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Welcome to Town

A D&D 5E Homebrew Adventure


Welcome to Town

I
n Welcome to Town, characters should ideally be Lvl.
5 or higher. The adventure allows for customization 1st Encounter: Enchanter
should players wish to play at lower levels as well.
This campaign takes place in modern time, but in a of the Strange Kind

location unique to this particular campaign. While


the location is unique, this campaign can also be A darkness seems to hang in the air as the characters trudge
included in any other working campaign. No custom forward. Suddenly, they hear the thud of wood and an ominous
races or classes are necessary for this setup. hum. Off in the distance an enchanter emerges.

Background Encounter: Enchanter. The enchanter attacks the


characters unprovoked when within 30 ft. There is a
Kingship has always been a quiet town, one where nothing tendency toward self preservation on the enchanter's part.
exciting ever happens. Time seems to pass without notice in Characters may convince the enchanter to let them pass
such a place, until one day, time itself seems to simply stop. unharmed, but only when enchanter is low in health.
Suddenly nothing changes. The Sun fails to set and the Moon
never rises. Hours pass by, and by, but only the people seem
to continue moving forward. The arrival of a stranger to the The Surrounding Towns
little town, right around this strange occurrence, has only Kingship sits in a dense forest landscape. The strange
raised suspicions. People are soon quick to question what occurrence has revealed uncharted roads or pathways. These
this stranger wants and why they have come to this quiet little pathways when taken will lead characters to a new place or
town in particular. A group of the town's most curious and realm. Ultimately, unknown to the characters, all roads lead
adventure hungry citizens intends to find out! Their unlikely to a mysterious place called Ketownship.

curiosity will lead them into the unknown. Unfortunately for Realms: Every realm contains a more challenging monster
them, the unknown holds unheard of dangers! The path back that must be defeated in order to obtain an artifact or key.
home will be a long and winding one with perils at every turn. These keys will unlock certain treasures located in the last
Unprepared for the perils of this uncharted world these realm: Ketownship.

curious adventurers will have to work together, pool their Pathways: Realms can only be reached by certain pathways,
resources and prior experience just to survive. Should the which resemble roads. These roads cannot be taken twice
little town of Kingship be saved, will the adventurers be and characters must always move forward, not backward
deemed heroes, or, is not all as it seems in this quiet little along them.

town after all? Could this all be part of a much bigger secret, Unusual Sights: Each realm contains an assigned quality of
one kept hidden for centuries? The answer awaits discovery, either air, fire, water, or earth. These qualities denote the
if the small group of adventure hungry citizens can survive damage resistances of creatures encountered in that specific
long enough to find out! realm, if any. Characters may also note the strange blurring of
reality.

Adventure Hooks Teamwork: The pathways appear to have a strange


limitation. All characters must agree on the new path to take
A Heard Rumor: The characters are having a drink in the or characters will find themselves stranded. There is no
town tavern when they hear of the mysterious newcomer in splitting away from the group.

town. They decide to seek out this person for themselves.

Heroes For Hire: A group of townsfolk decides to seek out


people who will search for a solution to the town's problem.
They're willing to pay 250 gp each to do so.

Bored and Curious: Craving adventure the characters


decide to find out if there is a way to restore time's
movement. They set out on a routine road out of town only to
discover the path no longer exists! Now there are only three
new roads out of town.
Realm #01: Kingship Realm #04: Victory Town
Nestled between the trees sits a cozy town with the promise Lush with trees the thriving town invitingly tempts all who
of a warm fire, good food, entertaining music, and pleasant pass by offering them a beautiful splendor too good to be
discussion. true.

Grounded in reality, Kingship is the only stable realm. A beautiful reality, Victory Town provides a feeling of hyper
Kingship contains all four qualities at one time. Any reality. Victory Town thrives on earthy qualities. Any
challenge in Kingship will tend to be humanoid in kind.
challenge in Victory Town will be of the magic kind.

Suggested: Master Thief, Spy, Veteran Suggested: Dryad, Green Hag, Werewolf

Realm #02: Founding Town Realm #05: Beauty


A mysterious town shrouded in darkness and mystery no one Sunshine and radiance provides an inviting place to rest and
quite knows what prompts the unsettling feeling of those who recover from the weary traveling of the uncharted territory
enter. thus far.

With reality altered, Founding Town prompts one to feel a Bright and brilliant, Beauty promotes healing and relaxation.
little off. Founding Town thrives on watery qualities. Any Beauty radiates fire qualities. Any challenge in Beauty will
challenge in Founding Town will be underwater in nature.
tend to be of the desert variety.

Suggested: Deep Scion, Kraken Priest, Sea Spawn Suggested: Dust Devil, Giant Strider, Manticore

Realm #03: Splendor Realm #06: Stronghold


Behind thick sturdy walls sits a place untouched by the Crumbling as if in ruins, this town is first noticed only by the
modern conveniences of time with more books than there are smoke rising and crackling of the fire burning within its walls.
people.
An echo of wars long waged, Stronghold is no place for
In the realm of hidden knowledge, Splendor offers secrets strangers to dwell. Stronghold channels strong fire qualities.
lost to time. Splendor channels airy qualities. Any challenge Any challenge will tend to be constructs.

in Splendor will be magic oriented.


Suggested: Animated Armor, Duergar Screamer, Flesh
Suggested: Air Elemental, Mummy, Stone Cursed Golem
Realm #07: Mercy's Town
A momentary blink and one might miss the quaint little
township where the town's hall is its biggest attraction to all
who ask for one.

Thriving under a kind ruler, Mercy's Town might just have


everything to trade. Mercy's Town has airy qualities. Any
challenge will tend to be humanoid or of the undead kind.

Suggested: Archer, Ghoul, Golgari Shamans

Realm #08: Undertown


Buried deep within the woods with only a river to speak of sits
a little town where everyone gets along in peace and harmony.

Taking from the water source, Undertown has a high number


of undead. Undertown has a watery quality. Any challenge
will tend to be undead or an underwater type.

Suggested: Merfolk Salvager, Sahuagin Baron, Sahuagin


Hatchling Swarm

Realm #09: Wistown


A place covered in fog and darkness there always seems to be
something lurking just out of sight in the shadows and its
waiting.

Riddled with pockets of fog, Wistown holds its secrets close.


Wistown has a strong earth quality. Any challenges will tend
to be beasts, magic users, or a group of undead.

Suggested: Indentured Spirit, Vampire Spawn, Wight

Realm #10: Ketownship


As if an inversion of Kingstown, Ketownship appears to shift
around there's always something new happening to discover.

Bustling and thriving, Ketownship quickly unlocks its


treasure to those who seek it. Ketownship has all four
qualities. Any challenge will come from guarded items.

Suggested: Alseid, Earth Elemental, Lampad


Pathways

T
he pathways represent a bridge or road
between realms. There are specific pathways Out of Victory Town
that characters must travel to reach specific In Victory Town the allure of some temptation is always
destinations. Customization allows characters there. Characters should feel hesitant to leave but when they
to encounter challenges along their traveled do, their options are likewise limited. Beauty is perhaps the
pathways or to continue along without a most obvious option, but there is an alternative offer of
combat specific encounter. How characters Mercy's Town.
choose to journey to their next destination will ultimately
impact the treasure that awaits them.
Out of Beauty
Out of Kingship As a somewhat central hub, Beauty offers characters the
opportunity to explore alternative realm choices they may
There are three towns characters can reach from their have otherwise overlooked. Pathways lead to Stronghold,
hometown of Kingship: Founding Town, Splendor, and Mercy's Town, along with new options unique to Beauty,
Victory Town. Ideally, the characters will choose either specifically, Undertown and Wistown.
Victory Town or Splendor, allowing for more travel options
later. If they don't, however, there is an added benefit to
securing one of the water quality keys early. Out of Stronghold
Getting out of Stronghold is just as difficult as getting there.
Out of Founding Town While there are only two pathways out of this realm, neither
of them will strike characters as overly appealing. Mercy's
Once the characters have reached Founding Town they will Town may offer a distracting choice to those not quite ready
soon discover they can still travel to Splendor or Victory to journey all the way to Undertown just yet. Mercy's Town
Town should they choose to. In addition though, the may also characters a missing quality key as well for their
characters may also travel to Beauty. For those wanting to later discovery in Ketownship.
maximize playing experience, Beauty allows for the most
pathways to other realms.
Out of Mercy's Town
Out of Splendor The paths out of Mercy's Town depend on how characters
When the characters reach Splendor, they discover perhaps traveled through the other realms. If characters have not yet
the first limiting of future journeys. Moving forward the only traveled to Stronghold the realm remains an option. When
options are Beauty and Stronghold. In future play, Beauty characters have already traveled to Stronghold, however,
offers more pathway access to additional realms. However, there is only one pathway available to them. Characters will
Stronghold offers a bleaker atmosphere for characters to have no choice but to travel to Wistown.
explore and enjoy.
Out of Undertown
As one of the few realms before Ketownship, the optional
pathways are limited for those visiting Undertown.
Characters might be able to travel to Wistown, but moving
onward toward Ketownship will probably be the majority of
experiences.

Out of Wistown
Similar to the complications of Undertown the pathways out
of town are limited. Character will more than likely head
straight to Ketownship, but they have the options of heading
first to Undertown if they have not already visited the place
earlier in their travels.

Out of Ketownship
Once characters have faced their main challenge, they will
have the option of collecting their treasure. The amount of
treasure and the awarded items will depend largely upon the
keys earned by the characters determined by the towns or
realms they passed through prior to arriving in Ketownship.
Some characters made need to keep the transport and
weight of their treasure in mind.

Leaving Ketownship will depend largely on the custom


campaign experience. Characters are free to relieve the
strange curse over Kingship and return home to their usual
boring town. If characters took on the initial adventure for
payment, they should be paid upon returning to town. If
wanted, perhaps this starts another adventure entirely as
thing don't go quite to plan.

Using Ketownship for another campaign or transitioning into


another module is entirely possible. How this is done will be
ultimately up to the individual group. Perhaps the treasure
found contains items specific to a new adventure, or, perhaps
the road home doesn't lead where the characters might
expect. Welcome to Town is diverse enough to stand on its
own or be worked into existing 5e content as needed.
Mystery Key - Water
Quality
Wondrous Item (Adventuring Gear), Common

Properties: An elemental water symbol is worked


into the head of this key. The key has the ability of
unlocking any lock also associated with its
elemental quality when inserted. Once it unlocks
something, the key disappears.

Mystery Key - Earth


Quality
Wondrous Item (Adventuring Gear), Common

Properties: An elemental earth symbol is worked


Keys to the Treasure into the head of this key. The key has the ability of
unlocking any lock also associated with its

elemental quality when inserted. Once it unlocks


something, the key disappears.

Mystery Key - Fire


Quality
Wondrous Item (Adventuring Gear), Common

Properties: An elemental fire symbol is worked into


the head of this key. The key has the ability of
unlocking any lock also associated with its
elemental quality when inserted. Once it unlocks
something, the key disappears.

Mystery Key - Air


Quality
Wondrous Item (Adventuring Gear), Common

Properties: An elemental air symbol is worked into


the head of this key. The key has the ability of
unlocking any lock also associated with its
elemental quality when inserted. Once it unlocks
something, the key disappears.
Calculating Treasure

A
s the characters unlock their treasure, each key
will provide an insight into the items found. This
can be determined solely by the Dungeon
Master, or customized with the
recommendations given here.

Fire Items & Treasures


When it comes to fire oriented treasure, copper pieces are
probably the most versatile. If using copper pieces, a reward
of 700 cp is recommended. Alongside this, Potion of Fire
Breath, Wand of Fireballs, Tome of the Stilled Tongue, Staff
of Fire, or a Spell Scroll allow for themed items to be
discovered.

Air Items & Treasures


For air quality currency, silver pieces are the most
appropriate. If this option is taken, consider rewarding a total
of 7,000 sp. When items have been chosen as a reward as
well, consider Potion of Gaseous Form, Wand of Secrets,
Tome of Leadership and Influence, Staff of Withering, or a
related Spell Scroll.

Water Items & Treasures


The water themed currency would best be represented by
gold pieces. When utilizing this optional treasure, an amount
of 2,100 gp is recommended. As for magical items, some
water themed items might be Potion of Water Breathing,
Wand of Magic Missiles, Tome of Understanding, Staff of
Frost, or a corresponding Spell Scroll. Any treasure is
customizable.

Earth Items & Treasures


In the case of earth associated currency, platinum pieces
remain. When opting for players to receive platinum pieces
as their treasure, an amount of 105 pp is recommended.
Characters might also discover Potion of Vitality, Wand of
Fear, Tome of Clear Thought, Staff of Charming, or a Spell
Scroll that a character might take with them.

Rings of Command
If a campaign consists of four characters or less, consider the
additional magical item Ring of Elemental Command. A ring
for each elemental quality might be made.
Staff of Charming
Staff, rare (requires attunement by a bard, cleric, druid,
sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of
its 10 charges to cast charm person, command, or
comprehend languages from it using your spell save DC.
The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an
enchantment spell that targets only you, you can turn your
failed save into a successful one. You can't use this property
of the staff again until the next dawn. If you succeed on a
save against an enchantment spell that targets only you,
with or without the staff's intervention, you can use your
reaction to expend 1 charge from the staff and turn the
Wand of Fear spell back on its caster as if you had cast the spell.
Wand, rare (requires attunement) The staff regains 1d8 + 2 expended charges daily at dawn. If
This wand has 7 charges. While holding it, you can use an you expend the last charge, roll a d20. On a 1, the staff
action to expend 1 or more of its charges to cast the magic becomes a nonmagical quarterstaff.
missile spell from it. For 1 charge, you cast the 1st-level
version of the spell. You can increase the spell slot level by Wand of Fireballs
one for each additional charge you expend. Wand, rare (requires attunement by a spellcaster)
The wand regains 1d6 + 1 expended charges daily at dawn. If This wand has 7 Charges. While holding it, you can use an
you expend the wand's last charge, roll a d20. On a 1, the action to expend 1 or more of its Charges to cast the spell
wand crumbles into ashes and is destroyed. Fireball (save DC 15) from it. For 1 charge, you cast the
This wand has 7 charges for the following properties. It 3rd-level version of the spell. You can increase the spell slot
regains 1d6 + 1 expended charges daily at dawn. If you level by one for each additional charge you expend.
expend the wand's last charge, roll a d20. On a 1, the wand The wand regains 1d6 + 1 expended Charges daily at dawn.
crumbles into ashes and is destroyed. If you expend the wand's last charge, roll a d20. On a 1, the
Command. While holding the wand, you can use an action to wand crumbles into ashes and is destroyed
expend 1 charge and command another creature to flee or Potion of Fire Breath
grovel, as with the command spell (save DC 15). Potion, uncommon
Cone of Fear. While holding the wand, you can use an action After drinking this potion, you can use a bonus action to
to expend 2 charges, causing the wand's tip to emit a 60- exhale fire at a target within 30 feet of you. The target must
foot cone of amber light. Each creature in the cone must make a DC 13 Dexterity saving throw, taking 4d6 fire
succeed on a DC 15 Wisdom saving throw or become damage on a failed save, or half as much damage on a
frightened of you for 1 minute. While it is frightened in this successful one. The effect ends after you exhale the fire
way, a creature must spend its turns trying to move as far three times or when 1 hour has passed.
away from you as it can, and it can't willingly move to a This potion's orange liquid flickers, and smoke fills the top of
space within 30 feet of you. It also can't take reactions. For the container and wafts out whenever it is opened.
its action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. If it has
nowhere it can move, the creature can use the Dodge
action. At the end of each of its turns, a creature can repeat
the saving throw, ending the effect on itself on a success.
Potion of Vitality
Potion, very rare
When you drink this potion, it removes any exhaustion you
are suffering and cures any disease or poison affecting you.
For the next 24 hours, you regain the maximum number of
hit points for any Hit Die you spend.
The potion's crimson liquid regularly pulses with dull light,
calling to mind a heartbeat.
Potion of Water Breathing
Staff of Fire Potion, uncommon
very rare (requires attunement by a druid, sorcerer, warlock, You can breathe underwater for 1 hour after drinking this
or wizard) potion.
You have resistance to fire damage while you hold this staff. Its cloudy green fluid smells of the sea and has a jellyfish-like
The staff has 10 charges. While holding it, you can use an bubble floating in it.
action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC: burning Staff of Frost
hands (1 charge), fireball (3 charges), or wall of fire (4 Staff, very rare (requires attunement by a druid, sorcerer,
charges). warlock, or wizard)
The staff regains 1d6 + 4 expended charges daily at dawn. If You have resistance to cold damage while you hold this staff.
you expend the last charge, roll a d20. On a 1, the staff The staff has 10 charges. While holding it, you can use an
blackens, crumbles into cinders, and is destroyed. action to expend 1 or more of its charges to cast one of the
Wand of Secrets following spells from it, using your spell save DC: cone of
cold (5 charges), fog cloud (1 charge), ice storm (4 charges),
Wand, uncommon or wall of ice (4 charges).
The wand has 3 charges. While holding it, you can use an The staff regains 1d6 + 4 expended charges daily at dawn. If
action to expend 1 of its charges, and if a secret door or you expend the last charge, roll a d20. On a 1, the staff
trap is within 30 feet of you, the wand pulses and points at turns to water and is destroyed.
the one nearest to you.
The wand regains 1d3 expended charges daily at dawn. Wand of Magic Missiles
Staff of Withering
Wand, uncommon
Staff, rare (requires attunement by a cleric, druid, or warlock) This wand has 7 charges. While holding it, you can use an
This staff has 3 charges and regains 1d3 expended charges action to expend 1 or more of its charges to cast the magic
missile spell from it. For 1 charge, you cast the 1st-level
daily at dawn. The staff can be wielded as a magic version of the spell. You can increase the spell slot level by
quarterstaff. On a hit, it deals damage as a normal one for each additional charge you expend.
quarterstaff, and you can expend 1 charge to deal an extra The wand regains 1d6 + 1 expended charges daily at dawn. If
2d10 necrotic damage to the target. you expend the wand's last charge, roll a d20. On a 1, the
In addition, the target must succeed on a DC 15 Constitution wand crumbles into ashes and is destroyed.
saving throw or have disadvantage for 1 hour on any ability
check or saving throw that uses Strength or Constitution. Tome of the Stilled Tongue
Potion of Gaseous Form
Wondrous item, legendary (requires attunement by a wizard)
Potion, rare This thick leather-bound volume has a desiccated tongue
When you drink this potion, you gain the effect of the spell pinned to the front cover. Five of these tomes exist, and it's
unknown which one is the original. The grisly cover
'gaseous form' for 1 hour (no concentration required) or decoration on the first tome of the stilled tongue once
until you end the effect as a bonus action. belonged to a treacherous former servant of the lich-god
This potion's container seems to hold fog that moves and Vecna, keeper of secrets. The tongues pinned to the covers
pours like water. of the four copies came from other spellcasters who
crossed Vecna. The first few pages of each tome are filled
with indecipherable scrawls. The remaining pages are
blank and pristine.
If you can attune to this item, you can use it as a spellbook
and an arcane focus. In addition, while holding the tome,
you can use a bonus action to cast a spell you have written
in this tome, without expending a spell slot or using any
verbal or somatic components. Once used, this property of
the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from
the book's cover. If you do so, all spells written in the book
are permanently erased.
Vecna watches anyone using this tome. He can also write
cryptic messages in the book. These messages appear at
midnight and fade away after they are read.
Ring of Water Elemental Command
Tome of Leadership and Influence Ring, legendary (requires attunement)
Wondrous item, very rare You can expend 2 of the ring’s charges to cast dominate
This book contains guidelines for influencing and charming monster on a water elemental. In addition, you can stand
others, and its words are charged with magic. on and walk across liquid surfaces as if they were solid
If you spend 48 hours over a period of 6 days or fewer ground. You can also speak and understand Aquan.
studying the book's contents and practicing its guidelines, If you help slay a water elemental while attuned to the ring,
your Charisma score increases by 2, as does your you gain access to the following additional properties:
maximum for that score. The manual then loses its magic, • You can breathe underwater and have a swimming speed
but regains it in a century. equal to your walking speed.
Tome of Understanding • You can cast the following spells from the ring, expending
Wondrous item, very rare the necessary number of charges: create or destroy water
This book contains intuition and insight exercises, and its (1 charge), control water (3 charges), ice storm (2 charges),
words are charged with magic. or wall of ice (3 charges).
If you spend 48 hours over a period of 6 days or fewer Ring of Earth Elemental Command
studying the book's contents and practicing its guidelines, Ring, legendary, (requires attunement)
your Wisdom score increases by 2, as does your maximum You can expend 2 of the ring’s Charges to cast dominate
for that score. The manual then loses its magic, but regains monster on an Earth Elemental. In addition, you can move
it in a century. in Difficult Terrain that is composed of rubble, rocks, or
Tome of Clear Thought dirt as if it were normal terrain. You can also speak and
Wondrous item, very rare understand Terran.
This book contains memory and logic exercises, and its If you help slay an Earth Elemental while attuned to the ring,
words are charged with magic. If you spend 48 hours over you gain access to the following additional properties:
a period of 6 days or fewer studying the book's contents • You have Resistance to acid damage.
and practicing its guidelines, your Intelligence score • You can move through solid earth or rock as if those areas
increases by 2, as does your maximum for that score. The were Difficult Terrain. If you end your turn there, you are
manual then loses its magic, but regains it in a century. shunted out to the nearest unoccupied space you last
occupied.
Ring of Fire Elemental Command • You can cast the following Spells from the ring, expending
Ring, legendary (requires attunement) the necessary number of charges: stone shape (2 charges),
You can expend 2 of the ring’s charges to cast dominate Stoneskin (3 charges), or wall of stone (3 charges).
monster on a fire elemental. In addition, you have
resistance to fire damage. You can also speak and
understand Ignan. If you help slay a fire elemental while
attuned to the ring, you gain access to the following
additional properties:
• You are immune to fire damage.
• You can cast the following spells from the ring, expending
the necessary number of charges: burning hands (1
charge), fireball (2 charges), and wall of fire (3 charges).
Ring of Air Elemental Command
Ring, legendary (requires attunement)
You can expend 2 of the ring's charges to cast dominate
monster on an air elemental. In addition, when you fall, you
descend 60 feet per round and take no damage from
falling. You can also speak and understand Auran. If you
help slay an air elemental while attuned to the ring, you
gain access to the following additional properties:
• You have resistance to lightning damage.
• You have a flying speed equal to your walking speed and can
hover.
• You can cast the following spells from the ring, expending
the necessary number of charges: chain lightning (3
charges), gust of wind (2 charges), or wind wall (1 charge).
Air Elemental Alseid
Medium fey, chaotic good
Large elemental, neutral
Armor Class 15 (natural armor)
Armor Class 15 Hit Points 22 (4d8 + 4)
Hit Points 90 (12d10 + 24) Speed 30 ft.
Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 13 (+1) 14 (+2) 18 (+4)
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
Skills Persuasion +6
Damage Resistance Lightning, Thunder; Damage Resistance Radiant
Bludgeoning, Piercing, and Slashing from Damage Immunities Poison
Nonmagical Attacks Condition Immunities Charmed, Frightened,
Damage Immunities Poison Poisoned
Conditioned Immunities Exhaustion, Grappled, Senses Passive Perception 12
Paralyzed, Petrified, Poisoned, Prone, Restrained, Languages Common, Sylvan
Unconscious Challenge 1 (200 XP)
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran
Hide in Plain Sight. The alseid has advantage on
Challenge 5 (1,800 XP)
Dexterity (Stealth) checks made to hide while it is
Proficiency Bonus +3
in grassland.
Air Form. The elemental can enter a hostile Innate Spellcasting. The alseid's spellcasting ability is
creature's space and stop there. It can move Charisma (spell save DC 14). It can innately cast the
through a space as narrow as 1 inch wide without following spells, re­quiring no material components:
squeezing.
3/day each: Cure Wounds, Charm Person, Sleep
Actions 1/day each: Calm Emotions, Lesser Restoration,
Plant Growth
Multiattack. The elemental makes two slam attacks.
Magic Resistance. The alseid has advantage on
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., saving throws against spells and other magical
one target. Hit: 14 (2d8 + 5) bludgeoning damage. effects.
Whirlwind (Recharge 4–6). Each creature in the
elemental's space must make a DC 13 Strength
Actions
saving throw. On a failure, a target takes 15 (3d8 + Multiattack. The alseid makes two radiant touch
2) bludgeoning damage and is flung up 20 feet attacks.
away from the elemental in a random direction and
knocked prone. If a thrown target strikes an object, Radiant Touch. Melee Spell Attack: +6 to hit, reach
such as a wall or floor, the target takes 3 (1d6) 5 ft ., one target. Hit: 9 (1d10 + 4) radiant damage.
bludgeoning damage for every 10 feet it was
thrown. If the target is thrown at another creature,
that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be
knocked prone.
If the saving throw is successful, the target takes
half the bludgeoning damage and isn't flung away
or knocked prone.
Animated Armor Archer
Medium humanoid (any race), any alignment
Medium construct, unaligned
Armor Class 16 (studded leather)
Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30)
Hit Points 33 (6d8 + 6) Speed 30 ft.
Speed 25 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Skills Acrobatics +6, Perception +5
Damage Immunities Poison, Psychic Senses Passive Perception 15
Conditioned Immunities Blinded, Charmed, Languages Any One Language (Usually Common)
Deafened, Exhaustion, Frightened, Paralyzed, Challenge 3 (700 XP)
Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Archer's Eye (3/Day). As a bonus action, the archer
Passive Perception 6 can add 1d10 to its next attack or damage roll with
Languages -- a longbow or shortbow.
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions
Antimagic Susceptibility. The armor is incapacitated Multiattack. The archer makes two attacks with its
while in the area of an antimagic field. If targeted by longbow.
dispel magic, the armor must succeed on a
Constitution saving throw against the caster's spell Shortsword. Melee Weapon Attack: +6 to hit, reach
save DC or fall unconscious for 1 minute. 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range
False Appearance. While the armor remains 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
motionless, it is indistinguishable from a normal damage.
suit of armor.

Actions
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Deep Scion
Medium humanoid (shapechanger), neutral evil

Armor Class 11
Hit Points 67 (9d8 + 27)
Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Wis +3, Cha +4


Skills Deception +6, Insight +3, Sleight of Hand +3,
Stealth +3
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Common, thieves' cant
Challenge 3 (700 XP)

Shapechanger. The deep scion can use its action to


polymorph into a humanoid-piscine hybrid form, or
back into its true form. Its statistics, other than its
speed, are the same in each form. Any equipment it
is wearing or carrying isn't transformed. The deep
scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can
breathe air and water.

Actions
Multiattack. In humanoid form, the deep scion
makes two melee attacks. In hybrid form, the deep
scion makes three attacks: one with its bite and
two with its claws.
Battleaxe (Humanoid Form Only). Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8
+ 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands.
Bite (Hybrid Form Only). Melee Weapon Attack: +6
to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4)
piercing damage.
Claw (Hybrid Form Only). Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4)
slashing damage.
Psychic Screech (Hybrid Form Only; Recharges after a
Short or Long Rest). The deep scion emits a terrible
scream audible within 300 feet. Creatures within
30 feet of the deep scion must succeed on a DC
13 Wisdom saving throw or be stunned until the
end of the deep scion's next turn. In water, the
psychic screech also telepathically transmits the
deep scion's memories of the last 24 hours to its
master, regardless of distance, so long as it and its
master are in the same body of water.
Dryad Tree Stride. Once on her turn, the dryad can use 10 feet
of her movement to step magically into one living tree
Medium fey, neutral
within her reach and emerge from a second living tree
Armor Class 11 (16 With Barkskin) within 60 feet of the first tree, appearing in an
Hit Points 22 (5d8) unoccupied space within 5 feet of the second tree.
Speed 30 ft. Both trees must be Large or bigger.

Actions
STR DEX CON INT WIS CHA Club. Melee Weapon Attack: +2 to hit (+6 to hit with
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) shillelagh), reach 5 ft., one target. Hit: 2 (1d4)
bludgeoning damage, or 8 (1d8 + 4) bludgeoning
Saving Throws Str +8, Con +7, Cha +5 damage with shillelagh.
Damage Resistance cold
Fey Charm. The dryad targets one humanoid or beast
Skills Perception +4, Stealth +5 that she can see within 30 feet of her. If the target can
Senses Darkvision 60 ft., Passive Perception 14
see the dryad, it must succeed on a DC 14 Wisdom
Languages Elvish, Sylvan
saving throw or be magically charmed. The charmed
Challenge 1 (200 XP)
creature regards the dryad as a trusted friend to be
Proficiency Bonus +2
heeded and protected. Although the target isn't under
the dryad's control, it takes the dryad's requests or
Innate Spellcasting. The dryad's innate spellcasting actions in the most favorable way it can.
ability is Charisma (spell save DC 14). The dryad can
innately cast the following spells, requiring no material Each time the dryad or its allies do anything harmful to
components: the target, it can repeat the saving throw, ending the
effect on itself on a success. Otherwise, the effect lasts
At will: druidcraft
24 hours or until the dryad dies, is on a different plane
3/day each: entangle, goodberry
of existence from the target, or ends the effect as a
1/day each: barkskin, pass without trace, shillelagh bonus action. If a target's saving throw is successful,
Magic Resistance. The dryad has advantage on saving the target is immune to the dryad's Fey Charm for the
throws against spells and other magical effects. next 24 hours.

Speak with Beasts and Plants. The dryad can The dryad can have no more than one humanoid and
communicate with beasts and plants as if they shared a up to three beasts charmed at a time.
language.
Duergar Screamer Dust Devil
Medium construct, lawful evil Large elemental, neutral

Armor Class 15 (natural armor) Armor Class 15


Hit Points 38 (7d8 + 7) Hit Points 38 (7d8 + 7)
Speed 20 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 12 (+1) 5 (-3) 5 (-3) 5 (-3) 14 (+2) 20 (+5) 14 (+2) 1 (-5) 10 (+0) 1 (-5)

Damage Immunities poison Damage Resistances Lightning, Thunder;


Condition Immunities charmed, exhaustion, Bludgeoning, Piercing, and Slashing from
frightened, paralyzed, petrified, poisoned Nonmagical Attacks
Senses darkvision 60 ft., passive Perception 7 Damage Immunities Poison
Languages understands Dwarvish but can't speak Condition Immunities Exhaustion, Grappled,
Challenge 3 (700 XP) Paralyzed, Petrified, Poisoned, Prone, Restrained,
Unconscious
Engine of Pain. Once per turn, a creature that Senses Darkvision 60 ft., Passive Perception 10
attacks the screamer can target the duergar trapped Languages Auran
in it. The attacker has disadvantage on the attack Challenge 5 (1,800 XP)
roll. On a hit, the attack deals an extra 11 (2d10) Proficiency Bonus +3
damage to the screamer, and the screamer can
respond by using its Multiattack with its reaction. Air Form. The dust devil can enter a hostile
creature's space and stop there. It can move
Actions through a space as narrow as 1 inch wide without
squeezing.
Multiattack. The screamer makes one drill attack and
uses its Sonic Scream.
Actions
Drill. Melee Weapon Attack: +6 to hit, reach 5 ft., Multiattack. The dust devil makes two slam attacks.
one target. Hit: 10 (1d12 + 4) piercing damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Sonic Scream. The screamer emits destructive
one target. Hit: 14 (2d8 + 5) bludgeoning damage.
energy in a 15 foot cube. Each creature in that area
must succeed on a DC 11 Strength saving throw or Whirlwind (Recharge 4–6). Each creature in the dust
take 7 (2d6) thunder damage and be knocked devil's space must make a DC 13 Strength saving
prone. throw. On a failure, a target takes 15 (3d8 + 2)
bludgeoning damage and is flung up 20 feet away
from the dust devil in a random direction and
knocked prone. If a thrown target strikes an object,
such as a wall or floor, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was
thrown. If the target is thrown at another creature,
that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be
knocked prone.
If the saving throw is successful, the target takes
half the bludgeoning damage and isn't flung away
or knocked prone.
break

Flesh Golem The golem's creator, if within 60 feet of the berserk


golem, can try to calm it by speaking firmly and
Medium construct, neutral
persuasively. The golem must be able to hear its
Armor Class 9 creator, who must take an action to make a DC 15
Hit Points 93 (11d8 + 44) Charisma (Persuasion) check. If the check succeeds,
Speed 30 ft. the golem ceases being berserk. If it takes damage
while still at 40 hit points or fewer, the golem might go
berserk again.
STR DEX CON INT WIS CHA Aversion of Fire. If the golem takes fire damage, it has
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) disadvantage on attack rolls and ability checks until the
end of its next turn.
Damage Immunities Lightning, Poison; Bludgeoning, Immutable Form. The golem is immune to any spell or
Piercing, and Slashing from Nonmagical Attacks that effect that would alter its form.
aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Lightning Absorption. Whenever the golem is subjected
Paralyzed, Petrified, Poisoned to lightning damage, it takes no damage and instead
Senses Darkvision 60 ft., Passive Perception 10 regains a number of hit points equal to the lightning
Languages Understands the languages of its creator but damage dealt.
can't speak Magic Resistance. The golem has advantage on saving
Challenge 5 (1,800 XP) throws against spells and other magical effects.
Proficiency Bonus +3
Magic Weapons. The golem's weapon attacks are
magical.
Berserk. Whenever the golem starts its turn with 40 hit
points or fewer, roll a d6. On a 6, the golem goes Actions
berserk. On each of its turns while berserk, the golem
attacks the nearest creature it can see. If no creature is Multiattack. The golem makes two slam attacks.
near enough to move to and attack, the golem attacks
an object, with preference for an object smaller than Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
itself. Once the golem goes berserk, it continues to do target. Hit: 13 (2d8 + 4) bludgeoning damage.
so until it is destroyed or regains all its hit points.

Earth Elemental Senses Darkvision 60 ft., Tremorsense 60 ft., Passive


Perception 10
Large elemental, neutral
Languages Terran
Armor Class 17 (natural armor) Challenge 5 (1,800 XP)
Hit Points 126 (12d10 + 60) Proficiency Bonus +3
Speed 30 ft., burrow 30 ft.
Earth Glide. The elemental can burrow through
nonmagical, unworked earth and stone. While doing so,
STR DEX CON INT WIS CHA the elemental doesn't disturb the material it moves
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3) through.
Siege Monster. The elemental deals double damage to
Damage Vulnerabilities Thunder objects and structures.
Damage Resistances Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks Actions
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Multiattack. The elemental makes two slam attacks.
Poisoned, Unconscious Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage.
break
Giant Strider
Large monstrosity, neutral evil
Ghoul
Medium undead, chaotic evil Armor Class 14 (natural armor)
Hit Points 22 (3d10 + 6)
Armor Class 12 Speed 50 ft.
Hit Points 22 (5d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 4 (-3) 12 (+1) 6 (-2)
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) Damage Immunities fire
Senses passive Perception 11
Damage Immunities Poison Languages --
Condition Immunities Charmed, Exhaustion, Challenge 1 (200 XP)
Poisoned
Senses Darkvision 60 ft., Passive Perception 10 Fire Absorption. Whenever the giant strider is
Languages Common subjected to fire damage, it takes no damage and
Challenge 1 (200 XP) regains a number of hit points equal to half the fire
Proficiency Bonus +2 damage dealt.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Actions
one creature. Hit: 9 (2d6 + 2) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage. If the Fire Burst (Recharge 5-6). The giant strider hurls a
target is a creature other than an elf or undead, it gout of flame at a point it can see within 60 feet of
must succeed on a DC 10 Constitution saving it. Each creature in a 10 foot radius sphere centered
throw or be paralyzed for 1 minute. The target can on that point must make a DC 12 Dexterity saving
repeat the saving throw at the end of each of its throw, taking 14 (4d6) fire damage on a failed save,
turns, ending the effect on itself on a success. or half as much damage on a successful one. The
fire spreads around corners, and it ignites
flammable objects in that area that aren't being
worn or carried.
\columnbreak
break
Golgari Shaman
Medium humanoid (elf), neutral evil
Indentured Spirit
Medium undead, any alignment Armor Class 14 (hide armor)
Hit Points 88 (16d8 + 16)
Armor Class 11 Speed 30 ft.
Hit Points 13 (3d8)
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 12 (+1) 12 (+1) 17 (+3) 16 (+3)
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 11 (+0) Saving Throws Con +4, Wis +6
Skills Arcana +4, Insight +6, Nature +4, Religion +4
Damage Resistances acid, fire, lightning, thunder; Senses darkvision 60 ft., passive Perception 13
bludgeoning, piercing, and slashing from Languages Common, Elvish
nonmagical attacks Challenge 5 (1,800 XP)
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, Fey Ancestry. The shaman has advantage on saving
frightened, grappled, paralyzed, petrified, throws against being charmed, and magic can't put
poisoned, prone, restrained it to sleep.
Senses passive Perception 11
Languages the languages it knew in life Spellcasting. The shaman is an 8th-level Golgari
Challenge 1 (200 XP) spellcaster. Its spellcasting ability is Wisdom (spell
save DC 14, +6 to hit with spell attacks). The
Incorporeal Movement. The spirit can move through shaman has the following druid spells prepared:
other creatures and objects as if they were difficult Cantrips (at will): poison spray, shillelagh, thorn
terrain. It takes 5 (1d10) force damage if it ends its whip
turn inside an object.
1st level (4 slots): cure wounds, entangle, ray of
sickness
Actions
2nd level (3 slots): pass without trace, ray of
Withering Touch. Melee Weapon Attack: +3 to hit,
enfeeblement, spike growth
reach 5 ft., one target. Hit: 10 (3d6) necrotic
damage. 3rd level (3 slots): animate dead, dispel magic,
plant growth
4th level (2 slots): blight, giant insect
\columnbreak
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage, or 6 (1d8 + 2) bludgeoning damage if
used with two hands.
Fungal Rot. Melee Spell Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (2d8) necrotic damage, and the
target must make a DC 14 Constitution saving
throw, taking 18 (4d8) poison damage on a failed
save, or half as much damage on a successful one.

Reactions
Feed on Death. When a creature within 30 feet of
the shaman drops to 0 hit points, the shaman gains
5 (1d10) temporary hit points.
Green Hag Mimicry. The hag can mimic animal sounds and
humanoid voices. A creature that hears the sounds can
Medium fey, neutral evil
tell they are imitations with a successful DC 14
Armor Class 17 (natural armor) Wisdom (Insight) check.
Hit Points 82 (11d8 + 33)
Speed 30 ft. Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) Illusory Appearance. The hag covers herself and
anything she is wearing or carrying with a magical
illusion that makes her look like another creature of her
Skills Arcana +3, Deception +4, Perception +4, Stealth
general size and humanoid shape. The illusion ends if
+3
the hag takes a bonus action to end it or if she dies.
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Sylvan The changes wrought by this effect fail to hold up to
Challenge 3 (700 XP) physical inspection. For example, the hag could appear
Proficiency Bonus +2 to have smooth skin, but someone touching her would
feel her rough flesh. Otherwise, a creature must take an
Amphibious. The hag can breathe air and water. action to visually inspect the illusion and succeed on a
DC 20 Intelligence (Investigation) check to discern
Innate Spellcasting. The hag's innate spellcasting ability that the hag is disguised.
is Charisma (spell save DC 12). She can innately cast
Invisible Passage. The hag magically turns invisible until
the following spells, requiring no material components:
she attacks or casts a spell, or until her concentration
At will: dancing lights, minor illusion, vicious mockery ends (as if concentrating on a spell). While invisible,
she leaves no physical evidence of her passage, so she
can be tracked only by magic. Any equipment she
wears or carries is invisible with her.
Kraken Priest Lampad
Medium humanoid (any race), any evil alignment Medium fey, neutral evil

Armor Class 10 Armor Class 15 (natural armor)


Hit Points 75 (10d8 + 30) Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 18 (+4)

Skills Perception +5 Skills Deception +6, Intimidation +6


Damage Resistances bludgeoning, piercing, and Damage Resistances necrotic
slashing from nonmagical attacks Damage Immunities poison
Senses passive Perception 15 Condition Immunities charmed, frightened,
Languages any two languages poisoned
Challenge 5 (1,800 XP) Senses passive Perception 11
Languages Common, Sylvan
Amphibious. The priest can breathe air and water. Challenge 3 (700 XP)

Innate Spellcasting. The priest's spellcasting ability is Corpse Stride. Once on its turn, the lampad can use
Wisdom (spell save DC 13, +5 to hit with spell 10 feet of its movement to step magically into one
attacks). It can innately cast the following spells, creature's corpse within its reach and emerge from
requiring no material components: a second creature's corpse within 60 feet of the
At will: command, create or destroy water first corpse, appearing in an unoccupied space
within 5 feet of the second corpse. Both corpses
3/day each: control water, darkness, water must be Medium or bigger.
breathing, water walk
Innate Spellcasting. The lampad's spellcasting ability
1/day each: call lightning, Evard's black tentacles is Charisma (+6 to hit with spell attacks). It can
innately cast the following spells, requiring no
Actions material components:
Thunderous Touch. Melee Spell Attack: +5 to hit, At will: chill touch (see "Actions" below), gentle
reach 5 ft., one creature. Hit: 27 (5d10) thunder
repose
damage.
Magic Resistance. The lampad has advantage on
Voice of the Kraken (Recharges after a Short or Long saving throws against spells and other magical
Rest). A kraken speaks through the priest with a effects.
thunderous voice audible within 300 feet.
Creatures of the priest's choice that can hear the Actions
kraken's words (which are spoken in Abyssal,
Infernal, or Primordial) must succeed on a DC 14 Multiattack. The lampad attacks twice with its
Charisma saving throw or be frightened for 1 necrotic touch or chill touch.
minute. A frightened target can repeat the saving Necrotic Touch. Melee Spell Attack: +6 to hit, reach
throw at the end of each of its turns, ending the 5 ft ., one target. Hit: 9 (1d10 + 4) necrotic
effect on itself on a success. damage.
Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit,
range 120 ft ., one creature. Hit: 9 (2d8) necrotic
\columnbreak damage, and the target can't regain hit points until
the start of the lampad's next turn. If the target is
undead, it has disadvantage on attack rolls against
the lampad until the end of the lampad's next turn.
break
Master Thief
Medium humanoid (any race), any alignment
Manticore
Large monstrosity, lawful evil Armor Class 16 (studded leather)
Hit Points 84 (13d8 + 26)
Armor Class 14 (natural armor) Speed 30 ft.
Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1)
17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1) Saving Throws Dex +7, Int +3
Skills Acrobatics +,7, Athletics +3, Perception +3,
Senses Darkvision 60 ft., Passive Perception 11 Sleight of Hand +7, Stealth +7
Languages Common Senses passive Perception 13
Challenge 3 (700 XP) Languages any one language (usually Common) plus
Proficiency Bonus +2 thieves' cant
Challenge 5 (1,800 XP)
Tail Spike Regrowth. The manticore has twenty-four
tail spikes. Used spikes regrow when the manticore Cunning Action. On each of its turns, the thief can
finishes a long rest. use a bonus action to take the Dash, Disengage, or
Hide action.
Actions Evasion. If the thief is subjected to an effect that
Multiattack. The manticore makes three attacks: one allows it to make a Dexterity saving throw to take
with its bite and two with its claws or three with its only half damage, the thief instead takes no damage
tail spikes. if it succeeds on the saving throw, and only half
damage if it fails.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage. Sneak Attack (1/Turn). The thief deals an extra 14
(4d6) damage when it hits a target with a weapon
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., attack and has advantage on the attack roll, or when
one target. Hit: 6 (1d6 + 3) slashing damage. the target is within 5 feet of an ally of the thief that
Tail Spike. Ranged Weapon Attack: +5 to hit, range isn't incapacitated and the thief doesn't have
100/200 ft., one target. Hit: 7 (1d8 + 3) piercing disadvantage on the attack roll.
damage.
Actions
Multiattack. The thief makes three attacks with its
\columnbreak shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit,
range 80/320 ft., one target. Hit: 8 (1d8 + 4)
piercing damage.

Reactions
Uncanny Dodge. The thief halves the damage that it
takes from an attack that hits it. The thief must be
able to see the attacker.
break
Mummy
Medium undead, lawful evil
Merfolk Salvager
Medium humanoid (merfolk), neutral Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Armor Class 12 Speed 20 ft.
Hit Points 22 (4d8 + 4)
Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
12 (+1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 13 (+1) Saving Throws Wis +2
Damage Vulnerabilities Fire
Saving Throws Dex +4 Damage Resistances Bludgeoning, Piercing, and
Skills Athletics +3, Perception +2 Slashing from Nonmagical Attacks
Senses passive Perception 12 Damage Immunities Necrotic, Poison
Languages Aquan, Common Condition Immunities Charmed, Exhaustion,
Challenge 1 (200 XP) Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Amphibious. The salvager can breathe air and water. Languages The languages it knew in life
Challenge 3 (700 XP)
Actions Proficiency Bonus +2
Multiattack. The salvager makes two attacks with its Actions
coral rapier. Multiattack. The mummy can use its Dreadful Glare
Coral Rapier. Melee Attack: +4 to hit, reach 5 ft., one and makes one attack with its rotting fist.
target. Hit: 6 (1d8 + 2) piercing damage. Rotting Fist. Melee Weapon Attack: +5 to hit, reach
Inject Toxin (2/Day). Melee Attack: +4 to hit, reach 5 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning
ft., one target. Hit: 6 (1d8 + 2) piercing damage, damage plus 10 (3d6) necrotic damage. If the
and the creature must succeed on a DC 12 target is a creature, it must succeed on a DC 12
Constitution saving throw or be paralyzed until the Constitution saving throw or be cursed with
end of its next turn. mummy rot. The cursed target can't regain hit
points, and its hit point maximum decreases by 10
(3d6) for every 24 hours that elapse. If the curse
\columnbreak reduces the target's hit point maximum to 0, the
target dies, and its body turns to dust. The curse
lasts until removed by the remove curse spell or
other magic.
Dreadful Glare. The mummy targets one creature it
can see within 60 feet of it. If the target can see the
mummy, it must succeed on a DC 11 Wisdom
saving throw against this magic or become
frightened until the end of the mummy's next turn.
If the target fails the saving throw by 5 or more, it
is also paralyzed for the same duration. A target
that succeeds on the saving throw is immune to
the Dreadful Glare of all mummies (but not
mummy lords) for the next 24 hours.
break
Sahuagin Hatchling
Sahuagin Baron Swarm
Large humanoid (sahuagin), lawful evil Large swarm of Tiny beasts, chaotic evil

Armor Class 16 (breastplate) Armor Class 14


Hit Points 76 (9d10 + 27) Hit Points 52 (8d10 + 8)
Speed 30ft., swim 50 ft. Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 17 (+3) 9 (-1) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 3 (-4)

Saving Throws Dex +5, Con +6, Int +5, Wis +4 Damage Resistances bludgeoning, piercing, slashing
Skills Perception +7 Condition Immunities charmed, frightened,
Senses darkvision 120ft., passive Perception 17 grappled, paralyzed, petrified, prone, restrained,
Languages Sahuagin stunned
Challenge 5 (1,800 XP) Senses darkvision 120 ft., passive Perception 10
Languages --
Blood Frenzy. The sahuagin has advantage on melee Challenge 3 (700 XP)
attack rolls against any creature that doesn't have
all its hit points. Blood Frenzy. The swarm has advantage on melee
attack rolls against any creature that doesn't have
Limited Amphibiousness. The sahuagin can breathe all its hit points.
air and water, but he needs to be submerged at
least once every 4 hours to avoid suffocating. Seething. Once it enters combat, the swarm deals
10 slashing damage to itself at the end of its turn if
Shark Telepathy. The sahuagin can magically
it did not make an attack on that turn. This damage
command any shark within 120 feet of him, using a
ignores resistance, and it can not reduce the swarm
limited telepathy.
to 0 hit points.
Actions Swarm. The swarm can occupy another creature's
space and vice versa, and it can move through any
Multiattack. The sahuagin makes three attacks: one
opening large enough for a Tiny creature. The
with his bite and two with his claws or trident.
swarm can't regain hit points or gain temporary hit
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., points.
one target. Hit: 9 (2d4 + 4) piercing damage. Water Breathing. The swarm can breathe only
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., underwater.
one target. Hit: 11 (2d6 + 4) slashing damage.
Actions
Trident. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 11 Bites. Melee Weapon Attack: +6 to hit, reach 0 ft.,
(2d6 + 4) piercing damage, or 13 (2d8 + 4) one creature in the swarm's space. Hit: 14 (4d6)
piercing damage if used with two hands to make a piercing damage, or 7 (2d6) piercing damage if the
melee attack. swarm has half of its hit points or fewer.

\columnbreak
break
Spy
Medium humanoid (any race), any alignment
Sea Spawn
Medium humanoid, neutral evil Armor Class 12
Hit Points 27 (6d8)
Armor Class 11 (natural armor) Speed 30 ft.
Hit Points 32 (5d8 + 10)
Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
15 (+2) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 8 (-1) Skills Deception +5, Insight +4, Investigation +5,
Perception +6, Persuasion +5, Sleight of Hand
Senses darkvision 120 ft., passive Perception 10 +4, Stealth +4
Languages understands Aquan and Common but Senses Passive Perception 16
can't speak Languages Any two languages
Challenge 1 (200 XP) Challenge 1 (200 XP)
Proficiency Bonus +2
Limited Amphibiousness. The sea spawn can breathe
air and water, but needs to be submerged in the sea Cunning Action. On each of its turns, the spy can
at least once a day for 1 minute to avoid use a bonus action to take the Dash, Disengage, or
suffocating. Hide action.

Actions Sneak Attack (1/Turn). The spy deals an extra 7


(2d6) damage when it hits a target with a weapon
Multiattack. The sea spawn makes three attacks: two attack and has advantage on the attack roll, or when
unarmed strikes and one with its Piscine Anatomy. the target is within 5 feet of an ally of the spy that
isn't incapacitated and the spy doesn't have
Unarmed Strike. Melee Weapon Attack: +4 to hit, disadvantage on the attack roll.
reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
damage. Actions
Piscine Anatomy. The sea spawn has one or more of Multiattack. The spy makes two melee attacks.
the following attack options, provided it has the
appropriate anatomy: Shortsword. Melee Weapon Attack: +4 to hit, reach
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
one target. Hit: 4 (1d4 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit,
Poison Quills. Melee Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2)
reach 5 ft., one creature. Hit: 3 (1d6) poison piercing damage.
damage, and the target must succeed on a DC 12
Constitution saving throw or be 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.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10
ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage, and the target is grappled (escape DC 12)
if it is a Medium or smaller creature. Until this
grapple ends, the sea spawn can't use this tentacle
on another target.

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Stone Cursed Veteran
Medium construct, lawful evil Medium humanoid (any race), any alignment

Armor Class 17 (natural armor) Armor Class 17 (splint)


Hit Points 19 (3d8 + 4) Hit Points 58 (9d8 + 18)
Speed 10 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 14 (+2) 5 (-3) 8 (-1) 7 (-2) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Damage Vulnerabilities bludgeoning Skills Athletics +5, Perception +2


Damage Immunities poison Senses Passive Perception 12
Condition Immunities charmed, exhaustion, Languages Any one language (usually Common)
frightened, petrified, poisoned Challenge 3 (700 XP)
Senses passive Perception 9 Proficiency Bonus +2
Languages the languages it knew in life
Challenge 1 (200 XP) Actions
Multiattack. The veteran makes two longsword
Cunning Opportunist. The stone cursed has attacks. If it has a shortsword drawn, it can also
advantage on the attack rolls of opportunity attacks. make a shortsword attack.

False Appearance. While the stone cursed remains Longsword. Melee Weapon Attack: +5 to hit, reach
motionless, it is indistinguishable from a normal 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
statue. or 8 (1d10 + 3) slashing damage if used with two
hands.
Actions Shortsword. Melee Weapon Attack: +5 to hit, reach
Petrifying Claws. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
damage, or 14 (2d10 + 3) slashing damage if the range 100/400 ft., one target. Hit: 6 (1d10 + 1)
attack roll had advantage. If the target is a creature, piercing damage.
it must succeed on a DC 12 Constitution saving
throw, or it begins to turn to stone and is restrained
until the end of its next turn, when it must repeat
the saving throw. The effect ends if the second
save is successful; otherwise the target is petrified
for 24 hours.
Vampire Spawn Vampire Weaknesses. The vampire has the following
flaws:

Medium undead, neutral evil


Forbiddance. The vampire can't enter a residence
Armor Class 15 (natural armor) without an invitation from one of the occupants.

Hit Points 82 (11d8 + 33) Harmed by Running Water. The vampire takes 20 acid
Speed 30 ft. damage when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a


piercing weapon made of wood is driven into its heart
STR DEX CON INT WIS CHA while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 20 radiant


16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability
Saving Throws Dex +6, Wis +3 checks.
Skills Perception +3, Stealth +6
Damage Resistances Necrotic, Bludgeoning, Piercing, Actions
and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13 Multiattack. The vampire makes two attacks, only one of
Languages the languages it knew in life which can be a bite attack.
Challenge 5 (1,800 XP)
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Proficiency Bonus +3
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
dealing damage, the vampire can grapple the target
Regeneration. The vampire regains 10 hit points at the (escape DC 13).
start of its turn if it has at least 1 hit point and isn't in
sunlight or running water. If the vampire takes radiant Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
damage or damage from holy water, this trait doesn't willing creature, or a creature that is grappled by the
function at the start of the vampire's next turn. vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)
piercing damage plus 7 (2d6) necrotic damage. The
Spider Climb. The vampire can climb difficult surfaces, target's hit point maximum is reduced by an amount
including upside down on ceilings, without needing to equal to the necrotic damage taken, and the vampire
make an ability check. regains hit points equal to that amount. The reduction
lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
Werewolf Wight
Medium humanoid (human, shapechanger), chaotic Medium undead, neutral evil
evil
Armor Class 14 (studded leather)
Armor Class 11 In Humanoid Form, 12 In Wolf Or Hit Points 45 (6d8 + 18)
Hybrid Form Speed 30 ft.
Hit Points 58 (9d8 + 18)
Speed 30 ft., 40 ft. in wolf form
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Perception +3, Stealth +4
Damage Resistances Necrotic, Bludgeoning,
Skills Perception +4, Stealth +3 Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Bludgeoning, Piercing, and that aren't Silvered
Slashing from Nonmagical Attacks that aren't Damage Immunities Poison
Silvered Condition Immunities Exhaustion, Poisoned
Senses Passive Perception 14 Senses Darkvision 60 ft., Passive Perception 13
Languages Common (can't speak in wolf form) Languages The languages it knew in life
Challenge 3 (700 XP) Challenge 3 (700 XP)
Proficiency Bonus +2 Proficiency Bonus +2

Shapechanger. The werewolf can use its action to Sunlight Sensitivity. While in sunlight, the wight has
polymorph into a wolf-humanoid hybrid or into a disadvantage on attack rolls, as well as on Wisdom
wolf, or back into its true form, which is humanoid. (Perception) checks that rely on sight.
Its statistics, other than its AC, are the same in each
form. Any equipment it is wearing or carrying isn't Actions
transformed. It reverts to its true form if it dies.
Multiattack. The wight makes two longsword attacks
Keen Hearing and Smell. The werewolf has advantage or two longbow attacks. It can use its Life Drain in
on Wisdom (Perception) checks that rely on place of one longsword attack.
hearing or smell.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5
Actions ft., one creature. Hit: 5 (1d6 + 2) necrotic damage.
The target must succeed on a DC 13 Constitution
Multiattack. (Humanoid or Hybrid Form Only). The saving throw or its hit point maximum is reduced
werewolf makes two attacks: two with its spear by an amount equal to the damage taken. This
(humanoid form) or one with its bite and one with reduction lasts until the target finishes a long rest.
its claws (hybrid form). The target dies if this effect reduces its hit point
maximum to 0.
Bite (Wolf or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 A humanoid slain by this attack rises 24 hours later
+ 2) piercing damage. If the target is a humanoid, it as a zombie under the wight's control, unless the
must succeed on a DC 12 Constitution saving humanoid is restored to life or its body is
throw or be cursed with werewolf lycanthropy. destroyed. The wight can have no more than twelve
Claws. (Hybrid Form Only). Melee Weapon Attack: zombies under its control at one time.
+4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) Longsword. Melee Weapon Attack: +4 to hit, reach
slashing damage. 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
or 7 (1d10 + 2) slashing damage if used with two
Spear (Humanoid Form Only). Melee or Ranged
Weapon Attack: +4 to hit, reach 5 ft. or range hands.
20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing Longbow. Ranged Weapon Attack: +4 to hit, range
damage, or 6 (1d8 + 2) piercing damage if used 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
with two hands to make a melee attack. damage.

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