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Acolyte
Armor
Medium humanoid (any race), any alignment Medium construct, unaligned
STR STR
10 (+0) 14 (+2)
DEX DEX
10 (+0) 11 (+0)
CON CON
10 (+0) 13 (+1)
INT INT
10 (+0) 1 (-5)
WIS WIS
14 (+2) 3 (-4)
CHA CHA
11 (+0) 1 (-5)
Languages any one language (usually Senses blindsight 60 ft. (blind beyond this
Common) radius), passive Perception 6
Challenge 1/4 (50 XP) Languages -
Actions
STR STR
11 (0) 11 (+0)
DEX DEX
18 (+4) 16 (+3)
CON CON
16 (+3) 14 (+2)
INT INT
11 (0) 13 (+1)
WIS WIS
13 (+1) 11 (+0)
CHA CHA
10 (0) 10 (+0)
Languages any one language (usually Skills Acrobatics +6, Deception +3,
Common) Perception +3, Stealth +9
STR STR
19 (+4) 3 (-4)
DEX DEX
6 (-2) 8 (-1)
CON CON
15 (+2) 11 (+0)
INT INT
10 (+0) 10 (+0)
WIS WIS
10 (+0) 10 (+0)
CHA CHA
7 (-2) 6 (-2)
False Appearance. While the tree remains False Appearance. While the shrub remains
motionless, it is indistinguishable from a motionless, it is indistinguishable from a
normal tree. normal shrub.
ACTIONS ACTIONS
Slam. Melee Weapon Attack: +6 to hit, reach Rake. Melee Weapon Attack: +1 to hit, reach
10 ft., one target. Hit: 14 (3d6 + 4) 5 ft., one target. Hit: 1 (1d4 - 1) slashing
bludgeoning damage damage.
Awakened Tree Axe Beak
STR STR
19 (+4) 14 (+2)
DEX DEX
6 (-2) 12 (+1)
CON CON
15 (+2) 12 (+1)
INT INT
10 (+0) 2 (-4)
WIS WIS
10 (+0) 10 (+0)
CHA CHA
7 (-2) 5 (-3)
Actions
Slam. Melee Weapon Attack: +6 to
hit, reach 10 ft., one target. Hit:
(3d6 + 4) bludgeoning damage.
Azer Bandit
STR STR
17 (+3) 11 (0)
DEX DEX
12 (+1) 12 (+1)
CON CON
15 (+2) 12 (+1)
INT INT
12 (+1) 10 (0)
WIS WIS
13 (+1) 10 (0)
CHA CHA
10 (+0) 10 (0)
STR STR
15 (+2) 1 (-5)
DEX DEX
16 (+3) 14 (+2)
CON CON
14 (+2) 10 (+0)
INT INT
14 (+2) 12 (+1)
WIS WIS
11 (0) 11 (+0)
CHA CHA
14 (+2) 17 (+3)
Saving Throws Str +4, Dex +5, Wis +2 Saving Throws Wis +2, Cha +5
STR STR
7 (-2) 16 (+3)
DEX DEX
11 (0) 12 (+1)
CON CON
13 (+1) 17 (+3)
INT INT
14 (+2) 9 (-1)
WIS WIS
11 (0) 11 (+0)
CHA CHA
12 (+1) 9 (-1)
Actions
Claws (Requires Alter Self). Melee Weapon
Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6+1) slashing damage. This attack is
magical.
Speed 40 ft., climb 30 ft. Speed 30 ft., fly 60 ft., swim 30 ft.
STR STR
15 (+2) 15 (+2)
DEX DEX
10 (+0) 14 (+2)
CON CON
14 (+2) 13 (+1)
INT INT
2 (-4) 10 (+0)
WIS WIS
12 (+1) 11 (+0)
CHA CHA
7 (-2) 13 (+1)
Multiattack. The bear makes two attacks: one Amphibious. The dragon can
with its bite and one with its claws. breathe air and water.
Bite. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Actions
STR STR
16 (+3) 12 (+1)
DEX DEX
5 (-3) 17 (+3)
CON CON
16 (+3) 12 (+1)
INT INT
1 (-5) 10 (+0)
WIS WIS
6 (-2) 13 (+1)
CHA CHA
1 (-5) 11 (+0)
Reactions
Split. When a pudding that is
Medium or larger is subjected to
lightning or slashing damage, it
splits into two new puddings if it has
at least 10 hit points. Each new
pudding has hit points equal to half
the original pudding's, rounded
down. New puddings are one size
smaller than the original pudding.
Boar Brown Bear
STR STR
13 (+1) 19 (+4)
DEX DEX
11 (+0) 10 (+0)
CON CON
12 (+1) 16 (+3)
INT INT
2 (-4) 2 (-4)
WIS WIS
9 (-1) 13 (+1)
CHA CHA
5 (-3) 7 (-2)
ACTIONS ACTIONS
Actions
Sting (Bite in Beast Form). Melee Weapon
Attack: +5 to hit, reach 5 ft ., one target. Hit:
5 (1d4 + 3) piercing damage, and the target
must make on a DC 11 Constitution saving
throw, taking 10 (3d6) poison damage on a
failed save, or half as much damage on a
successful one.
STR STR
15 (+2) 12 (+1)
DEX DEX
14 (+2) 12 (+1)
CON CON
13 (+1) 13 (+1)
INT INT
8 (-1) 7 (-2)
WIS WIS
11 (+0) 10 (+0)
CHA CHA
9 (-1) 7 (-2)
STR STR
13 (+1) 11 (+0)
DEX DEX
14 (+2) 14 (+2)
CON CON
11 (+0) 12 (+1)
INT INT
5 (-3) 10 (+0)
WIS WIS
10 (+0) 13 (+1)
CHA CHA
4 (-3) 14 (+2)
Senses blindsight 30 ft. (blind beyond this Languages any one language (usually
radius), passive Perception 10 Common)
Languages understands Common but can't
Challenge 2 (450 XP)
speak
Languages understands Common but can't 2nd level (3 slots): hold person, spiritual
speak weapon
Challenge 0 (10 XP) ACTIONS
Turn Immunity. The claw is immune to Multiattack. The fanatic makes two melee
effects that turn undead. attacks.
Dagger. Melee or Ranged Weapon Attack: +4
Actions to hit, reach 5 ft. or range 20/60 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
or slashing damage (claw’s choice) .
Cultist Death Dog
STR STR
11 (+0) 15 (+2)
DEX DEX
12 (+1) 14 (+2)
CON CON
10 (+0) 14 (+2)
INT INT
10 (+0) 3 (-4)
WIS WIS
11 (+0) 13 (+1)
CHA CHA
10 (+0) 6 (-2)
ACTIONS ACTIONS
STR STR
17 (+3) 7 (-2)
DEX DEX
15 (+2) 15 (+2)
CON CON
15 (+2) 11 (+0)
INT INT
3 (-4) 2 (-4)
WIS WIS
12 (+1) 10 (+0)
CHA CHA
7 (-2) 4 (-3)
Medium monstrosity
Medium humanoid (any race), any alignment
(shapechanger), Unaligned
STR STR
11 (+0) 10 (+0)
DEX DEX
18 (+4) 12 (+1)
CON CON
14 (+2) 13 (+1)
INT INT
11 (+0) 12 (+1)
WIS WIS
12 (+1) 15 (+2)
CHA CHA
14 (+2) 11 (+0)
Skills Deception +6, Insight +3 Skills Medicine +4, Nature +3, Perception +4
Actions ACTIONS
Quarterstaff. Melee Weapon Attack: +2 to hit
(+4 to hit with shillelagh), reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage, 4
(1d8) bludgeoning damage if wielded with two
hands, or 6 (1d8 + 2) bludgeoning damage
with shillelagh.
STR STR
10 (+0) 5 (-3)
DEX DEX
12 (+1) 14 (+2)
CON CON
11 (+0) 10 (+0)
INT INT
14 (+2) 9 (-1)
WIS WIS
15 (+2) 11 (+0)
CHA CHA
18 (+4) 10 (+0)
Actions
STR STR
12 (+1) 15 (+2)
DEX DEX
15 (+2) 11 (+0)
CON CON
11 (+0) 16 (+3)
INT INT
1 (-5) 6 (-2)
WIS WIS
5 (-3) 11 (+0)
CHA CHA
1 (-5) 7 (-2)
STR STR
14 (+2) 16 (+3)
DEX DEX
3 (-4) 17 (+3)
CON CON
20 (+5) 10 (+0)
INT INT
1 (-5) 11 (+0)
WIS WIS
6 (-2) 10 (+0)
CHA CHA
1 (-5) 8 (-1)
Actions ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 12 (2d8 + 3) piercing
damage.
STR STR
7 (-2) 15 (+2)
DEX DEX
13 (+1) 16 (+3)
CON CON
10 (+0) 11 (+0)
INT INT
10 (+0) 2 (-4)
WIS WIS
12 (+1) 12 (+1)
CHA CHA
17 (+3) 6 (-2)
Ethereal Sight. The ghost can see 60 feet Bite. Melee Weapon Attack: +4 to hit, reach 5
into the Ethereal Plane when it is on the ft., one creature. Hit: 5 (1d6 + 2) piercing
Material Plane, and vice versa. damage.
Incorporeal Movement. The ghost can move
through other creatures and objects as if they
were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.
ACTIONS
Withering Touch. Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3)
necrotic damage.
Armor Class 12
Armor Class 15 (Natural
Armor)
STR STR
14 (+2) 12 (+1)
DEX DEX
16 (+3) 16 (+3)
CON CON
12 (+1) 13 (+1)
INT INT
2 (-4) 3 (-4)
WIS WIS
11 (+0) 12 (+1)
CHA CHA
4 (-3) 4 (-3)
STR STR
10 (+0) 13 (+1)
DEX DEX
8 (-1) 15 (+2)
CON CON
16 (+3) 10 (+0)
INT INT
3 (-4) 7 (-2)
WIS WIS
10 (+0) 10 (+0)
CHA CHA
6 (-2) 6 (-2)
Medium humanoid (gnoll), chaotic evil Small humanoid (goblinoid), neutral evil
Armor Class 15 (hide armor, shield) Armor Class 15 (leather armor, shield)
STR STR
14 (+2) 8 (-1)
DEX DEX
12 (+1) 14 (+2)
CON CON
11 (+0) 10 (+0)
INT INT
6 (-2) 10 (+0)
WIS WIS
10 (+0) 8 (-1)
CHA CHA
7 (-2) 8 (-1)
Speed 10 ft., climb 10 ft. Speed 30 ft., fly 60 ft., swim 30 ft.
STR STR
12 (+1) 15 (+2)
DEX DEX
6 (-2) 12 (+1)
CON CON
16 (+3) 13 (+1)
INT INT
1 (-5) 14 (+2)
WIS WIS
6 (-2) 11 (+0)
CHA CHA
2 (-4) 13 (+1)
STR STR
16 (+3) 13 (+1)
DEX DEX
12 (+1) 12 (+1)
CON CON
12 (+1) 12 (+1)
INT INT
9 (-1) 10 (0)
WIS WIS
8 (-1) 11 (0)
CHA CHA
6 (-2) 10 (0)
Actions
Spiked Bone Club. Melee
Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: (1d4 + 3)
bludgeoning damage plus
(1d4)piercing damage.
Harpy Incubus
STR STR
12 (+1) 8 (-1)
DEX DEX
13 (+1) 17 (+3)
CON CON
12 (+1) 13 (+1)
INT INT
7 (-2) 15 (+2)
WIS WIS
10 (+0) 12 (+1)
CHA CHA
13 (+1) 20 (+5)
STR STR
11 (+0) 16 (+3)
DEX DEX
15 (+2) 11 (+0)
CON CON
11 (+0) 14 (+2)
INT INT
13 (+1) 11 (+0)
WIS WIS
11 (+0) 11 (+0)
CHA CHA
10 (+0) 15 (+2)
STR STR
7 (-2) 7 (-2)
DEX DEX
15 (+2) 15 (+2)
CON CON
9 (-1) 12 (+1)
INT INT
8 (-1) 8 (-1)
WIS WIS
7 (-2) 7 (-2)
CHA CHA
8 (-1) 8 (-1)
Pack Tactics. The kobold has advantage on Pack Tactics. The kobold has advantage on
an attack roll against a creature if at least one an attack roll against a creature if at least one
of the kobold's allies is within 5 feet of the of the kobold's allies is within 5 feet of the
creature and the ally isn't incapacitated. creature and the ally isn't incapacitated.
STR STR
9 (-1) 8 (-1)
DEX DEX
14 (+2) 12 (+1)
CON CON
11 (+0) 12 (+1)
INT INT
17 (+3) 7 (-2)
WIS WIS
12 (+1) 10 (+0)
CHA CHA
11 (+0) 10 (+0)
STR STR
7 (-2) 10 (0)
DEX DEX
15 (+2) 9 (-1)
CON CON
12 (+1) 13 (+1)
INT INT
8 (-1) 3 (-4)
WIS WIS
11 (+0) 8 (-1)
CHA CHA
10 (+0) 4 (-3)
STR STR
17 (+3) 13 (+1)
DEX DEX
16 (+3) 14 (+2)
CON CON
17 (+3) 12 (+1)
INT INT
7 (-2) 3 (-4)
WIS WIS
12 (+1) 12 (+1)
CHA CHA
8 (-1) 7 (-2)
Actions
Multiattack. The manticore
makes three attacks: one with its
bite and two with its claws or three
with its tail spikes.
Medium monstrosity
Large giant, Lawful Evil
(shapechanger), Neutral
STR STR
17 (+3) 19 (+4)
DEX DEX
12 (+1) 11 (+0)
CON CON
15 (+2) 16 (+3)
INT INT
5 (-3) 14 (+2)
WIS WIS
13 (+1) 12 (+1)
CHA CHA
8 (-1) 15 (+2)
STR STR
16 (+3) 15 (+2)
DEX DEX
12 (+1) 15 (+2)
CON CON
16 (+3) 12 (+1)
INT INT
7 (-2) 6 (-2)
WIS WIS
11 (+0) 10 (+0)
CHA CHA
10 (+0) 6 (-2)
STR STR
10 (+0) 6 (-2)
DEX DEX
10 (+0) 15 (+2)
CON CON
12 (+1) 13 (+1)
INT INT
13 (+1) 10 (+0)
WIS WIS
16 (+3) 12 (+1)
CHA CHA
13 (+1) 10 (+0)
STR STR
5 (-3) 17 (+3)
DEX DEX
17 (+3) 14 (+2)
CON CON
10 (0) 10 (+0)
INT INT
7 (-2) 1 (-5)
WIS WIS
10 (0) 3 (-4)
CHA CHA
10 (0) 1 (-5)
Actions
Claw (Bite in Beast Form). Melee Weapon
Attack: +4 to hit, reach 5 ft ., one target. Hit:
5 (1d4 + 3) piercing damage, and the target
must succeed on a DC 10 Constitution saving
throw or take 5 (2d4) poison damage and
become poisoned for 1 minute. The target can
repeat the saving throw at the end of each of
its turns, ending the effect on itself on a
success.
Scare (1/day). One creature of the quasit’s
choice within 20 ft. of it must succeed on a
DC 10 Wisdom saving throw or be frightened
for 1 minute. The target can repeat the saving
throw at the end of each of its turns, with
disadvantage if the quasit is within line of
sight, ending the effect on itself on a success.
Invisibility. The quasit magically turns
invisible until it attacks or uses Scare, or until
its concentration ends (as if concentrating on
a spell). Any equipment the quasit wears or
carries is invisible with it.
Scout Shadow
Medium humanoid (any race), any alignment Medium undead, chaotic evil
STR STR
11 (+0) 6 (-2)
DEX DEX
14 (+2) 14 (+2)
CON CON
12 (+1) 13 (+1)
INT INT
11 (+0) 6 (-2)
WIS WIS
13 (+1) 10 (+0)
CHA CHA
11 (+0) 8 (-1)
Keen Hearing and Sight. The scout has Condition Immunities exhaustion,
advantage on Wisdom (Perception) checks frightened, grappled, paralyzed, petrified,
that rely on hearing or sight. poisoned, prone, restrained
Longbow. Ranged Weapon Attack: +4 to hit, Amorphous. The shadow can move through
ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) a space as narrow as 1 inch wide without
piercing damage. squeezing.
Shadow Stealth. While in dim light or
darkness, the shadow can take the Hide
action as a bonus action.
STR STR
10 (0) 1 (-5)
DEX DEX
14 (+2) 14 (+2)
CON CON
15 (+2) 11 (+0)
INT INT
6 (-2) 10 (+0)
WIS WIS
8 (-1) 10 (+0)
CHA CHA
5 (-3) 11 (+0)
ACTIONS
Life Drain. Melee Spell Attack: +4 to hit,
reach 5 ft., one creature. Hit: 10 (3d6) necrotic
damage. The target must succeed on a DC 10
Constitution saving throw or its hit point
maximum is reduced by an amount equal to
the damage taken. This reduction lasts until
the creature finishes a long rest. The target
dies if this effect reduces its hit point
maximum to 0.
Sprite Spy
STR STR
3 (-4) 10 (+0)
DEX DEX
18 (+4) 15 (+2)
CON CON
10 (+0) 10 (+0)
INT INT
14 (+2) 12 (+1)
WIS WIS
13 (+1) 14 (+2)
CHA CHA
11 (+0) 16 (+3)
Medium fiend (shapechanger), neutral evil Medium swarm of Tiny beasts, unaligned
STR STR
8 (-1) 5 (-3)
DEX DEX
17 (+3) 15 (+2)
CON CON
13 (+1) 10 (+0)
INT INT
15 (+2) 2 (-4)
WIS WIS
12 (+1) 12 (+1)
CHA CHA
20 (+5) 4 (-3)
Skills Deception +9, Insight +5, Perception Damage Resistances bludgeoning, piercing,
+5, Persuasion +9, Stealth +7 slashing
Senses darkvision 60 ft., passive Perception Senses blindsight 60 ft., passive Perception
15 11
Languages Abyssal, Common, Infernal,
Languages -
telepathy 60 ft.
STR STR
9 (-1) 15 (+2)
DEX DEX
11 (+0) 11 (+0)
CON CON
9 (-1) 14 (+2)
INT INT
2 (-4) 10 (+0)
WIS WIS
10 (+0) 10 (+0)
CHA CHA
3 (-4) 11 (+0)
Senses darkvision 30 ft., passive Perception Languages any one language (usually
10 Common)
Languages - Challenge 1/2 (100 XP)
STR STR
16 (+3) 15 (+2)
DEX DEX
13 (+1) 13 (+1)
CON CON
14 (+2) 14 (+2)
INT INT
10 (+0) 10 (+0)
WIS WIS
11 (+0) 11 (+0)
CHA CHA
10 (+0) 10 (+0)
Damage Immunities
Bludgeoning, Piercing, and Slashing
Senses passive Perception 12
From Nonmagical Attacks Not Made
With Silvered Weapons
STR STR
14 (+2) 15 (+2)
DEX DEX
10 (+0) 14 (+2)
CON CON
14 (+2) 16 (+3)
INT INT
5 (-3) 10 (+0)
WIS WIS
10 (+0) 13 (+1)
CHA CHA
11 (+0) 15 (+2)
STR STR
1 (-5) 7 (-2)
DEX DEX
28 (+9) 16 (+3)
CON CON
10 (+0) 9 (-1)
INT INT
13 (+1) 8 (-1)
WIS WIS
14 (+2) 7 (-2)
CHA CHA
11 (+0) 8 (-1)
Condition Immunities
Exhaustion, Grappled, Paralyzed,
Challenge 1/4 (50 XP)
Poisoned, Prone, Restrained,
Unconscious
Sunlight Sensitivity. While in sunlight, the
Senses Darkvision 120 ft., passive kobold has disadvantage on attack rolls, as
Perception 12 well as on Wisdom (Perception) checks that
rely on sight.
Actions
Shock. Melee Spell Attack: +4 to
hit, reach 5 ft., one creature. Hit:
(2d8) lightning damage.
Invisibility. The will-o’-wisp and
its light magically become invisible
until it attacks or uses its Consume
Life, or until its concentration ends
(as if concentrating on a spell).
Winter Wolf Wolf
STR STR
18 (+4) 12 (+1)
DEX DEX
13 (+1) 15 (+2)
CON CON
14 (+2) 12 (+1)
INT INT
7 (-2) 3 (-4)
WIS WIS
12 (+1) 12 (+1)
CHA CHA
8 (-1) 6 (-2)
Keen Hearing and Smell. The Pack Tactics. The wolf has advantage on
wolf has advantage on Wisdom attack rolls against a creature if at least one of
(Perception) checks that rely on the wolf's allies is within 5 feet of the creature
and the ally isn't incapacitated.
hearing or smell.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d4 + 2) piercing
damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or
be knocked prone.
STR STR
16 (+3) 6 (-2)
DEX DEX
13 (+1) 16 (+3)
CON CON
13 (+1) 16 (+3)
INT INT
7 (-2) 12 (+1)
WIS WIS
11 (+0) 14 (+2)
CHA CHA
8 (-1) 15 (+2)
Damage Resistance Acid, Cold,
Fire, Lightning, Thunder;
Skills Perception +4 Bludgeoning, Piercing, and Slashing
From Nonmagical Attacks That
Aren't Silvered
Keen Hearing and Smell. The worg has Languages The Languages It Knew
advantage on Wisdom (Perception) checks
that rely on hearing or smell. In Life
Actions
Life Drain. Melee Weapon Attack:
+6 to hit, reach 5 ft., one creature.
Hit: (4d8 + 3) necrotic damage. The
target must succeed on a DC 14
Constitution saving throw or its hit
point maximum is reduced by an
amount equal to the damage taken.
This reduction lasts until the target
finishes a long rest. The target dies
if this effect reduces its hit point
maximum to 0
Create Specter. The wraith
targets a humanoid within 10 feet of
it that has been dead for no longer
than 1 minute and died violently.
The target's spirit rises as a specter
in the space of its corpse or in the
nearest unoccupied space. The
specter is under the wraith's control.
The wraith can have no more than
seven specters under its control at
one time.
Young Black
Zombie
Dragon
Large dragon, chaotic evil Medium undead, neutral evil
STR STR
19 (+4) 13 (+1)
DEX DEX
14 (+2) 6 (-2)
CON CON
17 (+3) 16 (+3)
INT INT
12 (+1) 3 (-4)
WIS WIS
11 (+0) 6 (-2)
CHA CHA
15 (+2) 5 (-3)