin.
Armor Class 17 (splint mail)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +2 Slam. MWA: +3 to hit; 5 feet, 6 (1d6+1).
STR DEX CON INT WIS CHA Tar Bite (1 use). MWA: +3 to hit; 5 feet.; 4 (1d6+1)
13 (+1) 14 (+2) 12 (+1) 6(-2) 11(+0) 6 (-2) and the target is covered with tar. The target has now
vulnerability to fire damage (unless it has resistance,
Senses darkvision 60ft., passive Perception 9
which the tar cancels, and immunity remains the
Languages understands all languages it knew in life
same), has disadvantage to avoid Saving Throws
but can't speak
against fire damage, and any fire damage ignites the
Damage Vulnerabilities bludgeoning
target.
Damage Resistances piercing
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Challenge 1/4 (50 XP)
Abomination. Common people and NPCs with weak
morale will be frightened by the Undead.
Undead Nature. Skeletons don’t need to breath,
sleep, pee or eat, and are immune to all forms of
exhaustion (magical or natural alike). They also can Medium undead (zombie), any alignment
be turned by a cleric or paladin. Armor Class 17 (splint mail)
Hit Points 22 (3d8+9)
Speed 20 feet. Ini -2
Pike. MWA: +3 to hit; 10 feet, 6 (1d10+1) piercing.
STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3(-4) 6(-2) 5 (-3)
Senses darkvision 60ft., passive Perception 8
Languages understands all languages it knew in life
but can't speak
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Challenge 1/2 (100 XP)
Medium undead (zombie), any alignment Abomination. Common people and NPCs with weak
morale will be frightened by the Undead.
Armor Class 17 (splint mail) Undead Fortitude. If damage reduces the zombie to
Hit Points 22 (3d8+9) 0 hit points, it must make a Constitution saving throw
Speed 20 feet. with a DC of 5 +the damage taken, unless the
STR DEX CON INT WIS CHA damage is radiant or from a critical hit. On a success,
13 (+1) 6 (-2) 16 (+3) 3(-4) 6(-2) 5 (-3) the zombie drops to 1 hit point instead.
Undead Nature. Skeletons don’t need to breath,
Senses darkvision 60ft., passive Perception 8 sleep, pee or eat, and are immune to all forms of
Languages understands all languages it knew in life exhaustion (magical or natural alike). They also can
but can't speak be turned by a cleric or paladin.
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Challenge 1/2 (100 XP) Poison Slam. MWA: +3 to hit; 5 feet, 6 (1d6+1) and
Abomination. Common people and NPCs with weak the target must succeed on a DC 11 CST, taking 10
morale will be frightened by the Undead. (3d6) poison damage on a failed check, or half as
Undead Fortitude. If damage reduces the zombie to much on a successful one.
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.
Challenge 1/4 (50 XP)
Abomination. Common people and NPCs with weak
morale will be frightened by the Undead.
Undead Nature. Skeletons don’t need to breath,
Medium undead (skeleton), any alignment sleep, pee or eat, and are immune to all forms of
exhaustion (magical or natural alike). They also can
Armor Class 16 (scale mail) be turned by a cleric or paladin.
Hit Points 13 (2d8+4)
Speed 30 feet. Ini +2
Spear. MWA: +4 to hit; 5 feet. or range 20/60 feet, 3
STR DEX CON INT WIS CHA (1d6) piercing.
10 (+0) 14 (+2) 15 (+2) 6(-2) 8(-1) 5(-3) Battleaxe. MWA: +2 to hit;, 4 (1d8) slashing.
Senses darkvision 60ft., passive Perception 9
Languages understands all languages it knew in life
but can't speak
Damage Vulnerabilities bludgeoning
Damage Resistances piercing
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Challenge 1/4 (50 XP)
Medium undead (zombie), any alignment
Abomination. Common people and NPCs with weak
morale will be frightened by the Undead. Armor Class 16 (chain mail)
Undead Nature. Skeletons don’t need to breath, Hit Points 22 (3d8+9)
sleep, pee or eat, and are immune to all forms of Speed 20 feet. Ini -2
exhaustion (magical or natural alike). They also can
be turned by a cleric or paladin. STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3(-4) 6(-2) 5 (-3)
Senses darkvision 60ft., passive Perception 8
Longbow. MWA: +4 to hit; 150/600 feet, 6 (1d8+2) Languages understands all languages it knew in life
piercing. but can't speak
Shortsword. MWA: +4 to hit;, 4 (1d8) slashing. Damage Immunities poison
Volley: A group of archers fires en masse instead of Condition Immunities exhaustion, poisoned, fear
aiming. Creatures in an area of 1 feet radius per Challenge 2 (450 XP)
archer suffer 6 (1d8+2) piercing damage for every 5 Abomination. Common people and NPCs with weak
archers. A successful DST halves the damage. morale will be frightened by the Undead.
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.
Undead Nature. Skeletons don’t need to breath,
sleep, pee or eat, and are immune to all forms of
Medium undead (skeleton), any alignment exhaustion (magical or natural alike). They also can
be turned by a cleric or paladin.
Armor Class 18 (scale mail and shield) Foul Stench. Any living creature that starts its turn
Hit Points 13 (2d8+4) within 5 feet of the zombie must succeed on a DC 13
Speed 30 feet. Ini +2 CST or be poisoned until the start of the creature's
next turn. On a successful saving throw, the creature
STR DEX CON INT WIS CHA is immune to the stench of all zombies for 1 hour.
10 (+0) 14 (+2) 15 (+2) 6(-2) 8(-1) 5(-3)
Senses darkvision 60ft., passive Perception 9
Languages understands all languages it knew in life Horrifying Bite. MWA: +3 to hit; 5 feet, 6 (1d6+1) and
but can't speak the target must succeed on a DC 13 CST, or be
Damage Vulnerabilities bludgeoning diseased. If diseased this way, the target suffers
Damage Resistances piercing 1d4+1 necrotic damage every hour and its maximum
Damage Immunities poison HP reduces in the same amount. When the character
Condition Immunities exhaustion, poisoned is dropped to 0 hp, it dies, and comes back to life as a
mindless zombie. A Lesser Restoration spell or a
Remove Curse lifts the disease, and a use of a Lay on Damage Vulnerabilities bludgeoning
Hands delays the effect for two hours. Heavy armored Damage Resistances piercing
characters have advantage on the saving throw, and Damage Immunities poison
blessed or immune to disease characters are immune Condition Immunities exhaustion, poisoned
to this effect. Languages Common
Slam. MWA: +3 to hit; 5 feet, 6 (1d6+1). Challenge 3 (700 XP)
Abomination. Common people and NPCs with weak
morale will be frightened by the Undead.
Undead Nature. Skeletons don’t need to breath,
sleep, pee or eat, and are immune to all forms of
exhaustion (magical or natural alike). They also can
be turned by a cleric or paladin.

Multiattack: The Undying Officer makes two melee


attacks, and if an offhand weapon is drawn, it makes
another one with it.
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
(1d10+3) slashing.
Medium undead (skeleton), any alignment Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
slashing.
Armor Class 17 (splint) Heavy Crossbow: RWA: +4 to hit; 100/400 feet, 7
Hit Points 58 (8d8+18) (1d10+2) Piercing.
Speed 30 feet. Ini +?
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 6(-4) 11(+0) 6(-4)
Skills Athletics +5, Perception +2
Senses darkvision 60ft., Passive Perception 12
cold, fire, lightning or poison damage (given by their
ancestry).
Medium humanoid (dragonborn), any legal alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 10(+0) 10(+0) 11(+0)
Senses Passive Perception 10, Medium humanoid (dragonborn), any legal alignment
Damage Resistance choose one between acid, cold, Armor Class 13 (hide armor)
fire, lightning or poison depending on ancestry. Hit Points 67 (9d8+27) Dragon fury 34 HP
Languages Common and draconic Speed 30 feet. Ini +1
Challenge 0 (10 XP)
Weak Morale: Clansfolk aren’t a really reliable troop, STR DEX CON INT WIS CHA
and they will flee if enough damage is done to them. 18 (+4) 12 (+1) 17 (+3) 9(-1) 11 10(+0)
Senses Passive Perception 10,
Damage Resistance choose one between acid, cold,
Great Club. MWA: +3 to hit; 5 feet, 5 (1d8+1) fire, lightning or poison depending on ancestry.
bludgeoning. Languages Common and draconic
Breath Weapon (recharges ASLR). Each creature in Challenge 3 (700 XP)
a 15 feet. cone (or a 5 by 30 feet line if acid or
lightning) must make a DC 10 DST, taking 2d6 acid,
Dragon fury: when the dragonborn mercenaries have Leadership (recharges ASLR). For 1 minute the
half their hit points, they inflict 1 extra dice of damage champion can utter commands or warnings to one of
with melee weapon or breath weapon attacks. Also, if their allies within 30 feet. The creature adds a d4 to a
the breath weapon has been expended, they regain ST or attack roll if the champion isn’t incapacitated.
one use.
Reckless. At the start of its turn, the berserker can
gain advantage on all melee weapon attacks during Parry. The champion adds 2 to its AC against one
that turn, but attack rolls against it have advantage. melee hit that would hit it. To do so, the dragonborn
must see the attacker and be wielding a melee
weapon.
Greataxe. MWA: +5 to hit; 5 feet, 9 (1d12+3) piercing.
Breath Weapon (recharges ASLR). Each creature in
a 15 feet. cone (or a 5 by 30 feet line if acid or
lightning) must make a DC 10 DST, taking 2d6 acid,
cold, fire, lightning or poison damage (given by their
ancestry).

Medium humanoid (dragonborn), any legal alignment


Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 11 (+0) 12(+1) 14(+2) 17(+3)
Medium humanoid (dragonborn), any legal alignment
Skills Deception +5; Insight +4, Persuasion +5
Armor Class 18 (plate) Damage Resistance choose one between acid, cold,
Hit Points 52 (8d8+16) Dragon fury 26 hp fire, lightning or poison depending on ancestry.
Speed 30 feet. Ini +0 Senses Passive Perception 12
Languages Common and draconic
STR DEX CON INT WIS CHA Challenge 1/8 (25 XP)
18 (+4) 11 (+0) 14 (+2) 11(+0) 11(+0) 16(+3)
Saving Throws Con +5, Wis +2
Damage Resistance choose one between acid, cold, Falchion (curved longsword). MWA: +3 to hit; 5
fire, lightning or poison depending on ancestry. feet, 5 (1d8+1) or 6 (1d10+1) slashing damage.
Senses Passive Perception 10 Breath Weapon (recharges ASLR). Each creature in
Languages Common and draconic a 15 feet. cone (or a 5 by 30 feet line if acid or
Challenge 4 (1.100 XP) lightning) must make a DC 10 DST (or CST if poison
Brave: The champion has advantage on Saving or cold), taking 2d6 acid, cold, fire, lightning or poison
Throws against fear. damage (given by their ancestry) on a failed save, and
Dragon fury: when the champion have half their hit half as much on a successful one.
points, they inflict 1 extra dice of damage with melee Weak Morale: emissaries aren’t really a reliable
weapon or breath weapon attacks. Also, if the breath troop, and they will flee if enough damage is done to
weapon has been expended, they regain one use. them.

Multiattack: The champion makes two melee attacks. Parry. The emissary adds 2 to its AC against one
Greatsword. MWA: +6 to hit; 5 feet, 11 (2d6+4) melee hit that would hit it. To do so, the emissary
Slashing. must see the attacker and be wielding a melee
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10) weapon
piercing.
Breath Weapon (recharges ASLR). Each creature in
a 15 feet. cone (or a 5 by 30 feet line if acid or
lightning) must make a DC 12 DST (or CST if poison
or cold), taking 3d6 acid, cold, fire, lightning or poison
damage (given by their ancestry) on a failed save, and
half as much on a successful one.
Challenge 2 (450 XP)
Dragon fury: when the dragonborn mercenaries have
Medium humanoid (dragonborn), any legal alignment half their hit points, they inflict 1 extra dice of damage
Armor Class 17 (splint) with melee weapon or breath weapon attacks. Also, if
Hit Points 58 (8d8+18) Dragon fury 29 the breath weapon has been expended, they regain
Speed 30 feet. Ini +1 one use.
Pack Tactics: mercenaries have advantage on
STR DEX CON INT WIS CHA attack rolls against a creature if at least one of their
18 (+4) 13 (+1) 14 (+2) 10(+0) 11(+0) 11(+0) allies is within 5 feet of the creature and the ally isn’t
Skills Athletics +6, Perception +2 incapacitated
Damage Resistance choose one between acid, cold,
fire, lightning or poison depending on ancestry.
Senses Passive Perception 12 Multiattack: The mercenary makes two melee
Languages Common and draconic attacks. If it has drawn a secondary weapon in an
Challenge 4 (1.100 XP) offhand, it can use a bonus action to attack with it.
Spear. MWA: +5 to hit; 5 feet, 7 (1d8+3) piercing or 8
Dragon fury: when the dragonborn mercenaries have
(1d10+3) piercing damage if fights with two hands.
half their hit points, they inflict 1 extra dice of damage
The dragonborn mercenary can use a bonus action to
with melee weapon or breath weapon attacks. Also, if
gain 5-feet reach with its spear. Dragon fury damage:
the breath weapon has been expended, they regain
2d8+3 /2d10+3 (2H).
one use.
Scimitar. MWA: +5 to hit; 5 feet, 6 (1d6+3) slashing.
Dragon fury damage: 10 (2d6+3)
Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
Multiattack: The legionary makes two melee attacks,
(1d10) Piercing.
and if an offhand weapon is drawn, it makes another
Breath Weapon (recharges ASLR). Each creature in
one with it.
a 15 feet. cone (or a 5 by 30 feet line if acid or
Falchion (uses longsword stats). MWA: +6 to hit; 5
lightning) must make a DC 12 DST (or CST if poison
feet, 8 (1d8+4) or 9 (1d10+4) slashing if used with
or cold), taking 2d6 acid, cold, fire, lightning or poison
both hands.
damage (given by their ancestry) on a failed save, and
Scimitar. MWA: +6 to hit; 5 feet, 6 (1d6+4) slashing.
half as much on a successful one. Dragon fury
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
damage: 3d6 of the same type of their ancestry.
(1d10+1) Piercing.
Breath Weapon (recharges ASLR). Each creature in
a 15 feet. cone (or a 5 by 30 feet line if acid or
lightning) must make a DC 12 DST (or CST if poison
or cold), taking 3d6 acid, cold, fire, lightning or poison
damage (given by their ancestry) on a failed save, and
half as much on a successful one.

Medium humanoid (dragonborn), any Legal


Armor Class 19 (splint armor and shield)
Hit Points 32 (5d8+10) Dragon fury: 16
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 10(+0) 11(+0) 11(+0)
Skills Intimidation +2
Damage Resistance choose one between acid, cold,
fire, lightning or poison depending on ancestry.
Senses Passive Perception 10
Languages Common and draconic
Medium humanoid (dragonborn), any legal alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8+3)
Speed 30 feet. Ini +2
Medium humanoid (dragonborn), any legal alignment STR DEX CON INT WIS CHA
Armor Class 15 (draconic resilience) 13 (+1) 14 (+2) 12 (+1) 11(+0) 13(+1) 12(+1)
Hit Points 40 (9d8) Skills Nature +4, Perception +5, Stealth +6, Survival
Speed 30 feet. Ini +2 +5
Damage Resistance choose one between acid, cold,
STR DEX CON INT WIS CHA fire, lightning or poison depending on ancestry.
11 (+0) 14 (+2) 11 (+0) 12(+1) 11(+0) 18(+4) Senses Passive Perception 15
Saving Throws Con +5, Wis +2 Languages Common and draconic
Damage Resistance choose one between acid, cold, Challenge 1/2 (100 XP)
fire, lightning or poison depending on ancestry. Keen Hearing and Sight: The scout has advantage
Skills Arcana +4; History +4 on Wisdom (Perception) checks that rely on hearing
Senses Passive Perception 11 or sight
Languages Four languages
Challenge 7 (2.900 XP)
Metamagic. The pyromancer can use this each one Multiattack. The scout makes two melee attacks or
of these metamagic features once. two ranged attacks.
Quickened Spell. The pyromancer can cast a spell Shortsword. MWA: +4 t hit, 5 feet, 5 (1d6+2)
with a casting time of 1 action as a bonus action. The piercing.
action can’t be used to cast any other spell other than Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682)
a cantrip. piercing.
Twinned Spell. A spell that normally affects only 1 Breath Weapon (recharges ASLR). Each creature in
creature can affect 2 instead. a 15 feet. cone (or a 5 by 30 feet line if acid or
Spellcasting. The sorcerer is a 9th level spellcaster. lightning) must make a DC 11 DST (or CST if poison
Its spellcasting ability is Charisma (ST DC 14, +6 to hit or cold), taking 2d6 acid, cold, fire, lightning or poison
with spell attacks). The mage has the following spells damage (given by their ancestry) on a failed save, and
prepared: half as much on a successful one.
Cantrips (at will): fire bolt, light, true strike, blade ward,
control flames.
1st level (4 slots): burning hands, fog cloud, shield.
nd
2 level (3 slots): levitate, scorching ray.
3rd level (3 slots): haste, fireball
4th level (3 slots): wall of fire, stoneskin
5th level (1 slots): immolation.
Medium humanoid (dragonborn), any legal alignment
Fire bolt. RSA: +6 to hit; 120 feet, 5 (2d10) fire. Armor Class 14 (chain shirt and shield)
Dagger. MWA: +5 to hit; 5 feet, 5 (1d8+1) piercing. Hit Points 11 (2d8+2)
Breath Weapon (recharges ASLR). Each creature in Speed 30 feet. Ini +1
a 15 feet. cone (or a 5 by 30 feet line if acid or
lightning) must make a DC 10 DST (or CST if poison STR DEX CON INT WIS CHA
or cold), taking 2d6 acid, cold, fire, lightning or poison 15 (+2) 12 (+1) 12 (+1) 10(+0) 11(+0) 11(+0)
damage (given by their ancestry) on a failed save, and Skills Perception +2
half as much on a successful one. Damage Resistance choose one between acid, cold,
fire, lightning or poison depending on ancestry.
Senses Passive Perception 12
Languages Common and draconic
Challenge 1/8 (25 XP)
lightning) must make a DC 12 DST (or CST if poison
or cold), taking 2d6 acid, cold, fire, lightning or poison
Falchion (uses longsword stats). MWA: +4 to hit; 5 damage (given by their ancestry) on a failed save, and
feet, 6 (1d8+2) slashing or 7 (1d10+2) slashing if used half as much on a successful one.
with both hands (can’t use shield).
Variant: Glaive. MWA: +4 to hit; 10 feet, 7 (1d10+2)
slashing (can’t use shield).
Javelin (6). RWA: +4 to hit; 30/120 feet, 5 (1d6+2)
piercing.
Breath Weapon (recharges ASLR). Each creature in Medium humanoid (dragonborn), any legal alignment
a 15 feet. cone (or a 5 by 30 feet line if acid or
lightning) must make a DC 10 DST, taking 2d6 acid, Armor Class 12 (hide armor)
cold, fire, lightning or poison damage (given by their Hit Points 11 (2d8+2)
ancestry). Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 12 (+1) 8(-1) 11(+0) 9(-1)
Skills Intimidation +2
Damage Resistance choose one between acid, cold,
fire, lightning or poison depending on ancestry.
Senses Passive Perception 10
Medium humanoid (dragonborn), any legal alignment
Languages Common and draconic
Armor Class 11 (leather armor) Challenge 1/2 (100 XP)
Hit Points 32 (5d8+10) Pack Tactics: the warrior have advantage on attack
Speed 30 feet. Ini +0 rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
STR DEX CON INT WIS CHA incapacitated
17 (+3) 11 (+0) 14 (+2) 10(+0) 11(+0) 11(+0)
Skills Intimidation +2
Damage Resistance choose one between acid, cold, Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4
fire, lightning or poison depending on ancestry. (1d6+1) piercing.
Senses Passive Perception 10 Breath Weapon (recharges ASLR). Each creature in
Languages Common and draconic a 15 feet. cone (or a 5 by 30 feet line if acid or
Challenge 1 (200 XP) lightning) must make a DC 11 DST (or CST if poison
Pack Tactics: Thugs have advantage on attack rolls or cold), taking 2d6 acid, cold, fire, lightning or poison
against a creature if at least one of their allies is within damage (given by their ancestry) on a failed save, and
5 feet of the creature and the ally isn’t incapacitated half as much on a successful one.

Multiattack: The thug makes two melee attacks.


Mace. MWA: +5 to hit; 5 feet, 5 (1d6+2) bludgeoning.
Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
(1d10) Piercing.
Breath Weapon (recharges ASLR). Each creature in
a 15 feet. cone (or a 5 by 30 feet line if acid or
2d10 fire damage on a failed save, or half as much
damage on a successful one.
Medium humanoid (tiefling), usually any evil Parry. The blackguard adds 2 to its AC against one
melee hit that would hit it. To do so, the tiefling must
Armor Class 18 (plate) see the attacker and be wielding a melee weapon.
Hit Points 52 (8d8+16)
Speed 30 feet. Ini +?
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 12 (+1) 11(+0) 17(+3)
Saving Throws Con +5, Wis +2
Damage Resistance fire
Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Infernal
Challenge 4 (1.100 XP)
Infernal Legacy. The tiefling knows the Thaumaturgy
cantrip, and the hellish rebuke and darkness spells.
Charisma is its spellcasting ability for them. Medium humanoid (tiefling), usually neutral evil
Infernal Legacy. The tiefling knows the Thaumaturgy
Armor Class 12 (hide armor)
cantrip. Charisma is its spellcasting ability for it
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +?
Multiattack: The blackguard makes two melee STR DEX CON INT WIS CHA
attacks. 13 (+1) 11 (+0) 12 (+1) 9(-1) 11(+0) 10(+0)
Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3)
Skills Intimidation +2
Slashing.
Damage Resistance fire
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
Senses Darkvision 60 feet, Passive Perception 10
Piercing.
Languages Common, Infernal
Leadership (recharges ASLR). For 1 minute the
Challenge 1/2 (100 XP)
blackguard can utter commands or warnings to one of
their allies within 30 feet. The creature adds a d4 to a Infernal Legacy. The tiefling knows the Thaumaturgy
ST or attack roll if the blackguard isn’t incapacitated. cantrip. Charisma is its spellcasting ability for it
Pack Tactics: the warrior have advantage on attack
rolls against a creature if at least one of their allies is
Hellish Rebuke (1/day). Trigger: receiving damage within 5 feet of the creature and the ally isn’t
from a visible creature within 60 feet. The creature incapacitated
must make a Dexterity saving throw DC 13. It takes
Pack Tactics: Enforcers have advantage on attack
rolls against a creature if at least one of their allies is
Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4 within 5 feet of the creature and the ally isn’t
(1d6+1) piercing. incapacitated

Multiattack: The enforcer makes two melee attacks.


Mace. MWA: +3 to hit; 5 feet, 5 (1d6+2) bludgeoning.
Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
(1d10) Piercing.

Hellish Rebuke (1/day). Trigger: receiving damage


from a visible creature within 60 feet. The creature
must make a Dexterity saving throw DC 11. It takes
Medium humanoid (tiefling), any alignment 2d10 fire damage on a failed save, or half as much
damage on a successful one.
Armor Class 10
Hit Points 4 (1d8)
Speed 30 feet. Ini +?
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 11(+0) 10 (+0) 12 (+1)
Damage Resistance fire
Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Infernal Medium humanoid (tiefling), usually any evil
Challenge 0 (10 XP)
Armor Class 13 (hide armor)
Infernal Legacy. The tiefling knows the Thaumaturgy Hit Points 67 (9d8+27)
cantrip. Charisma is its spellcasting ability for it Speed 30 feet. Ini +1
Weak Morale: peasants aren’t really a reliable troop,
and they will flee if enough damage is done to them. STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 10(+0) 11(+0) 11(+0)
Senses Darkvision 60 feet, Passive Perception 10,
Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning. Damage Resistance fire
Languages Common, Infernal
Challenge 2 (450 XP)
Infernal Legacy. The tiefling knows the Thaumaturgy
cantrip, and the hellish rebuke and darkness spells.
Charisma is its spellcasting ability for them.
Reckless. At the start of its turn, the fiend can gain
advantage on all melee weapon attacks during that
Medium humanoid (tiefling), usually any evil turn, but attack rolls against it have advantage.
Armor Class 11 (leather armor)
Hit Points 32 (5d8+10) Greataxe. MWA: +5 to hit; 5 feet, 9 (1d12+3) piercing.
Speed 30 feet. Ini +?
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 11(+0) 11(+0) 12(+1) Hellish Rebuke (1/day). Trigger: receiving damage
from a visible creature within 60 feet. The creature
Skills Intimidation +3 must make a Dexterity saving throw DC 10. It takes
Damage Resistance fire 2d10 fire damage on a failed save, or half as much
Senses Darkvision 60 feet, Passive Perception 10 damage on a successful one.
Languages Common, Infernal
Challenge 1/2 (100 XP)
Infernal Legacy. The tiefling knows the Thaumaturgy
cantrip, and the hellish rebuke and darkness spells.
Charisma is its spellcasting ability for them.
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
(1d10+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
slashing.
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
(1d10+1) Piercing.
Medium humanoid (tiefling), usually any evil
Armor Class 16 (chain shirt and shield)
Hit Points 11 (2d8+2) Hellish Rebuke (1/day). Trigger: receiving damage
Speed 30 feet. Ini +? from a visible creature within 60 feet DC 11. The
creature must make a Dexterity saving throw. It takes
STR DEX CON INT WIS CHA 2d10 fire damage on a failed save, or half as much
13 (+1) 12 (+1) 12 (+1) 11(+0) 11 (+0) 12 (+1) damage on a successful one.
Skills Perception +2
Damage Resistance fire
Senses Darkvision 60 feet, Passive Perception 12
Languages Common, Infernal
Challenge 1/8 (25 XP)
Infernal Legacy. The tiefling knows the Thaumaturgy
cantrip. Charisma is its spellcasting ability for it

Medium humanoid (tiefling), usually any evil


Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4
(1d6+1) piercing. Armor Class 13 (leather armor)
Longsword. MWA: +3 to hit; 5 feet, 5 (1d8+1) Hit Points 16 (3d8+3)
slashing. Speed 30 feet. Ini +2
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 12(+1) 13(+1) 13(+1)
Skills Nature +4, Perception +5, Stealth +6, Survival
+5
Damage Resistance fire
Senses Darkvision 60 feet, Passive Perception 15
Languages Common, Infernal
Challenge 1/2 (100 XP)
Infernal Legacy. The tiefling knows the Thaumaturgy
Medium humanoid (tiefling), usually any evil cantrip and the hellish rebuke spell. Charisma is its
spellcasting ability for them.
Armor Class 17 (splint)
Keen Hearing and Sight: The scout has advantage
Hit Points 58 (8d8+18)
on Wisdom (Perception) checks that rely on hearing
Speed 30 feet. Ini +?
or sight
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 11(+0) 11(+0) 12(+1)
Multiattack. The scout makes two attacks.
Skills Athletics +5, Perception +2
Rapier. MWA: +4 t hit, 5 feet, 6 (1d8+2) piercing.
Damage Resistance fire
Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682)
Senses Darkvision 60 feet, Passive Perception 12
Languages Common, Infernal piercing.
Challenge 4 (1.100 XP)
Infernal Legacy. The tiefling knows the Thaumaturgy Hellish Rebuke (1/day). Trigger: receiving damage
cantrip, and the hellish rebuke and darkness spells. from a visible creature within 60 feet. The creature
Charisma is its spellcasting ability for them. must make a Dexterity saving throw. It takes 2d10 fire
damage on a failed save, or half as much damage on
a successful one.
Multiattack: The infernal makes two melee attacks,
and if an offhand weapon is drawn, it makes another
one with it.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 18(+4) 12(+1) 13(+1)
Saving Throws Con +5, Wis +2
Skills Arcana +7; History +7
Damage Resistance fire
Senses Darkvision 60 feet, Passive Perception 11
Languages Four languages
Challenge 7 (2.900 XP)
Infernal Legacy. The tiefling knows the Thaumaturgy
Medium humanoid (tiefling), usually lawful evil cantrip, and the hellish rebuke and darkness spells.
Armor Class 15 (breastplate) Charisma is its spellcasting ability for them.
Hit Points 9 (2d8) Spellcasting. The mage is a 9th level spellcaster. Its
Speed 30 feet. Ini +? spellcasting ability is Intelligence (ST DC 15, +7 to hit
with spell attacks). The mage has the following spells
STR DEX CON INT WIS CHA prepared:
11 (+0) 12 (+1) 11 (+0) 12(+1) 14(+2) 18(+4) Cantrips (at will): Blade ward, fire bolt, mage hand,
Skills Deception +6; Insight +4, Persuasion +6 thaumaturgy (infernal legacy).
Damage Resistance fire 1st level (4 slots): mage armor, witch bolt, shield,
Senses Darkvision 60 feet, Passive Perception 12 Tasha’s hideous laughter
Languages Common, Infernal 2nd level (3 slots): Scorching ray, spider climb,
Challenge 1/4 (50 XP) suggestion.
3rd level (3 slots): Conjure lesser demons*, magic
Infernal Legacy. The tiefling knows the Thaumaturgy
circle, vampiric touch
cantrip. Charisma is its spellcasting ability for it
4th level (3 slots): Conjure Barlgura*, ice storm
5th level (1 slots): Conjure Vrock*
Multiattack. The noble attacks once with each
weapon.
Fire bolt. RSA: +7 to hit; 120 feet, 5 (2d10) fire.
Rapier. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
Dagger. MWA: +3 to hit, 5 feet, 2 (1d4) piercing.

Shield (uses spell slots). Trigger: the mage is hit by


Parry. The noble adds 2 to its AC against one melee
an attack or targeted by a Magic Missile, until the start
hit that would hit it. To do so, the noble must see the
of its next turn, it has a +5 bonus to AC, including
attacker and be wielding a melee weapon.
against the triggering attack, and it take no damage
from magic missile.
Hellish Rebuke (1/day). Trigger: receiving damage
from a visible creature within 60 feet. The creature
must make a Dexterity saving throw. It takes 2d10 fire
damage on a failed save, or half as much damage on
a successful one.

Medium humanoid (tiefling), usually any evil


Armor Class 12 (15 with Mage Armor)
Hit Points 40 (9d8)
Speed 30 feet. Ini +?
Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll.
Small humanoid (halfling), any alignment Halfling Nimbleness. The halfling can move through
the space of any creature larger than it.
Armor Class 11 Stout Resilience. The halflings have advantage on
Hit Points 4 (1d8) saving throws against poison.
Speed 25 feet Ini +1
STR DEX CON INT WIS CHA
Sling. RWA: +3 to hit, range 30/120, 3 (1d4+1)
10 (+0) 12 (+1) 10 (+0) 10 10 11
bludgeoning.
Senses Passive Perception 10, Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning.
Languages Common
Challenge 0 (10 XP)
Brave: halflings have advantage on Saving Throws
against fear.
Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll.
Halfling Nimbleness. Halflings can move through the Small humanoid (halfling), any alignment
space of any creature larger than it.
Naturally Stealthy. The halfling can attempt to hide Armor Class 17 (chain shirt and shield)
even when it’s obscured only by a creature that is at Hit Points 11 (2d8+2)
least one size larger than it. Speed 25 feet Ini +2
STR DEX CON INT WIS CHA
Sling. RWA: +3 to hit, range 30/120, 3 (1d4+1) 13 (+1) 14 (+2) 12 (+1) 10(+0) 11(+0) 11(+0)
bludgeoning. Skills Perception +2
Quarterstaff. MWA: +2 to hit, range 10, 3 (1d6) or 4 Senses Passive Perception 12
(1d8) bludgeoning if used with both hands. Languages Common
Challenge 1/4 (50 XP)
Brave: halflings have advantage on Saving Throws
Small humanoid (halfling), any alignment against fear.
Halfling Nimbleness. Halflings can move through the
Armor Class 11 space of any creature larger than it.
Hit Points 4 (1d8) Lucky. When the halflings roll a 1 on a d20 check,
Speed 25 feet Ini +1 they can reroll the die and must use the new roll.
STR DEX CON INT WIS CHA Naturally Stealthy. The halfling can attempt to hide
10 (+0) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0) even when it’s obscured only by a creature that is at
least one size larger than it.
Damage Resistance Poison
Senses Passive Perception 10,
Languages Common Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4
Challenge 0 (10 XP) (1d6+1) piercing.
Brave: halflings have advantage on Saving Throws Shortbow. RWA: +4 to hit, range 80/320 feet, 5
against fear. (1d6+2) piercing damage.
Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll.
Small humanoid (halfling), any alignment Naturally Stealthy. The halfling can attempt to hide
even when it’s obscured only by a creature that is at
Armor Class 17 (chain shirt and shield)
least one size larger than it.
Hit Points 11 (2d8+2)
Speed 25 feet Ini +2
STR DEX CON INT WIS CHA Multiattack. The scout makes two melee attacks.
13 (+1) 14 (+2) 13 (+1) 10(+0) 11(+0) 10(+0) Shortsword. MWA: +4 t hit, 5 feet, 6 (1d6+3)
piercing.
Damage Resistance Poison
Shortbow. RWA: +4 t hit, 80/320 feet, 6 (1d6+3)
Skills Perception +2
piercing.
Senses Passive Perception 12
Languages Common
Challenge 1/4 (50 XP)
Small humanoid (halfling), any alignment
Brave: halflings have advantage on Saving Throws
against fear. Armor Class 14 (leather armor)
Lucky. When the halflings roll a 1 on a d20 check, Hit Points 16 (3d8+3)
they can reroll the die and must use the new roll. Speed 25 feet Ini +3
Halfling Nimbleness. The halfling can move through
the space of any creature larger than it. STR DEX CON INT WIS CHA
Stout Resilience. The halflings have advantage on 11 (+0) 16 (+3) 13 (+1) 11(+0) 13(+1) 11(+0)
saving throws against poison. Damage Resistance Poison
Skills Nature +4, Perception +5, Stealth +6, Survival
+5
Shortsword. MWA: +4 to hit; 5 feet, 5 (1d6+2) Senses Passive Perception 15
piercing. Languages Common
Sling. RWA: +4 to hit; 30/120 feet, 4 (1d4+2) Challenge 1/2 (100 XP)
bludgeoning damage. Brave: halflings have advantage on Saving Throws
against fear.
Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll.
Halfling Nimbleness. The halfling can move through
the space of any creature larger than it.
Stout Resilience. The halflings have advantage on
saving throws against poison.
Keen Hearing and Sight: The scout has advantage
on Wisdom (Perception) checks that rely on hearing
Small humanoid (halfling), any alignment or sight

Armor Class 14 (leather armor)


Hit Points 16 (3d8+3) Multiattack. The scout makes two melee attacks.
Speed 25 feet Ini +3 Shortsword. MWA: +5 t hit, 5 feet, 6 (1d6+3)
piercing.
STR DEX CON INT WIS CHA Shortbow. RWA: +5 t hit, 80/320 feet, 6 (1d6+3)
11 (+0) 16 (+3) 12 (+1) 11(+0) 13(+1) 12(+1) piercing.
Skills Nature +4, Perception +5, Stealth +6, Survival Volley: A group of archers fires en masse instead of
+5 aiming. Creatures in an area of 1 feet radius per
Senses Passive Perception 15 archer suffer 6 (1d8+2) piercing damage for every 5
Languages Common archers. A successful DST halves the damage.
Challenge 1/2 (100 XP)
Keen Hearing and Sight: The scout has advantage
on Wisdom (Perception) checks that rely on hearing
or sight
Brave: halflings have advantage on Saving Throws
against fear.
Halfling Nimbleness. Halflings can move through the
space of any creature larger than it.
Condition Resistance Exhaustion
Senses Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Ancient Weapon. At long range the sling attacks
Small humanoid (halfling), any alignment
have no effect against heavy armored opponents.
Armor Class 18 (studded leather and shield) Brave: halflings have advantage on Saving Throws
Hit Points 33 (5d8+10) against fear.
Speed 25 feet Ini +4 Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll.
STR DEX CON INT WIS CHA Halfling Nimbleness. The halfling can move through
12 (+1) 18 (+4) 15 (+2) 10(+0) 15 (+2) 11(+0) the space of any creature larger than it.
Skills Athletics +3, Hide +6 Natural Talent. The halfling slingers are very
Senses Passive Perception 10 proficient throwing bullets. They have advantage in
Condition Resistance Exhaustion attacks at point-blank range (first number), they don’t
Languages Common have nor advantage nor disadvantage at mid-range,
Challenge 1/2 (100 XP) and they have disadvantage at long range.
Ancient Weapon. At long range the sling attacks Stout Resilience. The halflings have advantage on
have no effect against heavy armored opponents. saving throws against poison.
Brave: halflings have advantage on Saving Throws
against fear.
Halfling Nimbleness. Halflings can move through the Multiattack: The slinger makes two attacks.
space of any creature larger than it. Martial Sling. RWA: +4 to hit; 30/150/1,200 feet, 5
Lucky. When the halflings roll a 1 on a d20 check, (1d6+4) piercing/bludgeoning.
they can reroll the die and must use the new roll. Bullet Rain. A slinger can choose to increase the
Naturally Stealthy. The halfling can attempt to hide amount of attacks giving itself disadvantage to all
even when it’s obscured only by a creature that is at attacks (replacing the Natural Talent). A slinger makes
least one size larger than it. two sling attacks at disadvantage against any number
Natural Talent. The halfling slingers are very of visible enemies in a 5-foot radius within the mid-
proficient throwing bullets. They have advantage in range of its weapon.
attacks at point-blank range (first number), they don’t
have nor advantage nor disadvantage at mid-range,
and they have disadvantage at long range.

Multiattack: The slinger makes two attacks.


Dagger. MWA: +6 to hit; 5 feet, 6 (1d4+4)
bludgeoning.
Martial Sling. RWA: +6 to hit; 30/150/1,200 feet, 5
(1d6+4) piercing/bludgeoning.
Bullet Rain. A slinger can choose to increase the
amount of attacks giving itself disadvantage to all
attacks (replacing the Natural Talent). A slinger makes
two sling attacks at disadvantage against any number
of visible enemies in a 5-foot radius within the mid-
range of its weapon.

Small humanoid (halfling), any alignment


Armor Class 18 (studded leather and shield)
Hit Points 38 (5d8+15) Small humanoid (halfling), any alignment
Speed 25 feet Ini +4
Armor Class 12 (leather armor)
STR DEX CON INT WIS CHA Hit Points 32 (5d8+10)
12 (+1) 18 (+4) 16 (+3) 10(+0) 15 (+2) 10(+0) Speed 25 feet Ini +1
Damage Resistance Poison
Skills Athletics +3, Hide +6
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10(+0) 11(+0) 11(+0)
Skills Intimidation +2
Senses Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Brave: halflings have advantage on Saving Throws
against fear.
Small humanoid (halfling), any alignment
Halfling Nimbleness. Halflings can move through the
space of any creature larger than it. Armor Class 17 (splint)
Lucky. When the halflings roll a 1 on a d20 check, Hit Points 58 (8d8+18)
they can reroll the die and must use the new roll. Speed 25 feet Ini +2
Naturally Stealthy. The halfling can attempt to hide
even when it’s obscured only by a creature that is at STR DEX CON INT WIS CHA
least one size larger than it. 16 (+3) 15 (+2) 14 (+2) 10(+0) 11(+0) 11(+0)
Pack Tactics: Thugs have advantage on attack rolls Skills Athletics +5, Perception +2
against a creature if at least one of their allies is within Senses Passive Perception 12
5 feet of the creature and the ally isn’t incapacitated Languages Common
Challenge 3 (700 XP)
Brave: halflings have advantage on Saving Throws
Multiattack: The thug makes two attacks.
against fear.
Mace. MWA: +4 to hit; 5 feet, 5 (1d6+2) bludgeoning.
Halfling Nimbleness. Halflings can move through the
Shortbow: RWA: +3 to hit; 80/320 feet, 5 (1d6+1)
space of any creature larger than it.
Piercing. Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll.
Naturally Stealthy. The halfling can attempt to hide
Small humanoid (halfling), any alignment even when it’s obscured only by a creature that is at
Armor Class 12 (leather armor) least one size larger than it.
Hit Points 32 (5d8+10)
Speed 25 feet Ini +1
Multiattack: The veteran makes two attacks with their
STR DEX CON INT WIS CHA Scimitar or shortbows, and another with the
15 (+2) 13 (+1) 15 (+2) 10(+0) 11(+0) 10(+0) shortsword as a bonus action (if drawn in an offhand).
Damage Resistance Poison Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing.
Skills Intimidation +2 Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6) piercing.
Senses Passive Perception 10 Shortbow: RWA: +4 to hit; 80/320 feet, 5 (1d6+2)
Languages Common Piercing.
Challenge 1/2 (100 XP)
Brave: halflings have advantage on Saving Throws
Small humanoid (halfling), any alignment
against fear.
Lucky. When the halflings roll a 1 on a d20 check, Armor Class 17 (splint)
they can reroll the die and must use the new roll. Hit Points 58 (8d8+18)
Halfling Nimbleness. The halfling can move through Speed 25 feet Ini +2
the space of any creature larger than it.
Stout Resilience. The halflings have advantage on STR DEX CON INT WIS CHA
saving throws against poison. 16 (+3) 15 (+2) 15 (+2) 10(+0) 11(+0) 10(+0)
Pack Tactics: Thugs have advantage on attack rolls Damage Resistance Poison
against a creature if at least one of their allies is within Skills Athletics +5, Perception +2
5 feet of the creature and the ally isn’t incapacitated Senses Passive Perception 12
Languages Common
Challenge 3 (700 XP)
Multiattack: The thug makes two attacks.
Brave: halflings have advantage on Saving Throws
Mace. MWA: +4 to hit; 5 feet, 5 (1d6+2) bludgeoning.
against fear.
Shortbow: RWA: +3 to hit; 80/320 feet, 5 (1d6+1) Lucky. When the halflings roll a 1 on a d20 check,
Piercing. they can reroll the die and must use the new roll.
Variant: Dinosaur riders
Odd halflings are small enough to mount velociraptors
or feathered deinonychus instead of ponies or
mastiffs. Riders have Multiattack, since their mounts
Halfling Nimbleness. The halfling can move through attack too. Their CR increases in 1.
the space of any creature larger than it. Deinonychus. HP: 19 (3d10+3); AC 12, Speed 50 ft.,
Stout Resilience. The halflings have advantage on Str: 16; Dex 13; Con 12; Int 3; wis 12; Car 5
saving throws against poison. Bite. +5 to hit, 6 (1d6 +3) piercing damage.

Multiattack: The veteran makes two attacks with their


Scimitar or shortbows, and another with the
shortsword as a bonus action (if drawn in an offhand).
Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6) piercing.
Shortbow: RWA: +4 to hit; 80/320 feet, 5 (1d6+2)
Piercing.

Small humanoid (halfling), any alignment


Armor Class 14 (hide armor)
Hit Points 76 (9d8+36)
Speed 25 feet Ini +3
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 9(-1) 11(+0) 9(-1)
Damage Resistance Poison
Small humanoid (halfling), any alignment Senses Passive Perception 10,
Languages Common
Armor Class 14 (hide armor) Challenge 2 (450 XP)
Hit Points 67 (9d8+27) Brave: halflings have advantage on Saving Throws
Speed 25 feet Ini +2 against fear.
Lucky. When the halflings roll a 1 on a d20 check,
STR DEX CON INT WIS CHA
they can reroll the die and must use the new roll.
16 (+3) 14 (+2) 17 (+3) 9(-1) 11(+0) 10(+0) Halfling Nimbleness. The halfling can move through
Senses Passive Perception 10, the space of any creature larger than it.
Languages Common Stout Resilience. The halflings have advantage on
Challenge 2 (450 XP) saving throws against poison.
Reckless. At the start of its turn, the berserker can Reckless. At the start of its turn, the berserker can
gain advantage on all melee weapon attacks during gain advantage on all melee weapon attacks during
that turn, but attack rolls against it have advantage. that turn, but attack rolls against it have advantage.
Brave: halflings have advantage on Saving Throws
against fear.
Halfling Nimbleness. Halflings can move through the Multiattack. The Berserker makes an attack with the
space of any creature larger than it. Handaxe and one with the shortsword.
Lucky. When the halflings roll a 1 on a d20 check, Handaxe. MWA: +5 to hit; 5 feet, 9 (1d6+3) slashing.
they can reroll the die and must use the new roll. Shortsword. MWA: +5 to hit; 5 feet, 3 (1d6) piercing.
Naturally Stealthy. The halfling can attempt to hide
even when it’s obscured only by a creature that is at
least one size larger than it.

Multiattack. The Berserker makes an attack with the


Handaxe and one with the shortsword.
Handaxe. MWA: +5 to hit; 5 feet, 9 (1d6+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 3 (1d6) piercing.
Halfling Nimbleness. The halfling can move through
the space of any creature larger than it.
Small humanoid (halfling), any alignment Stout Resilience. The halflings have advantage on
saving throws against poison.
Armor Class 20 (plate and shield)
Hit Points 52 (8d8+16)
Speed 25 feet Ini +1 Multiattack: The Knight makes two melee attacks.
STR DEX CON INT WIS CHA Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3)
16 (+3) 13 (+1) 14 (+2) 11(+0) 11(+0) 16(+3) Slashing.
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
Saving Throws Con +5, Wis +2
piercing.
Senses Passive Perception 12
Leadership (recharges ASLR). For 1 minute the
Languages Common
knight can utter commands or warnings to one of their
Challenge 3 (700 XP)
allies within 30 feet. The creature adds a d4 to a ST or
Brave: halflings have advantage on Saving Throws attack roll if the knight isn’t incapacitated.
against fear.
Halfling Nimbleness. Halflings can move through the
space of any creature larger than it. Parry. The knight adds 2 to its AC against one melee
Lucky. When the halflings roll a 1 on a d20 check, hit that would hit it. To do so, the knight must see the
they can reroll the die and must use the new roll. attacker and be wielding a melee weapon
Naturally Stealthy. The halfling can attempt to hide
even when it’s obscured only by a creature that is at
least one size larger than it.

Multiattack: The Knight makes two attacks.


Longsword. MWA: +5 to hit; 5 feet, 10 (1d8+3)
Slashing.
Shortbow: RWA: +3 to hit; 80/320 feet, 4 (1d6+1)
piercing. Small humanoid (halfling), any alignment
Leadership (recharges ASLR). For 1 minute the
Armor Class 13 (hide armor)
knight can utter commands or warnings to one of their
Hit Points 11 (2d8+2)
allies within 30 feet. The creature adds a d4 to a ST or
Speed 25 feet Ini +1
attack roll if the knight isn’t incapacitated.
STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 12 (+1) 8(-1) 11(+0) 9(-1)
Parry. The knight adds 2 to its AC against one melee
Skills Intimidation +2
hit that would hit it. To do so, the knight must see the
Senses Passive Perception 10
attacker and be wielding a melee weapon
Languages Common
Challenge 1/4 (50 XP)
Small humanoid (halfling), any alignment Brave: halflings have advantage on Saving Throws
against fear.
Armor Class 18 (plate) Halfling Nimbleness. Halflings can move through the
Hit Points 52 (8d8+16) space of any creature larger than it.
Speed 25 feet Ini +1 Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll.
STR DEX CON INT WIS CHA Naturally Stealthy. The halfling can attempt to hide
16 (+3) 13 (+1) 15 (+2) 11 11 15 even when it’s obscured only by a creature that is at
Damage Resistance Poison least one size larger than it.
Saving Throws Con +5, Wis +2 Pack Tactics: the warrior have advantage on attack
Senses Passive Perception 12 rolls against a creature if at least one of their allies is
Languages Common within 5 feet of the creature and the ally isn’t
Challenge 3 (700 XP) incapacitated
Brave: halflings have advantage on Saving Throws
against fear.
Lucky. When the halflings roll a 1 on a d20 check, Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4
they can reroll the die and must use the new roll. (1d6+1) piercing.
Naturally Stealthy. The halfling can attempt to hide
even when it’s obscured only by a creature that is at
Small humanoid (halfling), any alignment least one size larger than it.
Spellcasting. The mage is a 9th level spellcaster. Its
Armor Class 13 (hide armor)
spellcasting ability is Intelligence (ST DC 14, +6 to hit
Hit Points 11 (2d8+2)
with spell attacks). The mage has the following spells
Speed 25 feet Ini +1 prepared:
STR DEX CON INT WIS CHA Cantrips (at will): chill touch, light, shocking grasp,
13 (+1) 13 (+1) 13 (+1) 8(-1) 11 8(-1) prestidigitation
1st level (4 slots): burning hands, mage armor, ray of
Damage Resistance Poison
sickness, witch bolt
Skills Intimidation +2 nd
2 level (3 slots): mirror image, spider climb.
Senses Passive Perception 10
3rd level (3 slots): Bestow curse, fear, haste
Languages Common
4th level (3 slots): Confusion, fire shield
Challenge 1/4 (50 XP)
5th level (1 slots): conjure elemental
Brave: halflings have advantage on Saving Throws
against fear.
Lucky. When the halflings roll a 1 on a d20 check, Chill touch. RSA: +6 to hit; 120 feet, 5 (2d8) necrotic,
they can reroll the die and must use the new roll. and the target can’t regain hit points.
Halfling Nimbleness. The halfling can move through Shocking grasp. MSA: +6 to hit; 120 feet, 5 (2d8) the
the space of any creature larger than it. witch has advantage on the attack roll if the target is
Stout Resilience. The halflings have advantage on wearing armor made of metal. On a hit, the target
saving throws against poison. can’t take reactions until the start of its next turn.
Pack Tactics: the warrior have advantage on attack Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
incapacitated Small humanoid (halfling), any alignment
Armor Class 13 (16 with Mage Armor)
Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4 Hit Points 49 (9d8+9)
(1d6+1) piercing. Speed 25 feet Ini +3
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 17(+3) 12(+1) 11(+0)
Damage Resistance Poison
Saving Throws Con +5, Wis +2
Skills Arcana +6; History +6
Senses Passive Perception 11
Languages Four languages
Challenge 6 (2.300 XP)
Small humanoid (halfling), any alignment
Brave: halflings have advantage on Saving Throws
Armor Class 13 (16 with Mage Armor) against fear.
Hit Points 40 (9d8) Lucky. When the halflings roll a 1 on a d20 check,
Speed 25 feet Ini +3 they can reroll the die and must use the new roll.
Halfling Nimbleness. The halfling can move through
STR DEX CON INT WIS CHA the space of any creature larger than it.
9 (-1) 16 (+3) 11 (+0) 17(+3) 12(+1) 12(+1) Stout Resilience. The halflings have advantage on
Saving Throws Con +5, Wis +2 saving throws against poison.
Skills Arcana +6; History +6 Spellcasting. The mage is a 9th level spellcaster. Its
Senses Passive Perception 11 spellcasting ability is Intelligence (ST DC 14, +6 to hit
Languages Four languages with spell attacks). The mage has the following spells
Challenge 6 (2.300 XP) prepared:
Brave: halflings have advantage on Saving Throws Cantrips (at will): poison spray, light, chill touch,
against fear. message.
Halfling Nimbleness. Halflings can move through the 1st level (4 slots): alarm, mage armor, color spray,
space of any creature larger than it. sleep.
nd
Lucky. When the halflings roll a 1 on a d20 check, 2 level (3 slots): invisibility, cloud of daggers.
they can reroll the die and must use the new roll. 3rd level (3 slots): Bestow curse, vampiric touch, fear.
th
4 level (3 slots): Phantasmal killer, Polymorph
th
5 level (1 slots): Immolation

Poison spray. Cantrip, 10 feet, 2d12 poison damage;


DC 14 CST to receive half damage.
Chill touch. RSA: +6 to hit; 120 feet, 5 (2d8) necrotic,
and the target can’t regain hit points.
Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
Challenge 2 (450 XP)
Artificer’s Lore. Whenever the gnomes make an
Small humanoid (gnome), any alignment Intelligence (History) check related to magic items,
alchemical objects, or technological devices, you can
Armor Class 13 (hide armor) add twice your proficiency bonus, instead of any
Hit Points 67 (9d8+27) proficiency bonus you normally apply.
Speed 25 feet Ini +1 Gnome Cunning. Gnomes have advantage on all
STR DEX CON INT WIS CHA Intelligence, Wisdom, and Charisma saving throws
16 (+3) 13 (+1) 17 (+3) 11 (+0) 11 (+0) 9(-1) against magic.
Reckless. At the start of its turn, the berserker can
Senses Darkvision 60 feet, Passive Perception 10,
gain advantage on all melee weapon attacks during
Languages Common
that turn, but attack rolls against it have advantage.
Challenge 2 (450 XP)
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws Multiattack. The Berserker makes an attack with the
against magic. Handaxe and one with the shortsword.
Natural Illusionist. Forest gnomes know the minor Handaxe. MWA: +5 to hit; 5 feet, 9 (1d6+3) slashing.
illusion cantrip. Intelligence is their spellcasting ability Shortsword. MWA: +5 to hit; 5 feet, 3 (1d6) piercing.
for it.
Reckless. At the start of its turn, the berserker can
gain advantage on all melee weapon attacks during
that turn, but attack rolls against it have advantage.
Speak with Small Beasts. Through sound and
gestures, forest gnomes can communicate simple
ideas with Small or smaller beasts.

Multiattack. The Berserker makes an attack with the


Handaxe and one with the shortsword.
Handaxe. MWA: +5 to hit; 5 feet, 9 (1d6+3) slashing. Small humanoid (gnome), any alignment
Shortsword. MWA: +5 to hit; 5 feet, 3 (1d6) piercing.
Armor Class 10
Hit Points 4 (1d8)
Small humanoid (gnome), any alignment Speed 25 feet Ini +0

Armor Class 13 (hide armor) STR DEX CON INT WIS CHA
Hit Points 76 (9d8+36) 10 (+0) 10 (+0) 11 (+0) 12(+1) 10 (+0) 10 (+0)
Speed 25 feet Ini +1 Damage Resistance Poison
Skills Tinker Tools +3
STR DEX CON INT WIS CHA Senses Darkvision 60 feet, Passive Perception 10,
16 (+3) 12 (+1) 18 (+4) 11(+0) 11 9(-1) Languages Common
Damage Resistance Poison Challenge 0 (10 XP)
Skills Tinker Tools +3
Senses Darkvision 60 feet, Passive Perception 10,
Languages Common
th
Artificer’s Lore. Whenever the gnomes make an Spellcasting. The mage is a 9 level spellcaster. Its
Intelligence (History) check related to magic items, spellcasting ability is Intelligence (ST DC 15, +7 to hit
alchemical objects, or technological devices, you can with spell attacks). The mage has the following spells
add twice your proficiency bonus, instead of any prepared:
proficiency bonus you normally apply. Cantrips (at will): chill touch, dancing lights, mage
Gnome Cunning. Gnomes have advantage on all hand, prestidigitation, minor illusion
Intelligence, Wisdom, and Charisma saving throws 1st level (4 slots): silent image, mage armor, sleep,
against magic. shield, fog cloud.
Tinker. With the tinker tools, the Rock Gnomes can 2nd level (3 slots): Blur, invisibility.
spend 1 hour and 10 GP worth of materials to 3rd level (3 slots): slow, hypnotic pattern, gaseous
construct a Tiny clockwork device (AC 5, 1 hp). The form.
th
device ceases to function after 24 hours unless the 4 level (3 slots): Hallucinatory terrain, phantasmal
gnome takes 1 hour to maintain it functioning. If the killer.
gnome decides to, it can reclaim the materials. This 5th level (1 slots): Mislead.
devices can be a clockwork toy, a fire starter, or a
music box.
Weak Morale: citizens aren’t really a reliable troop, Chill touch. RSA: +7 to hit; 120 feet, 5 (2d8) necrotic,
and they will flee if enough damage is done to them. and the target can’t regain hit points.
Quarterstaff. MWA: +3 to hit; 5 feet, 5 (1d8+1)
piercing.
Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning.

Small humanoid (gnome), any alignment Small humanoid (gnome), any alignment
Armor Class 12 (15 with Mage Armor) Armor Class 18 (plate)
Hit Points 40 (9d8) Hit Points 52 (8d8+16)
Speed 25 feet Ini +2 Speed 25 feet Ini +1
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 11 (+0) 19(+4) 12(+1) 11(+0) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 11 15
Saving Throws Con +5, Wis +2 Saving Throws Con +5, Wis +2
Skills Arcana +6; Deception +3 Senses Darkvision 60 feet, Passive Perception 12,
Senses Darkvision 60 feet, Passive Perception 11 Languages Common
Languages Four languages Challenge 3 (700 XP)
Challenge 6 (2.300 XP) Brave: green knights have advantage on Saving
Familiar. Forest illusionists usually have tiny furry or Throws against fear.
fey familiars. Common familiars include Gnome Cunning. Gnomes have advantage on all
pseudodragons and pixies (50 XP each). Intelligence, Wisdom, and Charisma saving throws
Gnome Cunning. Gnomes have advantage on all against magic.
Intelligence, Wisdom, and Charisma saving throws Natural Illusionist. Forest gnomes know the minor
against magic. illusion cantrip. Intelligence is their spellcasting ability
Natural Illusionist. Forest gnomes know the minor for it.
illusion cantrip. Intelligence is their spellcasting ability Speak with Small Beasts. Through sound and
for it. gestures, forest gnomes can communicate simple
Speak with Small Beasts. Through sound and ideas with Small or smaller beasts.
gestures, forest gnomes can communicate simple
ideas with Small or smaller beasts.
Multiattack: The green knight makes two attacks with
their Scimitar or shortbows, and another with the
shortsword as a bonus action (if drawn in an offhand).
Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6) Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing.
piercing/slashing. Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6)
Shortbow: RWA: +2 to hit; 80/320 feet, 6 (1d6) piercing/slashing.
Piercing. Shortbow: RWA: +2 to hit; 80/320 feet, 6 (1d6)
Leadership (recharges ASLR). For 1 minute the Piercing.
green knight can utter commands or warnings to one Leadership (recharges ASLR). For 1 minute the
of their allies within 30 feet. The creature adds a d4 to grey knight can utter commands or warnings to one of
a ST or attack roll if the green knight isn’t their allies within 30 feet. The creature adds a d4 to a
incapacitated. ST or attack roll if the gnome isn’t incapacitated.

Parry. The green knight adds 2 to its AC against one Parry. The grey knight adds 2 to its AC against one
melee hit that would hit it. To do so, the gnome must melee hit that would hit it. To do so, the gnome must
see the attacker and be wielding a melee weapon. see the attacker and be wielding a melee weapon.

Small humanoid (gnome), any alignment


Small humanoid (gnome), any alignment
Armor Class 18 (plate)
Hit Points 52 (8d8+16) Armor Class 16 (chain shirt and shield)
Speed 25 feet Ini +0 Hit Points 11 (2d8+2)
Speed 25 feet Ini +1
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 15 (+2) 13(+1) 11 15 STR DEX CON INT WIS CHA
Damage Resistance Poison 13 (+1) 13 (+1) 12 (+1) 12(+1) 11 10
Skills Tinker Tools +3 Skills Perception +2
Saving Throws Con +5, Wis +2 Senses Darkvision 60 feet, Passive Perception 12
Senses Darkvision 60 feet, Passive Perception 12, Languages Common
Languages Common Challenge 1/8 (25 XP)
Challenge 3 (700 XP) Gnome Cunning. Gnomes have advantage on all
Artificer’s Lore. Whenever the gnomes make an Intelligence, Wisdom, and Charisma saving throws
Intelligence (History) check related to magic items, against magic.
alchemical objects, or technological devices, you can Natural Illusionist. Forest gnomes know the minor
add twice your proficiency bonus, instead of any illusion cantrip. Intelligence is their spellcasting ability
proficiency bonus you normally apply. for it.
Brave: Grey Knights have advantage on Saving Speak with Small Beasts. Through sound and
Throws against fear. gestures, forest gnomes can communicate simple
Gnome Cunning. Gnomes have advantage on all ideas with Small or smaller beasts.
Intelligence, Wisdom, and Charisma saving throws
against magic.
Tinker. With the tinker tools, the Rock Gnomes can Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4
spend 1 hour and 10 GP worth of materials to (1d6+1) piercing.
construct a Tiny clockwork device (AC 5, 1 hp). The
device ceases to function after 24 hours unless the
gnome takes 1 hour to maintain it functioning. If the Small humanoid (gnome), any alignment
gnome decides to, it can reclaim the materials. This
devices can be a clockwork toy, a fire starter, or a Armor Class 16 (chain shirt and shield)
music box. Hit Points 11 (2d8+2)
Speed 25 feet Ini +1

Multiattack: The Grey Knight makes two attacks with STR DEX CON INT WIS CHA
their Scimitar or shortbows, and another with the 13 (+1) 12 (+1) 13 (+1) 12(+1) 11 10
shortsword as a bonus action (if drawn in an offhand). Damage Resistance Poison
Skills Tinker Tools +3, Perception +2
Senses Darkvision 60 feet, Passive Perception 12
Languages Common Multiattack. The scout makes two melee attacks or
Challenge 1/8 (25 XP) two ranged attacks.
Artificer’s Lore. Whenever the gnomes make an Shortsword. MWA: +4 t hit, 5 feet, 5 (1d6+2)
Intelligence (History) check related to magic items, piercing.
alchemical objects, or technological devices, you can Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682)
add twice your proficiency bonus, instead of any piercing.
proficiency bonus you normally apply.
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Tinker. With the tinker tools, the Rock Gnomes can
spend 1 hour and 10 GP worth of materials to
construct a Tiny clockwork device (AC 5, 1 hp). The
device ceases to function after 24 hours unless the
gnome takes 1 hour to maintain it functioning. If the Small humanoid (gnome), any alignment
gnome decides to, it can reclaim the materials. This
devices can be a clockwork toy, a fire starter, or a Armor Class 12 (leather armor)
music box. Hit Points 32 (5d8+10)
Speed 25 feet Ini +1

Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4 STR DEX CON INT WIS CHA
(1d6+1) piercing. 15 (+2) 12 (+1) 14 (+2) 12(+1) 10(+0) 10(+0)
Skills Intimidation +2
Senses Darkvision 60 feet, Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Natural Illusionist. Forest gnomes know the minor
Small humanoid (gnome), any alignment illusion cantrip. Intelligence is their spellcasting ability
for it.
Armor Class 13 (leather armor) Pack Tactics: Punks have advantage on attack rolls
Hit Points 16 (3d8+3) against a creature if at least one of their allies is within
Speed 25 feet Ini +2 5 feet of the creature and the ally isn’t incapacitated
Speak with Small Beasts. Through sound and
STR DEX CON INT WIS CHA gestures, forest gnomes can communicate simple
11 (+0) 15 (+2) 12 (+1) 13(+1) 13(+1) 11 (+0) ideas with Small or smaller beasts.
Skills Nature +4, Perception +5, Stealth +6, Survival
+5
Senses Darkvision 60 feet, Passive Perception 15 Multiattack: The punk makes two melee attacks.
Languages Common Mace. MWA: +3 to hit; 5 feet, 5 (1d6+2) bludgeoning.
Challenge 1/2 (100 XP) Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
Keen Hearing and Sight: The scout has advantage (1d10) Piercing.
on Wisdom (Perception) checks that rely on hearing
or sight
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic..
Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability Small humanoid (gnome), any alignment
for it.
Speak with Small Beasts. Through sound and Armor Class 11 (leather armor)
gestures, forest gnomes can communicate simple Hit Points 32 (5d8+10)
ideas with Small or smaller beasts. Speed 25 feet Ini +0
STR DEX CON INT WIS CHA Artificer’s Lore. Whenever the gnomes make an
15 (+2) 11 (+0) 14 (+2) 12(+1) 10(+0) 10(+0) Intelligence (History) check related to magic items,
Damage Resistance Poison alchemical objects, or technological devices, you can
Skills Tinker Tools +3, Intimidation +2 add twice your proficiency bonus, instead of any
Senses Darkvision 60 feet, Passive Perception 10 proficiency bonus you normally apply.
Languages Common Gnome Cunning. Gnomes have advantage on all
Challenge 1/2 (100 XP) Intelligence, Wisdom, and Charisma saving throws
against magic.
Artificer’s Lore. Whenever the gnomes make an
Keen Hearing and Sight: The scout has advantage
Intelligence (History) check related to magic items,
on Wisdom (Perception) checks that rely on hearing
alchemical objects, or technological devices, you can
or sight.
add twice your proficiency bonus, instead of any
Tinker. With the tinker tools, the Rock Gnomes can
proficiency bonus you normally apply.
spend 1 hour and 10 GP worth of materials to
Gnome Cunning. Gnomes have advantage on all
construct a Tiny clockwork device (AC 5, 1 hp). The
Intelligence, Wisdom, and Charisma saving throws
device ceases to function after 24 hours unless the
against magic.
gnome takes 1 hour to maintain it functioning. If the
Pack Tactics: punks have advantage on attack rolls
gnome decides to, it can reclaim the materials. This
against a creature if at least one of their allies is within
devices can be a clockwork toy, a fire starter, or a
5 feet of the creature and the ally isn’t incapacitated.
music box.
Tinker. With the tinker tools, the Rock Gnomes can
spend 1 hour and 10 GP worth of materials to
construct a Tiny clockwork device (AC 5, 1 hp). The
Multiattack. The scout makes two melee attacks or
device ceases to function after 24 hours unless the
two ranged attacks.
gnome takes 1 hour to maintain it functioning. If the Shortsword. MWA: +4 t hit, 5 feet, 5 (1d6+2)
gnome decides to, it can reclaim the materials. This
piercing.
devices can be a clockwork toy, a fire starter, or a
Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682)
music box.
piercing.

Multiattack: The punk makes two attacks.


Mace. MWA: +3 to hit; 5 feet, 5 (1d6+2) bludgeoning.
Shortbow: RWA: +2 to hit; 80/320 feet, 3 (1d6)
Piercing.

Small humanoid (gnome), any alignment


Armor Class 12 (15 with Mage Armor)
Hit Points 49 (9d8+9)
Speed 25 feet Ini +2
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 19(+4) 12(+1) 11(+0)
Damage Resistance Poison
Saving Throws Con +5, Wis +2
Small humanoid (gnome), any alignment
Skills Tinker Tools +7, Arcana +7; History +7
Armor Class 13 (leather armor) Senses Darkvision 60 feet, Passive Perception 11
Hit Points 16 (3d8+3) Languages Four languages
Speed 25 feet Ini +2 Challenge 7 (2,900 XP)
Familiar. Most gnome mages have familiars.
STR DEX CON INT WIS CHA Common familiars include pseudodragons and quasits
11 (+0) 14 (+2) 13 (+1) 13(+1) 13(+1) 11 (+0) (50 XP each).
Damage Resistance Poison Artificer’s Lore. Whenever the gnomes make an
Skills Tinker Tools +3, Nature +4, Perception +5, Intelligence (History) check related to magic items,
Stealth +6, Survival +5 alchemical objects, or technological devices, you can
Senses Darkvision 60 feet, Passive Perception 15 add twice your proficiency bonus, instead of any
Languages Common proficiency bonus you normally apply.
Challenge 1/2 (100 XP)
Gnome Cunning. Gnomes have advantage on all Power Splint. Rock gnomes use gadgetry and magic
Intelligence, Wisdom, and Charisma saving throws to improve their combat capabilities. The splint has
against magic. small charges of energy used to power the
Spellcasting. The mage is a 9th level spellcaster. Its Morningstar and crossbow, and it’s isolated enough to
spellcasting ability is Intelligence (ST DC 15, +7 to hit give resistance to lightning damage. The splint isn’t all
with spell attacks). The mage has the following spells that stable, and has a chance of being broken.
prepared: Whenever the gnome is under a critical hit or a sneak
Cantrips (at will): fire bolt, dancing lights, mage hand, attack, the armor may lose its energy field,
mending. depowering the Morningstar and crossbow. The armor
1st level (4 slots): Detect magic, mage armor, needs the Tinker trait to be functional.
thunderwave, shield Tinker. With the tinker tools, the Rock Gnomes can
nd
2 level (3 slots): Darkness, Melf’s acid arrow, spend 1 hour and 10 GP worth of materials to
phantasmal force. construct a Tiny clockwork device (AC 5, 1 hp). The
3rd level (3 slots): Dispel magic, lightning bolt, blink. device ceases to function after 24 hours unless the
4th level (3 slots): Evard’s black tentacles, polymorph gnome takes 1 hour to maintain it functioning. If the
th
5 level (1 slots): Cloudkill gnome decides to, it can reclaim the materials. This
Tinker. With the tinker tools, the Rock Gnomes can devices can be a clockwork toy, a fire starter, or a
spend 1 hour and 10 GP worth of materials to music box.
construct a Tiny clockwork device (AC 5, 1 hp). The
device ceases to function after 24 hours unless the
gnome takes 1 hour to maintain it functioning. If the Multiattack: The tinker veteran makes two attacks,
gnome decides to, it can reclaim the materials. This and if an offhand weapon is drawn, it makes another
devices can be a clockwork toy, a fire starter, or a one with it.
music box. Stunning Morningstar. MWA: +5 to hit; 5 feet, 7
(1d8+3) or 8 (1d10+3) slashing and the target must
succeed a DC 12 CST or being stunned for 1 round.
Fire bolt. RSA: +7 to hit; 120 feet, 5 (2d10) fire. Dagger. MWA: +5 to hit; 5 feet, 6 (1d4+3) slashing.
Dagger. MWA: +3 to hit; 5 feet, 3 (1d4+1) piercing. Lightning crossbow. RWA: +3 to hit; 80/320 feet, 4
(1d8+1) piercing plus 2 (1d4) lightning damage. The
crossbow don’t have the Loading property, and it can
be used as a repeating light crossbow without the
armor.

Purge armor (recharges 5-6). The gnome may purge


Small humanoid (gnome), any alignment its armor when is surrounded with enemies within 5
feet. The gnome unleashes a lightning wave within a
Armor Class 17 (powered splint) 5-foot radius of him. Each creature within range
Hit Points 58 (8d8+18) suffers 2d6 lightning damage and must succeed on a
Speed 25 feet Ini +1 CST DC 12 or being stunned for 1 round.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 15 (+2) 12(+1) 11 10
Damage Resistance Poison, lightning.
Skills Tinker Tools +3, Athletics +5, Perception +2
Senses Darkvision 60 feet, Passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Artificer’s Lore. Whenever the gnomes make an Small humanoid (gnome), any alignment
Intelligence (History) check related to magic items,
alchemical objects, or technological devices, you can Armor Class 15 (hide armor and shield)
add twice your proficiency bonus, instead of any Hit Points 11 (2d8+2)
proficiency bonus you normally apply. Speed 25 feet Ini +1
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws STR DEX CON INT WIS CHA
against magic. 13 (+1) 12 (+1) 12 (+1) 10(+0) 11 8(-1)
Skills Intimidation +2
Senses Darkvision 60 feet, Passive Perception 10
Languages Common
Challenge 1/4 (50 XP)
Gnome Cunning. Gnomes have advantage on all Multiattack: The veteran makes two attacks, and if
Intelligence, Wisdom, and Charisma saving throws an offhand weapon is drawn, it makes another one
against magic.. with it.
Natural Illusionist. Forest gnomes know the minor Battleaxe. MWA: +5 to hit; 5 feet, 7 (1d8+3) piercing.
illusion cantrip. Intelligence is their spellcasting ability Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
for it. piercing.
Pack Tactics: the warrior have advantage on attack Shortbow. RWA: +4 to hit; 80/320 feet, 5 (1d6+2)
rolls against a creature if at least one of their allies is Piercing.
within 5 feet of the creature and the ally isn’t
incapacitated
Speak with Small Beasts. Through sound and
gestures, forest gnomes can communicate simple
ideas with Small or smaller beasts.

Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4 Small humanoid (gnome), any alignment
(1d6+1) piercing.
Armor Class 10
Hit Points 4 (1d8)
Speed 25 feet Ini +0
STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 10 (+0) 12(+1) 10 10
Senses Darkvision 60 feet, Passive Perception 10,
Languages Common
Challenge 0 (10 XP)
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Small humanoid (gnome), any alignment Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability
Armor Class 17 (splint) for it.
Hit Points 58 (8d8+18) Speak with Small Beasts. Through sound and
Speed 25 feet. Ini +2 gestures, forest gnomes can communicate simple
STR DEX CON INT WIS CHA ideas with Small or smaller beasts.
16 (+3) 14 (+2) 14 (+2) 12(+1) 11 10 Weak Morale: peasants aren’t really a reliable troop,
and they will flee if enough damage is done to them.
Skills Athletics +5, Perception +2
Senses Darkvision 60 feet, Passive Perception 12
Languages Common Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning.
Challenge 3 (700 XP)
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic..
Gnome Pet. Forest gnomes have small pets that they
use as scouts.
Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability
for it.
Speak with Small Beasts. Through sound and
gestures, forest gnomes can communicate simple
ideas with Small or smaller beasts.

Small humanoid (gnome), any alignment


Armor Class 18 (scale mail and shield)
Hit Points 13 (2d8+4) Artificer’s Lore. Whenever the gnomes make an
Speed 25 feet Ini +3 Intelligence (History) check related to magic items,
alchemical objects, or technological devices, you can
STR DEX CON INT WIS CHA add twice your proficiency bonus, instead of any
10 (+0) 16 (+3) 14 (+2) 14(+2) 11(+0) 10(+0) proficiency bonus you normally apply.
Skills Tinker’s Tools +4, Perception +4 Gnome Cunning. Gnomes have advantage on all
Senses Darkvision 60 feet, Passive Perception 14. Intelligence, Wisdom, and Charisma saving throws
Languages Common against magic.
Challenge 1 (200 XP) Tinker. With the tinker tools, the Rock Gnomes can
Artificer’s Lore. Whenever the gnomes make an spend 1 hour and 10 GP worth of materials to
Intelligence (History) check related to magic items, construct a Tiny clockwork device (AC 5, 1 hp). The
alchemical objects, or technological devices, you can device ceases to function after 24 hours unless the
add twice your proficiency bonus, instead of any gnome takes 1 hour to maintain it functioning. If the
proficiency bonus you normally apply. gnome decides to, it can reclaim the materials. This
Gnome Cunning. Gnomes have advantage on all devices can be a clockwork toy, a fire starter, or a
Intelligence, Wisdom, and Charisma saving throws music box.
against magic. Ballista. Siege engineers can add their Siege
Fire starter. The fire starter is a tiny device used by Engines tool proficiency to their shots. Also, siege
the gnome to ignite flammable objects with an action. engineers can aim it as a bonus action instead of an
It doesn’t require any skill check. action. The ballista has AC 15, 50 HP, gives half
cover, and it’s immune to psychic and poison damage.
Usually there are two siege engineers per ballista, one
Oil flask (8). RWA: +5 to hit; 20/60 feet, 1 who recharges and one who aim and fire. The ballista
bludgeoning. The target is covered of a thick coat of can’t be moved while recharging, aiming or firing, and
tar, and has disadvantage in saving throws against has to be grappled to be moved (half movement for
fire damage. Also, if a spark of fire or lightning the engineer).
touches the target, it catches fire instantly, suffering
11 (2d10) fire damage each round. A successful DC
12 Intelligence check reduces the damage in 1 dice. Mace. MWA: +3 to hit; 5 feet, 2 (1d6+1) bludgeoning.
Being submerged in water also extinguishes the fire. Ballista (Loading). RWA: +12 to hit, range 120/480
Alternatively, the flask can be thrown into the ground, feet, 16 (3d10) piercing damage, and the targets have
covering a 5 foot-square area. to make a SST DC 14 or being knocked prone. Firing
Acid grenade (4). RWA: +5 to hit; 20/60 feet, 2d6 against fast moving targets (50 feet or faster) is at
acid damage. disadvantage. It takes an action to recharge, a bonus
Shortsword. MWA: +5 to hit; 5 feet, 1d6+3 piercing action to aim, and an action to fire. If only one
damage. engineer remains by the ballista, it takes a turn to
recharge and a turn to aim and fire.

Small humanoid (gnome), any alignment Small humanoid (gnome), any alignment

Armor Class 14 (scale mail) Armor Class 15 (studded leather armor)


Hit Points 11 (2d8+2) Hit Points 11 (2d8+2)
Speed 25 feet Ini +0 Speed 25 feet Ini +3

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 16(+3) 14(+2) 10(+0) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 12(+1) 15(+2)
Skills Tinker’s Tools +7, Siege Engines (tool) +5, Skills Perception +4, Hide +5
Perception +4 Senses Darkvision 60 feet, Passive Perception 14.
Senses Darkvision 60 feet, Passive Perception 14. Languages Common
Languages Common Challenge 1 (200 XP)
Challenge 1/2 (100 XP)
Gnome Cunning. Gnomes have advantage on all Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
Intelligence, Wisdom, and Charisma saving throws bludgeoning.
against magic. Shortbow. RWA: +5 to hit; 80/320 feet, 6 (1d6+3)
Gnome Pet. Forest gnomes have small pets that they piercing.
use as scouts.
Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability Fade Away (recharges 5-6). When the skulker takes
for it. damage it may use a reaction turns invisible until it
Naturally Stealthy. Forest gnomes have advantage attacks or until the end of its next turn.
on hiding checks whenever they are in a forest or
jungle. Also, they don’t reveal their hiding location if
they miss an attack.
Sneak Attack. When the skulker has advantage on
an attack, it does an additional 2d6 damage of the
same type.
Speak with Small Beasts. Through sound and
gestures, forest gnomes can communicate simple
ideas with Small or smaller beasts.

Multiattack. The skulker makes two attacks.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 7(-2) 11 9(-1)
Large humanoid (lizardfolk), neutral
Skills Perception +2, Intimidation +1, Survival +4
Armor Class 16 (shield) Senses Passive Perception 12
Hit Points 77 (9d10+27) Languages draconic
Speed 30 ft., swim 30 ft. Ini +1 Challenge 4 (1.100 XP)
Hold Breath. The lizardfolk can hold its breath for 15 Variant Weapon: Macahuitl
minutes. This weapon is a heavy club shaped like a wooden
Inscrutable. The lizardfolk impose Disadvantage to
sword. Its sides are embedded with sharp blades
Wisdom (Insight) checks against them.
made from obsidian, a volcanic glass stone frequently
Reckless. At the start of its turn, the berserker can
used for tool making among lizardfolk. The blades can
gain advantage on all melee weapon attacks during
be removed, and the weapon becomes less lethal.
that turn, but attack rolls against it have advantage.
Macahuitl. Cost: not available; damage: 1d8 slashing;
heavy, versatile (1d10 slashing). Without the blades
Multiattack. The berserker can attack once with its its damage is 1d6 (1d8) bludgeoning, and if it reduces
weapon and once with its bite. a target to 0 HP, it is unconscious but stable.
Bite. MWA: +6 to hit, reach 5 ft., 8 (1d8 + 4) piercing
damage. The brute can choose to grapple the enemy
instead of dealing damage (escape DC 14).
Large Macahuitl. MWA: +6 to hit; 5 feet, 13 (2d8+4)
slashing or 15 (2d10+4) slashing if its wielded with two
hands.

Medium humanoid (lizardfolk), neutral


Armor Class 14 (metal girdle and pauldrons)
Hit Points 32 (5d8+10)
Speed 30 ft., swim 30 ft. Ini +0
Medium humanoid (lizardfolk), neutral STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 8(-0) 11(+0) 10(+0)
Armor Class 13
Hit Points 4 (1d8) Skills Perception +2, Intimidation +2, Stealth +5,
Speed 30 ft., swim 30 ft. Ini +0 Survival +4
Senses Passive Perception 10
STR DEX CON INT WIS CHA Languages draconic
12 (+1) 10 (+0) 10 (+0) 8 (-1) 10 (+0) 10 (+0) Challenge 1/2 (100 XP)
Skills Perception +2, Stealth +4, Survival +4 Pack Tactics: Thugs have advantage on attack rolls
Senses Passive Perception 10 against a creature if at least one of their allies is within
Languages draconic 5 feet of the creature and the ally isn’t incapacitated
Challenge 0 (10 XP) Hold Breath. The lizardfolk can hold its breath for 15
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
minutes. Inscrutable. The lizardfolk impose Disadvantage to
Inscrutable. The lizardfolk impose Disadvantage to Wisdom (Insight) checks against them.
Wisdom (Insight) checks against them.
Weak Morale: Breeders aren’t really a reliable troop,
and they will flee if enough damage is done to them. Multiattack: The bruiser makes two melee attacks
and one swipe or bite attack.
Maul. MWA: +5 to hit; 5 feet, 10 (2d6+3) bludgeoning.
Multiattack. The breeder can attack once with its Javelin. RWA: +5 to hit; 30/120 feet, 5 (1d10)
weapon and once with its bite. Piercing.
Heavy Club. MWA: +3 to hit; 5 feet, 2 (1d6+1) Bite. MWA: +5 to hit, reach 5 ft., 5 (1d6+3) piercing
bludgeoning. damage.
Bite. MWA: +3 to hit, reach 5 ft., 5 (1d6 + 1) piercing Tail sweep: RWA: +5 to hit; 30/120 feet, 5 (1d4+3)
damage. bludgeoning damage, and the target must succeed on
a DC 14 SST or being knocked prone.
Medium humanoid (lizardfolk), neutral
Armor Class 17 (scale mail)
Hit Points 22 (4d8+4)
Speed 30 ft., swim 30 ft. Ini +0
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10(+0) 12(+1) 8(-1)
Skills Perception +3, Stealth +4, Survival +4
Senses Passive Perception 13
Languages draconic
Challenge 1/2 (100 XP)
Hold Breath. The lizardfolk can hold its breath for 15
minutes.
Large humanoid (lizardfolk), neutral Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them.
Armor Class 15 (shield)
Hit Points 38 (5d10+10)
Speed 30 ft., swim 30 ft. Ini +0 Multiattack: The cinderscales make one attack with
STR DEX CON INT WIS CHA their weapons, and one with its bite
Bite. MWA: +5 to hit, reach 5 ft., 5 (1d8+3) piercing
17 (+3) 11 (+0) 14 (+2) 8(-0) 11(+0) 10(+0)
damage.
Skills Intimidation +2, Perception +2, Survival +4 Glaive. MWA: +4 to hit; 10 feet, 7 (1d10+2) slashing.
Senses Passive Perception 12 Javelin. RWA: +4 to hit; 30/120 feet, 5 (1d6+2)
Languages draconic Piercing.
Challenge 1/2 (100 XP)
Pack Tactics: bruiser have advantage on attack rolls
against a creature if at least one of their allies is within
5 feet of the creature and the ally isn’t incapacitated
Hold Breath. The lizardfolk can hold its breath for 15
minutes.
Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them.

Multiattack: The bruiser makes two melee attacks


and a bite attack.
Bite. MWA: +5 to hit, reach 5 ft., 5 (1d8+3) piercing
damage.
Heavy Morningstar. MWA: +5 to hit; 5 feet, 10
(2d8+3) bludgeoning.
Javelin: RWA: +5 to hit; 30/120 feet, 5 (2d6+3)
piercing.

Large humanoid (lizardfolk), chaotic neutral


Armor Class 16 (shield)
Hit Points 77 (9d10+27)
Speed 30 ft., swim 30 ft. Ini +1
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 7(-2) 11(+0) 9(-1)
Skills Intimidation +3, Stealth +5, Survival +4,
Perception +2
Senses Passive Perception 12
Languages draconic
Challenge 4 (1.100 XP)
Hold Breath. The lizardfolk can hold its breath for 15
minutes.
Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them.
Reckless. At the start of its turn, the berserker can
gain advantage on all melee weapon attacks during
that turn, but attack rolls against it have advantage.

Multiattack. The berserker can attack once with its


weapon and once with its bite.
Bite. MWA: +6 to hit, reach 5 ft., 7 (1d6 + 4) piercing
damage. In a hit. The brute can choose to grapple the
enemy instead of dealing damage (escape DC 14).
Macahuitl. MWA: +6 to hit; 5 feet, 13 (1d8+4)
slashing or 8 (1d10+4) slashing if its wielded with two
hands. The weapon has disadvantage to attacks in a
grapple situation.
Spiked Shield. MWA: +6 to hit, 5 feet, 7 (1d6+4)
piercing.

Shortsword. MWA: +5 to hit, 5 feet, 5 (1d6+3)


piercing.
Shortbow. RWA: +5 to hit, 120/320 feet, 6 (1d6+3)
piercing plus 7 (2d6) poison damage.
Medium humanoid (lizardfolk), neutral
Armor Class 16 (natural armor)
Hit Points 16 (3d8+3)
Speed 30 ft., swim 30 ft. Ini +2
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 11(+0) 13(+1) 9(-1) Medium humanoid (lizardfolk), neutral
Skills Nature +4, Perception +5, Stealth +7, Survival
Armor Class 22 (splint and shield)
+5
Hit Points 58 (8d8+18)
Senses Passive Perception 15
Speed 30 ft., swim 30 ft. Ini +1
Languages draconic
Challenge 1/2 (100 XP) STR DEX CON INT WIS CHA
Hold Breath. The lizardfolk can hold its breath for 15 18 (+4) 13 (+1) 14 (+2) 8(-1) 11(+0) 10(+0)
minutes. Skills Athletics +5, Perception +2, Stealth +5
Inscrutable. The lizardfolk impose Disadvantage to Senses Passive Perception 12
Wisdom (Insight) checks against them. Languages draconic
Keen Hearing and Sight: The scout has advantage Challenge 4 (1.100 XP)
on Wisdom (Perception) checks that rely on hearing Hold Breath. The lizardfolk can hold its breath for 15
or sight.
minutes.
Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them.
Multiattack. The scout makes two melee attacks or
two ranged attacks, and can make a bite attack.
Bite. MWA: +2 to hit, 5 feet, 2 (1d4) plus 7 (2d6) Multiattack: The ironscales makes two melee attacks
poison damage. and one bite or tail sweep attack.
Bite. MWA: +6 to hit; 5 feet, 7 (1d6+4) piercing.
Tail sweep: RWA: +6 to hit; 30/120 feet, 6 (1d4+4) Speed 30 ft., swim 30 ft. Ini +0
bludgeoning damage, and the target must succeed on
a DC 14 SST or being knocked prone. STR DEX CON INT WIS CHA
Battleaxe. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8 15 (+2) 11 (+0) 12 (+1) 6(-2) 11(+0) 8(-1)
(1d10+3) slashing. Skills Intimidation +2
Shortbow: RWA: +3 to hit; 80/320 feet, 6 (1d10+1) Senses Passive Perception 10
Piercing. Languages draconic
Challenge 1/2 (100 XP)
Hold Breath. The lizardfolk can hold its breath for 15
minutes.
Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them.
Pack Tactics: the primordial hunters have advantage
on attack rolls against a creature if at least one of their
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Medium humanoid (lizardfolk), neutral
Armor Class 14 Multiattack: The primordial hunters makes one
Hit Points 4 (1d8) weapon attack and one bite attack.
Speed 30 ft., swim 30 ft. Ini +0 Large Spear. MWA: +4 to hit; 5 feet. or range 20/60
feet, 9 (2d6+2) piercing.
STR DEX CON INT WIS CHA Bite. MWA: +4 to hit; 5 feet, 7 (1d8+2) piercing.
10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 8 (-1)
Senses Passive Perception 10,
Languages draconic
Challenge 0 (10 XP)
Hold Breath. The lizardfolk can hold its breath for 15
minutes.
Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them.
Weak Morale: Breeders aren’t really a reliable troop,
and they will flee if enough damage is done to them. Medium humanoid (lizardfolk), neutral
Armor Class 19 (chain shirt and shield)
Multiattack. The poison breeder can attack once with Hit Points 11 (2d8+2)
its weapon and once with its bite. Speed 30 ft., swim 30 ft. Ini +1
Spear. MWA: +2 to hit; 5 feet, 3 (1d6) bludgeoning.
Bite. MWA: +2 to hit, reach 5 ft., 2 (1d4) piercing STR DEX CON INT WIS CHA
damage. 15 (+2) 12 (+1) 12 (+1) 8(-1) 11 (+0) 10 (+0)
Skills Perception +2, Stealth +5, Survival +4
Senses Passive Perception 12
Languages draconic
Challenge 1/4 (25 XP)
Hold Breath. The lizardfolk can hold its breath for 15
minutes.
Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them.

Multiattack. The raw greenscale can make 1 attack


with a weapon and 1 bite or shield attack.
Javelin. MWA: +4 to hit; 5 feet. or range 20/60 feet, 4
Large humanoid (lizardfolk), neutral (1d6+1) piercing.
Macahuitl. MWA: +4 to hit; 5 feet, 4 (1d8+2) slashing,
Armor Class 15 (shield) or 7 (1d10+2) slashing if wielded with both hands
Hit Points 18 (3d10+3) Bite. MWA: +4 to hit; 5 feet, 4 (1d6+2) piercing.
Spiked Shield. MWA: +4 to hit; 5 feet, 4 (1d6+2) Bite. MWA: +3 to hit, 5 feet, 4 (1d6+1) piercing plus 3
piercing. (1d6) poison damage.
Shortbow. MWA: +3 to hit, 5 feet, 4 (1d6+1) piercing
damage plus 2d6 poison.
Shillelagh. MWA: +5 to hit, 5 feet, 7 (1d8+3)
bludgeoning damage.
Change Shape (recharges ASLR). The lizardfolk
magically polymophs into a giant constrictor snake,
remaining in that form for up to 1 hour. It can revert to
its true form as a bonus action. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its
true form if it dies.

Medium humanoid (Human), any alignment


Armor Class 14 (natural armor)
Hit Points 27 (5d8+5)
Speed 30 ft., swim 30 ft. Ini +1
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 12(+1) 16(+3) 8(-1)
Skills Survival +7, Religion +4, Perception +5, Stealth
+4
Senses Passive Perception 15
Languages any one language (usually common)
Challenge 1/4 (50 XP)
Dreamwalker. The shaman can enter in a trance and
communicate with the and through the dreams world. Medium humanoid (lizardfolk), neutral
While sleeping, a shaman can dream of a specific Armor Class 21 (plate)
location, usually a great significance for them. From Hit Points 52 (8d8+16)
there, it can use a sending spell to contact another Speed 30 ft., swim 30 ft. Ini +0
shaman that he knows, and wait. If the other shaman
agrees and enter in a similar trance, they can talk STR DEX CON INT WIS CHA
normally and share information as if they were in the 18 (+4) 11 (+0) 14 (+2) 10 (+0) 11(+0) 15(+2)
same physical place. The shaman, though, cannot Skills Perception +2, Stealth +2, Survival +4
avoid other shamans or dreamwalkers to reach that Saving Throws Con +4, Wis +2
location too, and a detect thoughts or dream spell Senses Passive Perception 12
reveals the exact dream spot in which the conference Languages draconic
is done. Challenge 4 (1,100 XP)
Hold Breath. The lizardfolk can hold its breath for 15
Brave: The silvercrest has advantage on Saving
minutes.
Throws against fear.
Inscrutable. The lizardfolk impose Disadvantage to
Hold Breath. The lizardfolk can hold its breath for 15
Wisdom (Insight) checks against them.
minutes.
Spellcasting. The Chaplain is a 5th level spellcaster.
Inscrutable. The lizardfolk impose Disadvantage to
Its spellcasting ability is Wisdom (ST DC 13, +5 HSA).
Wisdom (Insight) checks against them.
Chaplains usually prepare the following spells:
Utility Cantrips: druidcraft; poison spray; shillelagh
1st level (4 slots): Cure wounds, ray of sickness, fog Multiattack: The silvercrest makes three melee
cloud.
nd attacks, two with its weapon, one with its bite or tail.
2 level (3 slots): pass whitout trace; enlarge/reduce
Bite. MWA: +6 to hit; 5 feet, 7 (1d6+4) piercing.
(reptiles only).
rd Greatsword. MWA: +6 to hit; 5 feet, 10 (2d6+4)
3 level (2 slots): conjure animals (reptiles only);
Slashing.
flame arrows
Javelin: RWA: +6 to hit; 30/120 feet, 7 (1d6+4)
piercing plus 3 (1d6) poison damage.
Tail sweep: RWA: +6 to hit; 30/120 feet, 6 (1d4+4)
Multiattack. The shaman can make two attacks: one
bludgeoning damage, and the target must succeed on
with its bite and one with its weapons.
a DC 14 SST or being knocked prone.
Leadership (recharges ASLR). For 1 minute the
silvercrest can utter commands or warnings to one of
their allies within 30 feet. The creature adds a d4 to a
ST or attack roll if the silvercrest isn’t incapacitated.

Parry. The silvercrest adds 2 to its AC against one melee hit


that would hit it. To do so, the silvercrest must see the
attacker and be wielding a melee weapon

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