Professional Documents
Culture Documents
Disclaimer: While Volo claims he has vetted each of the veritable vendors in this supplement, no one has actually been able to
verify this. If you find that a shopkeeper does in fact exist, approach them with caution. Do not trust Volo. The publishers of
this book are not responsible for any damages resulting from interactions with the persons or places mentioned herein.
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C ONTENTS
F OREWORD ................................. 1 O LORIC ’ S F ORGED G EMSTONES ....... 23
A XSTALRATH ’ S H OARD ................... 2 R IVERSHADE A CTUARIAL ................ 25
B OUNDLESS B REW ....................... 3 S APHARA ’ S D ISCOUNTED P OTIONS
AND S CROLLS .............................. 28
C ATELAINE ’ S C ONCOCTIONS ............ 5
T HE C AKE W HISPERER .................. 30
F ORMI ’ S S ERENDIPITOUS G RAND
E XCHANGE ................................. 7 T HE C OZY T UR TLE ....................... 31
F OR TUNA ’ S F ABULOUS T RIFLES ....... 9 T HE G ENERAL S TORE .................... 33
H AMBONE ’ S ................................ 11 T HE M ENAGERIE OF C REATURED -
O DDITIES ................................... 36
H IGRIDA ’ S T ATTOOS AND O THER
A R TISTRY ................................... 13 T HE O CTOPUS AND THE C AT ........... 38
H OMEWYRD I NN ........................... 15 V INNIUS ’ S S PINNING R ACK OF
W ONDER .................................... 40
K NACKER ’ S K NOTHOLE .................. 17
A PPENDIX A: S TAT B LOCKS ............ 42
M AR TIN ’ S R EST I NN ...................... 19
A PPENDIX B: M AGIC I TEMS ............ 60
M ISS G INI ’ S ................................ 21
A PPENDIX C: A DVENTURING G EAR ... 65
Shop Designers
Shop Designer
Axstalrath’s Hoard Marius Brunner
Boundless Brew Basil Wright
Catelaine’s Concoctions Jeff C. Stevens
Formi’s Serendipitous Grand Matthew Whitby
Exchange
Fortuna’s Fabulous Trifles Matt Kimberlin
Hambone’s Gene Brode, Jr.
Higrida’s Tattoos and Other Artistry Purple Bog Press
Homewyrd Inn Basil Wright
Knacker’s Knothole Sven Truckenbrodt
Martin’s Rest Inn Gene Brode, Jr.
Miss Gini’s Joanna DeLaune
Oloric’s Forged Gemstones StickyHunter
Rivershade Actuarial Purple Bog Press
Saphara’s Discounted Potions and StickyHunter
Scrolls
The Cake Whisperer Marius Brunner
The Cozy Turtle Matt Kimberlin
The General Store Joanna DeLaune
The Menagerie of Creatured- Matthew Whitby
Oddities
The Octopus and the Cat Sven Truckenbrodt
Vinnius’s Spinning Rack of Wonder Jeff C. Stevens
CONTENTS
ii
F OREWORD
If you’re anything like me, your players like to
ask for the kind of details that D UNGEONS &
D RAGONS normally abstracts away. What’s for
dinner in the inn? What do they sell over at
the Herbalist’s Shop? I am very bad at coming
up with these things on the fly, not to mention
pricing them correctly. This supplement is for
those Dungeon Masters that want to have
answers to these types of questions locked and
loaded.
I hope you’ll have as much fun using the
shops and shopkeepers in this book in your
games as we’ve had putting them together for
you.
—Tim
FOREWORD
1
A XSTALRATH ’ S H OARD
Example location: Any remote cave
Location in the Forgotten Realms: On the Axstalrath’s Hoard Drama
ocean floor near Icewind Dale d4 Drama
1 A shiver of sahuagin has chased a triton into
MONGST THE ANCIENT RUINS OF A LOST Axstalrath’s Hoard. They dare not enter, and she
R OLEPLAYING A XSTALRATH
The dragon’s temper is volatile. As long as all
of his patrons play along with his grand joke,
AXSTALRATH’S HOARD
2
B OUNDLESS B REW
Example location: A seaside town The main bar of the brewhouse is the first
Location in the Forgotten Realms: On thing you see the moment you step through
Murann’s coast the doorway, with tall shelves crammed with
Charlotte’s various creations. A few regulars
HE B OUNDLESS B REW IS ESTABLISHED prefer to sit at the bar, but most take their
BOUNDLESS BREW
3
R OLEPLAYING C HARLOTTE Drink Effects
Charlotte is largely focused on two things: Every drink available at Charlotte’s brewhouse is a
handmade concoction and thus has its own effect. When
creating new drinks to sell to patrons, and drinking at the Boundless Brew, the player must make a
poring over new entries in the Dreamer’s Log. DC12 Constitution saving throw. On a success, they are
They’re friendly enough to patrons, but they subject to the drink’s listed effect. On a failure, roll on
give off an “easily distracted” energy. Charlotte the Drink Effects Table.
is also a little too eager to have patrons take
items from the “FREE” table and loves chatting
with other tinkerers, no matter what their
background is.
Personality Trait. “I tend to get engrossed in Boundless Brew Drama
the task at hand, ignoring silly things like a bit d4 Drama
of fire on my sleeve.” 1 It’s said that Charlotte gets their magic ingredients
Ideal. “Creating new experiences is important from the ocean, specifically from the merfolk in
to me! Every day, every interaction should be the dead of night. Charlotte has been creating a
different!” series of drinks for merfolk to enjoy, but is missing
Bond. “My constructs are my friends!” an ingredient for the final drink. They ask the party
Flaw. “I saw you fall asleep! Sign the Dreamer’s to pick up their package from the local apothecary
Log! You’re not leaving until you do!” and then meet them by the shore at night. It’s
imperative that no one knows of their mission, since
the locals are superstitious about merfolk.
Price List
2 Riven (he/him) has been telling anyone that will listen
Item Cost that Charlotte steals people’s dreams with their
Charlotte’s Choice: Charlotte makes you a drink. 2 gp Dreamer’s Log. He claims that he has been unable
Roll on the Drink Effects Table. to dream since visiting the Boundless Brew and
Axstalrath’s Breath: a drink with a salty yet-citrusy 5 sp believes the only way to cure himself is by stealing
taste to it. Allows you to speak Aquan for the next the Dreamer’s Log and burning it. Charlotte won’t
five minutes. be pleased if their log goes missing. The entries go
Arcanist’s Wonder: a delicately designed drink that 7 sp back to the founding of the brewhouse. Thus, she
is said to be made with “quality ingredients.” Has asks the party to keep an eye out for any thieves.
no discernable magical effect. 3 Jacqueline (nyx/nyself) says that you’ll be banned
Duck and potatoes au gratin 3 sp from the Boundless Brew if you take more than
Time & the Void: a pitch-black drink that 4 sp one item from the “FREE” table. Nyxelf’s sole proof
temporarily transports the drinker to another is that after a friend of nyxself’s took more than
plane for 1d6 seconds. one item, they disappeared. In response, Jacqueline
has taken the issue to the Harbor Guard and is
Honey I Mead You: a golden glass of mead. It has 3 sp
petitioning to have them search the brewhouse for
a fruity aroma with notes of honey. When imbibed,
nyxself’s friend. In truth, Jacqueline’s friend picked
everyone within a 5 ft. radius of you reacts as if
up a malfunctioning and abandoned project from
you cast charm person on them.
the Boundless Brew, which transported them to The
Sunshine Sunset: A drink the color of sunset. The 4 sp Cozy Turtle.
drinker glows brightly for a moment and then all
4 Damien (she/her), a former Bilge Rat, swears to
light sources in the room are magically doused for
anyone who will listen that there’s something
1d8 minutes.
valuable inside the large tankard attached to the
Murann’s Bounty: a fish and vegetable dish. 4 sp Boundless Brew’s sign. She once managed to scale
Vegetable Pasta 3 sp the building and reach inside, only for Charlotte
Salad 3 sp to catch her snooping. Damien claims she felt
something like jewels. Charlotte has ALF-R3D0
watching her closely whenever she comes near the
shop now, so Damien asks the party to retrieve
whatever is inside the tankard for her.
BOUNDLESS BREW
4
C ATELAINE ’ S C ONCOCTIONS
Example location: In a larger city, located shortsword and succeeding on a DC 15
between the noble and commoner areas Wisdom (Perception) check notices that the
Location in the Forgotten Realms: On sword’s pommel has a screw-top cap.
Shesstra’s Street in Waterdeep
CATELAINE’S CONCOCTIONS
5
Catelaine’s Concoctions Drama
d4 Drama
1 Catelaine’s supply of peppermint if running low. She needs the adventurers to gather more from a nearby marsh, near a
monster’s lair (see “Monster Suggestions”)! She’ll pay 500 gp if the adventurers return with a pound of peppermint leaves.
2 A rival concoction maker has created their own no-no smell, which they call yes-yes peach and smells like peaches instead
of peppermint. Catelaine asks that the adventurers go speak with the rival proprietor and convince them to stop making
yes-yes peach. If successful, she gives each adventurer a month’s supply of no-no smell and 50 gp.
3 Someone from Catelaine’s past, Bridgette Baneswell (she/her, lawful good halfling priest), has entered the city. Catelaine
has seen her, but Bridgette has yet to notice Catelaine. Catelaine asks the adventurers to deliver a special package to
Bridgette. She doesn’t tell them that she is sending a wine laced with a poison called no time like tomorrow, which kills her
rival if she ingests it.
4 Sales have slowed and Catelaine wants to try selling her products in another area of the city. She has a vendor cart
stocked with basic remedies, kits, and no-no smell ready to go, and asks the adventurers to help her by setting up the
cart and ‘selling’ her products in the new location. If they agree, each player should explain how their character promotes
the products and roll a DC 10 Charisma check. On a success, ten passersby like what they see and each spend 3 gp at
the vendor cart.
CATELAINE’S CONCOCTIONS
6
F ORMI ’ S S ERENDIPITOUS G RAND
E XCHANGE
Example location: Anywhere adventure is to make the curious exchanges.
prone to strike, on the cusp of dangerous No traveling cart is complete without the
locations animal entrusted to haul it around, and
Location in the Forgotten Realms: Formi’s choice of animal is as wondrous as the
Approaching the Well of Dragons, across the cart itself: a chimera. Formi offered the
Icewind Dale tundra, or within the depths of chimera a new lease on life, and the two have
the Underdark since developed into the strongest of allies. The
chimera wears a magical necklace that allows
ORMI ’ S S ERENDIPITOUS G RAND it to freely shift between forms—Krios the
F Exchange is a traveling
cart of wonders—a vibrantly blue and
perpetually pristine bowtop wagon. An
elaborate awning unfolds from the wagon’s
right side over the shop-window. Two bifold
Giant Lion, Gurtie the Giant Ram, and
Cevintarth the Young Red Dragon— each with
their own personality.
By far the most stupendous element of the
Grand Exchange is its uncanny nature to
cabinet doors sit below the double-arched arrive in the most unexpected of places
window. The left side has the word “deposit” regardless of the time of the night, the
painted across it, while the other reads turbulence of the weather, or the danger of the
“receive.” location. It is impossible to predict when
As the name suggests, Formi’s Serendipitous Formi’s Serendipitous Grand Exchange might
Grand Exchange has nothing to sell. All the appear. Formi magically teleports their wagon
magical trinkets and baubles tucked within the to the place where they believe they’re needed
wagon can only be attained through equal most, which so often happens to be near
trade. Formi, the djinni proprietor, handles all budding groups of adventurers intent on
exchanges with a warm smile and knowing saving the day.
glances from behind the comfort of the
shop-window. They offer all manner of services
and wares, provided the customers are willing
Price list
Service Offered Exchange Cost
Formi offers the means to get back home. Depending on the complexity, this service Formi requests an object of great
could be a magical map that constantly refreshes itself, or a single-use item that personal importance from the desired
offers a teleport or plane shift spell. location.
Formi offers the means to find something or someone the party has lost. When Formi requests a magical item found
seeking a particular item or person, Formi can conjure images of where to search or by the party.
provide a magical compass to guide the way.
Formi provides some much needed information. This could be in the form of a Formi requests that a secret or a
levitating ancient tome, a professor orb, or a magical object that allows the owner to personal memory that has never been
cast the augury spell to guide the party towards the knowledge they seek. spoken aloud be written down.
Formi offers to exchange for the means to survive or traverse through the most Formi requests a vial of blood or hair
hostile of environments. All food and supplies Formi offers are magical. The type of from the character they are trading
magic may make the item more durable (uncuttable ropes), effective (everburning with.
torches), or quirky (beads of nourishment) than its mundane version.
P RICE L IST
Any trinket could be available at Fortuna’s
shop, but the following list of 20 is offered as a
base stock. Roll 6 d20s to determine available
stock on any given day.
Price list
d20 Item Cost
1 Two crystalline mirrors fused back to back 5 sp
2 A gray rock in the shape of a perfect 1 sp
pyramid
3 A chunk of fossilized unicorn poop 1 gp
4 Shavings from the highest mountain in the 7 sp
Feywild
5 A shattered bell that still rings very slowly 3 sp
6 A crystal four-leaf clover made from 2 gp
eladrin tears
7 A wire necklace with an unidentified fang 5 sp
as a pendant, inscribed with the letters
“VA”
8 A small box of sawdust gathered from the 8 sp
floors of the summer court
9 A wine bottle that stays together despite a 2 sp
crack all the way across its middle, with a
label reading “The Octopus and the Cat”
10 A third of an ancient treasure map 5 gp
11 A hag’s eye, which still looks around on 3 gp
occasion
12 A deck of playing cards which has images 5 sp
that move as the cards are turned
13 A ceramic doll with no eyes 4 sp
14 An artificial dragon scale made from 2 sp
copper that whispers, “Axstalrath,” when
placed up to one’s ear
15 A horn that makes noise on the ethereal 4 gp
plane when blown
16 A ceramic cupcake that tastes like a 1 gp
cupcake if licked
17 An opened envelope from Rivershade 1 sp
Actuarial, dotted with tears
18 A toothpick that hangs in the air if dropped 2 sp
19 A portrait of a noble family with no facial 4 gp
features
20 A flute that plays only one note no matter 3 sp
how it is played
HAMBONE’S
11
Hambone’s Drama
d4 Drama
1 Debt collectors show up demanding money owed to their syndicate boss for moving stolen diamonds, but Ray “Hambone”
Anders comes up short. Characters hear thugs roughing up Hambone in his back room while Hambone exclaims, “That’s
not the amount we agreed on!”
2 Goblins have been stealing livestock around town for easy food. When they take Hambone’s pet pig Rex, he asks the
characters to get him back. If they recover the pig, Hambone offers the party free food and drink and they earn his trust.
3 The thieves guild has recruited a new apprentice and assigned them to pick pockets along the High Road. The party
notices a cutpurse (spy) working the wealthy crowd during a meal rush. This can take place inside the café or on the
outdoor patio. As soon as the characters notice the cutpurse, they flee down an alley. For a more challenging encounter,
use the Black Viper stat block.
4 Hambone has recently purchased some gems from a new seller in town—a Tabaxi rogue named Silent Storm—but he
discovers that some of them are manufactured. Based on their high quality, Hambone suspects they originated from
Oloric’s Forged Gemstones.
earned his trust and he feels certain they won’t Price list
double-cross him. Item Cost
Ham & Cheese Sandwich (worth every silver!) 4 sp
R OLEPLAYING H AMBONE Ma’s Split Pea Soup - a local favorite 3 sp
Hambone is a warm, friendly man with a “The Hambone Sammich” - pulled pork with beans 5 sp
knack for deception and charm. He spent and slaw
years moving stolen goods between buyers and Smoked Ham and Gouda Sandwich 8 sp
sellers, and became quite proficient at keeping “The Big Boy” - braised pork shoulder with onions 10 sp
his dealings under wraps. He loves running
Coconut and Green Curry Sandwich 10 sp
his café more than his old life, but he has
Glass of ale or wine (common) 6 cp
come to realize that he is a better smuggler
than business owner. He can be a great ally or Pitcher of ale or wine (common) 4 sp
a dangerous enemy if rubbed the wrong way. Tankard of Pink Gemstone Ale 2 sp
Personality Trait. “I love to make new friends Bottle of fine wine 15 gp
and happily accept anyone into my
establishment, regardless of their station.”
Ideal. “I appreciate the beauty of a well-made
dish and a fine drink. I love it when my
patrons notice the care I’ve put into my craft.”
Bond. “Those who have helped me build up my
business deserve my loyalty. I go out of my
way to help out regulars as well as the thieves
and smugglers I’ve known over the years.”
Flaw. “Sometimes I’m a little too generous,
especially if I’ve had too much to drink. I’ve
been known to give free food and drink to a
cafe full of patrons for the sheer fact that
business seemed to be doing well, even if it
wasn’t.”
HAMBONE’S
12
H IGRIDA ’ S T ATTOOS AND O THER
A R TISTRY
Example location: A dwarven stronghold in public. Though the shop is small and
the North somewhat hidden, her artistry is well-known
Location in the Forgotten Realms: Mirabar not only in Mirabar, but throughout the region.
Along with being the go-to tattoo artist for
ICTORIOUS IN BATTLE ? C OMMEMORATE much of the populace, she has contributed
R OLEPLAYING H IGRIDA
Higrida is a rugged dwarf of short, clipped
Stonemason’s Quarter in southeastern Mirabar
sentences and few words. She bluntly says
sits a small, unassuming shop. Its drab stone
what is on her mind, and isn’t interested in
exterior belies the artistic wonders found
etiquette or social expectations. She works
within. Inside the shop, the dim lighting
hard so she can play hard later, and tends to
cannot hide the many intricately beautiful
stay out of the affairs of others. She learned
sketches and paintings covering the walls. It’s
long ago that nothing good comes of meddling.
clear that an artist of true talent resides here.
Personality Trait. “I’ve lost too many friends,
and I’m slow to make new ones—but when I
H IGRIDA H AMMERFELL do, I stick by them for life.”
A retired shield dwarf, Higrida Hammerfal Ideal. “Art should reflect the soul; it should
(she/her, chaotic good veteran) was a stalwart come from within and reveal who we really are.
and valiant fighter during the war, and never I work hard to be the best there is at my craft.”
without her sketchbook. She spent her Bond. “My sketchbook and charcoals are my
downtime capturing the mood of battle, as well most treasured possessions, and remind me of
as drawing complex, symbolic designs. After someone I loved and lost.”
the war, she settled in Mirabar and opened a Flaw. “I made a terrible mistake in battle that
tattoo shop to share her artistry with the cost many lives—and I would do anything to
keep that mistake secret.”
M AGIC T ATTOOS
The magic is infused into the special needles
Higrida uses to create the tattoos, but she will
never reveal her source. Higrida will only
create one magic tattoo per person and will
never tattoo anyone without their full, sober
consent. Customers may describe the desired
design and location, but Higrida reserves the
artistic right to adjust if necessary. The
Dungeon Master has discretion as to which
tattoos are offered on any given day.
Descriptions for the tattoos are in appendix B;
additional magic tattoos can be found in
Tasha’s Cauldron of Everything.
Higrida provides the following information to
each recipient, as well as the information
specific to each tattoo:
Tattoo Attunement
Getting a magic tattoo takes 4 hours. After completion
you will be fully attuned, if necessary. If your attunement
to the tattoo ends, the tattoo vanishes, and the tattoo
needle reappears in your space. To reattune, hold the
needle to your skin where you want the tattoo to appear,
pressing the needle there throughout the attunement
process. When the attunement is complete, the needle
turns into the ink that becomes the tattoo, which
appears on the skin.
Once applied, neither damage nor injury impairs the
tattoo’s function, even if it is defaced.
HOMEWYRD INN
15
R OLEPLAYING S AM
Sam always greets new guests warmly and
ensures that they have everything they need.
They are also known to cook up a few hotcakes
for hungry guests, even if it’s not during
breakfast hours.
Personality Trait. “I love welcoming new people
to The Homeywrd Inn! I’ve got a story for
everyone, and not to worry—if you don’t speak
Common, I know a few other languages as
well! Have a few oatcakes, on the house!”
Ideal. “Everyone has a home at the Homewyrd
Inn!”
Bond. “I love my family and the Homewyrd Inn.
I don’t know what I’d do without Alianne’s and
Flynn’s help.”
Flaw. “The Homewyrd Inn is family and I
cannot stand when people damage them, nor
can I bear to throw out old, unusable items.”
Price List
Item Cost
Lodging (per night) 8 sp
Community porridge 2 sp
Cachaille (Community Cheese) with bread 3 sp
Hotcakes or oatcakes 3 sp
Milk or juice 1 cp
Yogurt 2 sp
with berries 1 cp extra
Seasonal omelet 2 sp
Meatloaf 4 sp
Perpetual stew 3 sp
HOMEWYRD INN
16
K NACKER ’ S K NOTHOLE
Example location: A glade in a dark forest, a assistants, the air pungent with their rot. They
rarely frequented corner in a city park, a hill present items to customers while Knacker
between a town and its cemetery rumbles on about their history and benefits,
Location in the Forgotten Realms: On a hill and receive payment into their gaping mouths
at the end of a disused path outside Phandalin filled with foul teeth.
Due to Knacker Bark’s sinister reputation,
NACKER B ARK IS THE PROPRIETOR you are likely to find the strangest assortment
K NACKER B ARK
Knacker Bark (he/him) is a venerable
serves as the showroom for Knacker’s grandfather oak, going into his second
Knothole, his shop of necromantic millennium. He was brought to sentience by a
paraphernalia. Knacker served as the hanging local dabbling in necromancy and other
tree for the local community in ages past, and animation magic under the hanging tree.
now trades in his intimate knowledge of death. Knacker was curious from the beginning, but
Any item or service related to necromancy, was only really able to pry into the
speaking with the dead, or returning someone necromancer’s secrets after she was hanged on
to life—Knacker Bark is the tree to see! his branches. Hers was the first head Knacker
managed to animate—and this marked the
Knacker is renowned for his skill, but the
beginning of his new career.
shop is rarely crowded. Severed heads in
various stages of decay greet approaching
customers, dangling on ropes from Knacker’s
R OLEPLAYING K NACKER
branches. Many potential patrons who are not Knacker Bark welcomes all customers with the
initially scared off by this sight flee when the same line, echoing through his trunk: “By the
heads stir and turn to stare in their direction crack-snap cracking of my bough—take a look
as they approach. Inside, these death’s heads and spend well now!” Knacker’s past life as a
swarm about the showroom as shop hanging tree has left him with a cheerfully
morbid outlook on life, death, and unlife. He
views life a bit like a house of cards—sure, it
KNACKER’S KNOTHOLE
17
Price list
Item Cost
One casting of speak with dead 100 gp or 20 pounds of bone meal (about one cadaver’s worth)
One casting of raise dead 700 gp or a captured undead of CR 1 or higher
A tame crawling claw 250 gp or six vials of blood drawn from the customers
A potion of healing, potion of poison, or 50 gp each or making one of the death’s heads more presentable by grooming its
mummy rot antidote hair and applying make-up (DC 14 Charisma (Performance) check).
Information on the nature or location 100 gp per challenge rating of the creature, or a promise to deliver one whole body
of a certain kind of undead or a of the slain creature to Knacker
specific undead individual
Cadaver ointment (six applications): 250 gp or one barrel of corpse wax (requires about six Medium-sized corpses)
makes undead creatures indifferent to
anyone covered in it for 1 hour
falls over eventually, but you can always pick Knacker’s Knothole Drama
up the pieces and put them together d4 Drama
into. . . something. Knacker’s voice is deep, 1 Jolene (she/her), one of Knacker’s death’s heads,
expressive, and passionate. It rumbles and has gone rogue and is trying to line her own
resonates throughout his trunk, and pockets. . . or cheeks, rather. She carries random
customers feel his merrily macabre laugh in items to the party and asks for only a quarter of the
their bones as much as they hear it with their usual price. Knacker has not noticed yet, but is sure
ears. to be displeased—both with Jolene and the party—if
Knacker is exceedingly competent and likes they take the trades.
to go into horrific detail about his work. He is 2 Norbert (he/him), a local farmer, wanted Knacker to
not concerned with charming customers to bring his young husband back to life, but was unable
earn loyalty; he knows that most are driven to to pay. Knacker suggested his husband’s cadaver
should work off the difference for a year and a day
him by desperation and necessity. . . and that
as a zombie. Norbert agreed out of desperation,
this will continue no matter what.
but he could not bear it. One month in, he stole him
Personality Trait. “I’m gregarious and love a away and now lives with him.
good joke, especially a dark one. I’m genuinely 3 Zamira (she/her), the first death’s head Knacker
good company, if you can look past the grim ever animated and necromancer from whom he
topics of my conversation.” learned many of his secrets, has been abducted.
Ideal. “Even after centuries and with all my Zamira is more intelligent than the usual death’s
accrued skill, I feel like I have barely scratched head and can speak. Knacker misses his confidant
the surface of death’s secrets. I need to know badly, and is willing to offer his services or goods as
more!” payment if someone can get her back. Her secrets
Bond. “I’m very fond of Zamira, the are his secrets, and are invaluable to his trade.
necromancer who animated me. Her death’s 4 The night hag Barbara the Black (she/her) is a
head never has to work—she just keeps me frequent customer, but hasn’t visited Knacker’s in
company.” weeks. Concerned for his “dear friend,” he asks the
Flaw. “I’m a bit self-centered, but who could party to investigate the tomb where she lives. One
of her spells went badly wrong, and she accidentally
blame me? This shop is my life, literally!”
transformed herself into a young and beautiful
version of herself before she became a hag. She is
embarrassed and disgusted by her appearance, and
does not want to show herself to Knacker before she
can reverse the effects.
KNACKER’S KNOTHOLE
18
M AR TIN ’ S R EST I NN
Example location: Any town along a
well-traveled road
D UROGG THE K IND
Location in the Forgotten Realms: A former adventurer, Durogg the Kind
Goldenfields (he/him) retired after an ankheg ambushed
him and his best friend Martin, a weaver from
Goldenfields. Having finalized some trade
AR TIN ’ S R EST I NN IS OPERATED business in the south, the two were traveling
M by Durogg the Kind, a retired orc home along the eastern edge of the Ardeep
cleric who takes pleasure in serving Forest when the ankheg burrowed up and took
and healing weary travelers and them by surprise. The beast tore Martin in two
adventurers. When guests enter the inn, they before he had a chance to draw his sword.
will pass through a spacious foyer with serene During the battle, the cleric cast spiritual
paintings of natural locales from around the weapon and struck a fatal blow to the beast’s
Sword Coast. Of particular note is a large head with his spectral mace. The dying ankheg
canvas on the main wall depicting a blooming then sprayed acid onto Durogg’s left hip,
red rose for Chauntea, goddess of agriculture. leaving him with a debilitating limp. If asked
The foyer opens into a large common room why he never sought to heal it, the orc replies,
where a reception desk sits opposite the front “Oh it healed, but it didn’t heal pretty.”
door. There are several comfortable couches Back in Goldenfields, Durogg gave his friend
and chairs around the right half of the room a respectful burial and opened Martin’s Rest in
and a long bar is situated along the back wall. his honor. The inn can accommodate a dozen
Behind the bar are two large claws mounted guests and features shared rooms on the
on the wall with the words “In Memory of second floor as well as private rooms down a
Martin Zwingli” beneath them. These are the quiet hallway behind the reception desk on the
claws of the ankheg Durogg defeated on his first floor. It is located near a tranquil stream
final adventure. that empties into the Dessarin River,
Due to the relaxing atmosphere of the inn, surrounded by evergreens and plentiful wildlife.
guests can be found lounging or nodding off in Travelers often seek the serene atmosphere the
the common room throughout the day, or inn offers. The property has a shrine where
playing amicable games of Three Dragon Ante
and Dragon Dice.
R OLEPLAYING D UROGG
Durogg is a compassionate orc who takes
excellent care of his guests. He is in his early
forties and has deep green skin, waist length,
thinning black hair, and dark eyes. He stands
at 6’8” tall and weighs about 220 pounds.
What really breaks the orcish stereotype is the
sincere smile that is almost always on the
cleric’s face.
Personality Trait. “I am tolerant of other faiths
and respect the worship of other gods. I see
omens in every event and action. The gods try
to speak to us—we just need to listen.”
Ideal. “I always try to help those in need, no
matter what the personal cost.”
Bond. “Everything I do is for the common
people.”
Flaw. “Once I pick a goal, I become obsessed
with it to the detriment of everything else in my
life.”
Price list
Item Cost
Ale, juice, milk (mug) 4 cp
Oatmeal with fresh raspberries, blueberries 3 sp
Steak and mixed vegetables 3 sp
Lodging - standard room, one night 5 sp
Lodging - private room, one night 8 sp
Common ceremony (wedding, funeral) 5 gp
Spellcasting services - level 1 cure wounds 10 gp
Spellcasting services - level 1 ceremony (incl. 30 gp
powdered silver) and level 2 spells (gentle repose,
lesser restoration, or prayer of healing)
I one can buy this or that, the answer Yet the way she seems to radiate kindness,
is invariably the same: “Oh, you’ve got motherliness, and welcomeness has an
to check with Miss Gini. She’s bound to unearthly power.
have that.” And, surprisingly enough, it’s In truth, although it isn’t apparent and she’ll
almost always true. never admit it, Miss Gini is not a human, but a
Miss Gini’s is a cozy one-room store with powerful fey. Why, then, does she keep a
bright pink wooden siding, built onto the front shop? Simply because she wants to spread
of a cheerful little house on the town’s main more good cheer, hospitality, and baked bread
street. The bells on the door jingle brightly, in the world. Who needs a better reason than
summoning a round, middle-aged woman with that?
a motherly smile. As soon as you slip inside,
an aura of comfort enfolds you. A pot-belly R OLEPLAYING M ISS G INI
stove in the corner keeps the place toasty
warm in winter, while in the summer the Miss Gini is warm, kind, and welcoming, but
windows are flung open to let the breeze waft underneath it all she has a very powerful
through. presence. Things happen in her house the way
she wills them. It just so happens that she
wants good things for her guests.
The wares are few, with just one set of Personality Trait. “When people stop by, I’m
shelves behind the counter bearing a few going to make sure that they feel welcome, and
carefully chosen items, but—as promised—the make sure that they have everything they need
store has nearly everything the shopper really while they are here. It’s just what I do to make
needs. my corner of the world a better place, that’s
all!”
“What can I do for you, dears?” Miss Gini Ideal. “I want everyone to feel safe, comfortable,
asks when customers arrive, wiping her hands and at home in my home. And to behave
on her apron with a welcoming smile. themselves, of course.”
MISS GINI’S
21
Bond. “There are so many people out there who
need just a little something, whether it’s a bit
to eat, or something for their house, or a tool,
or what-not. If I can get it for them—and I
can—well, shouldn’t I?”
Flaw. “I just can’t imagine why anyone would
want to hurt or take advantage of anyone else,
can you? It just doesn’t make sense.”
P RICE L IST
Miss Gini really does have almost anything the
characters need. Ask them for a shopping list
before they enter the store. In addition to the
items below, she’ll have up to ten items from
the Adventuring Gear table in appendix C on
her shelves, and up to six of them can be items
the characters were looking for.
Item Cost
Challah 1 cp
Pumpkin Bread 1 cp
Rainbow sprinkle cookies 3 cp/dozen
Glorious delight apples 1 cp each or 1 sp/dozen
Multicolored ribbon: a spool of 25 sp
ribbon 50 feet long and ½ inch
wide that changes color, slowly
cycling through all colors of the
rainbow
Candied mushrooms 10 gp
MISS GINI’S
22
O LORIC ’ S F ORGED G EMSTONES
Example location: A large town in a valley
surrounded by mountains Oloric’s Forged Gemstones Drama
Location in the Forgotten Realms: The d4 Drama
shopping district of Mirabar 1 Morrin Reedfellow, a halfling fraudster, has been
attempting to sell the shop’s gemstones to natural
LORIC ’ S F ORGED G EMSTONES IS gemstone collectors. Oloric offers their wares at half
O a small business in which price to anyone that stops this fraudster and returns
Oloric Stoneforge artificially makes the gemstones.
gemstones and jewelry. The store’s 2 Several of Oloric’s family members have taken to
coming by the shop to protest the fact that Oloric
layout is very open, with simple wooden
manufactures gemstones rather than mining them
shelves lining a workshop and a forge where
traditionally. These family members often go out
artificers are set up to work behind a counter. of their way to offer very expensive gemstones at
Mined, natural gemstones are incredibly pricey, a 5% discount while in full view of the shop owner.
and sometimes dangerous to obtain so Olric Oloric offers a place to stay and discounted prices to
applies their artificer skills to the creation of anyone who can peacefully make his family leave.
gems. Specific gemstones can be requested in 3 Oloric will sometimes set up a stall at various events,
bundles of a minimum of 5, which take a mentioning how dangerous mining is for those
whole day to craft but still cost 10% less than involved, and how much safer it is to manufacture
natural gemstones. components. People who believe that Oloric’s
The gemstones from Oloric’s shop can be artificial gemstones are just counterfeits and should
used in the place of gemstone spell not be sold gather outside the stall, loudly hassling
components, though because they are other people walking past in an attempt to make the
others as mad as they are. Oloric clearly needs to
manufactured rather than natural their power
either disperse the crowd or packing up and get out
fluctuates. A player purchasing gemstones before things get any worse, but looks panicked and
from Oloric must make a note of the has frozen in place.
gemstones purchased. When the gemstone is 4 Oloric is in search of a dragonborn spellcaster
used as a spell component, the Dungeon named Saphara Raghthroknaar, a wizard who
Master makes a secret d20 roll. On a roll of 5 is revered for their knowledge of the arcane, in
or less, the gemstone fails and the spell isn’t hopes of convincing them to partner with him for
cast, but all spell components are still spent. an upcoming project. This project is likely to take
a year or longer to complete, so Oloric knows that
O LORIC S TONEFORGE getting this particular spellcaster to consider the
proposal is a long shot. Oloric hands players a scroll
Oloric Stoneforge (he/they, neutral good dwarf with a stamp of Arabel, where Saphara is known to
commoner) is a rather tall dwarf. They have return to with their shop. (See “A Player as Oloric’s
long, charcoal hair that is braided into a neat Spellcaster”.)
bun and neatly maintained mutton chops. He
wears a tight-fitted shirt and well-fitted pants
with several pockets, covered by a long leather R OLEPLAYING O LORIC
apron. Oloric is constantly moving their hands, Oloric tries their best to be personable to
either tinkering with forging new gemstones or everyone that enters their shop, and amiable
just moving ones already created across his even to those who may disagree with him.
fingers. While he isn’t a pushover, he will always listen
to opposing thoughts. He is very difficult to
anger, channeling any and all would-be
aggression into their artistic endeavors.
Personality Trait. “I never push my ideas on
people. Stress can forge a diamond but not a
friendship.”
Ideal. “Tradition is broken, we need to forge
forward with new thoughts.”
Bond. “Gemstones are beloved by all. In this
way, I offer small pieces of love to everyone.”
Flaw. “I default to silence if things are heated.”
Price List
Item Cost
Artificial diamond 2,000 gp
Artificial ruby 2,000 gp
Artificial black opal 750 gp
Artificial emerald 750 gp
Artificial star ruby 750 gp
A set of earring featuring artificial rubies 600 gp
surrounded by small artificial diamonds
Artificial peridot 550 gp
Artificial aquamarine 550 gp
A gold ring with an artificial diamond set into it 500 gp
A bracelet of round, artificial rose quartz 100 gp
beads
Artificial amber 75 gp
Artificial amethyst 75 gp
Artificial garnet 75 gp
Artificial tourmaline 75 gp
An artificial amethyst brooch made to 50 gp
resemble a bird
Artificial moonstone 40 gp
An artificial fire opal necklace with silver 30 gp
filigree
Artificial blue quartz 7 gp
Artificial obsidian 7 gp
Artificial turquoise 7 gp
E river meets the Neverwinter Woods, choose the quest you think your party would
lies the village of New Thundertree. find most interesting.
The town is bustling with activity as it
d6 Quest Seed
begins to rebuild after the eruption of Mt.
1 Local children have been disappearing at an
Hotenow and the events of The Lost Mine of
alarming rate lately. These disappearances have
Phandelver. Overlooking the town plaza—and been traced to an unpermitted fairy ring that
its grand statue of a fearless, folk-hero recently popped up in the woods. Blegos needs
adventurer—sits Rivershade Actuarial. adventurers to cross into the Feywild to find out who
Life and business on the Sword Coast can be is behind this, and rescue the missing children.
perilous and uncertain. When it is time to 2 A druid recently sighted a fire giant using some kind
evaluate the risk of starting a new enterprise, of divining rod in the woods. The giant apparently
building a castle keep, or embarking on an found what they were looking for and is now making
adventurous undertaking, those in the know their minions dig up something very, very large.
head to Rivershade Actuarial. 3 A bright streak coursed through the night sky last
week, and something big crashed down along the
B LEGOS R IVERSHADE 4
river.
A few days ago, an earthquake opened a deep
Blegos (he/him, lawful neutral scout) is the fissure in farmer Lento’s field. Animals have been
very picture of the quintessential wood elf: tall disappearing, and a faint light can be seen at the
and strong with long, dark hair, coppery skin, bottom of the fissure.
and a longbow slung across the back—except 5 A sudden influx of manufactured gems flooding
that unlike some of his more well-known Neverwinter has shopkeepers on edge. The party’s
warrior cousins, Blegos is all about the help is needed in locating the source of these gems
before a massive currency crash happens.
paperwork. After a life-changing adventure, he
stepped down as the Neverwinter Woods elven 6 A colossal, foreboding tower sprang up in the forest
last night. No one knows where it came from or
ambassador to New Thundertree and opened
what is inside, but it is surrounded by eerie mists
an actuarial business while waiting for his true and is making the local wood elves very nervous.
love to return.
RIVERSHADE ACTUARIAL
25
RIVERSHADE ACTUARIAL
26
RIVERSHADE ACTUARIAL
27
S APHARA ’ S D ISCOUNTED P OTIONS AND
S CROLLS
Example location: A town with major traffic dragonborn sporting a sharp face and
Location in the Forgotten Realms: Arabel sapphire-blue scales. They have horns that
curve outward slightly, with many hair-like
APHARA ’ S D ISCOUNTED P OTIONS AND tendrils falling from her head. She dresses in
R AGHTHROKNAAR
Saphara Raghthroknaar (she/they, chaotic
neutral dragonborn mage) is a chubby
Price List
Item Cost
Discounted scroll of maze* 30,000 gp
Discounted scroll of illusory dragon* 30,000 gp
Discounted potion of vitality* 25,000 gp
Discounted potion of supreme healing* 25,000 gp
Discounted scroll of true seeing* 10,000 gp
Discounted scroll of mass cure wounds* 4,000 gp
Discounted potion of mind reading* 3,000 gp
Discounted scroll of aura of life* 2,000 gp
Discounted scroll of nondetection* 400 gp
Discounted scroll of counterspell* 400 gp
Discounted scroll of fly* 400 gp
Discounted potion of growth* 300 gp
Discounted potion of resistance* 300 gp
Discounted scroll of spider climb* 150 gp
Discounted scroll of zone of truth* 150 gp
Discounted scroll of find traps* 150 gp
Discounted scroll of rope trick* 150 gp
Discounted potion of climbing* 75 gp
Discounted scroll of mage armor* 20 gp
Discounted scroll of comprehend languages* 20 gp
T
d4 Drama
bakery that delivers breads,
1 Annique (she/her), a courier, returns from a
cakes, and other sweets throughout clandestine job at the Cassalanter’s estate. Her
Waterdeep, including deliveries to livery is dishevelled, she has a limp, and she leaves a
most of the nearby nobles’ households. trail of blood as she crosses through the bakery and
Colloquially, the bakery is known as the into the back room. If one of the characters asks
Widow’s Cakery, after its proprietor, a matronly about her obvious wounds, she confusedly murmurs,
elf who has owned this bakery for as long as “The Cassalanter’s dogs caught me,” before the
anyone can remember. Widow intervenes and ushers her out of sight.
Prices in the Cake Whisperer are ludicrous, 2 Arilosa Adarbrent (she/her), a Waterdhavian noble, is
even for good cakes. That’s because the irate. She demands to know who ordered the Widow
Widow’s customers are not only buying her to divulge her secret affair. She threatens to have
the cakery closed—nay, burned down!—by the town
cakes. With each order, they are buying the
guard if something is not done to make things right
answer to a question, acquired by the Widow
this very second.
and her couriers by any means necessary. The
3 Meristed Wavesilver (he/him), a Waterdhavian
answer, written on a little piece of paper, is politician, hires the characters to spy on the Widow.
then baked into the cake and delivered to the He offers 500 gp if they can produce hard evidence
customer’s doorstep. On the surface, this shop of any dark secrets. A skeleton in her closet would
looks like a vanity for bored nobles, peddling in be best. . . or make it two, while you’re at it!
gossip and scandals, but in her long residency, 4 The Widow needs you to look into a cat. Yes, you’ll
the Widow has built one of the foremost spy be compensated. Yes, a cat. Her name is Baderna,
networks in all of Waterdeep. While the Widow and she owns a tavern in the docks. Yes, owns the
does all of her own baking, her couriers take tavern. Try to find out what otherworldly creature
care of deliveries and most of the breaking and is responsible for making her what she is (see “The
entering. After all, deliveries make a perfect Octopus and the Cat”).
cover for clandestine snooping. The widow
takes pride in having answered every question
little lemon tart—can you taste the ginger?” As
asked of her so far.
soon as the customer has lowered their guard
and they start talking about themselves, the
T HE W IDOW Widow uses her experience to subtly squeeze
Regulars call her Mylaela, Sumina, and a them for information. Usually, the Widow will
collection of other names, all of them fake. The invent some anecdote about her past, trying to
Widow (she/her, lawful neutral spy) doesn’t build an emotional bridge to connect herself to
give out valuable information like her name for her customer’s current predicament and
free, and she does not make friends with her garner their trust.
customers. There are a dozen rumors about Personality Trait. “I always lie about myself,
her background, most of them started by the even when there’s no reason to.”
Widow herself. The truth about the Widow, Ideal. “As long as I know what’s going on, I’ll
though none of her customers know it, is that always be two steps ahead.”
she is one of the masked Lords of Waterdeep, Bond. “They will never know it, but everything I
using her spy network to keep tabs on her do is for the people of Waterdeep.”
constituents. Flaw. “I will sit, like a spider, in the middle of
If characters can earn the Widow’s trust—a my web, and never move nor change my ways.”
feat only achieved by doing several good deeds
in Waterdeep—she might just allow them a
glimpse into what her agency can offer Price list
off-menu. Item Inquiry Cost
Sticky toffee True or false 20 gp
R OLEPLAYING T HE W IDOW Caramel fudge Forbidden knowledge 100 gp
During business hours, the Widow is all Lemon drizzle Love gossip 10 gp
charm. Customers are pampered with an arm Cinnamon swirl Source of a rumour 25 gp
around their shoulders and invitations like, Apple crumble Castigation 30 gp
“Oh, you have to try my new creation! It’s a
T
held for ransom. Benedict will hire the party to act
outside of Neverwinter. The building on his behalf to find Sam, who is being held hostage
itself catches one’s eye because in Neverwinter by a gang of doppelgangers that
the roof of the inn was made from a Benedict has thwarted in the past.
gigantic turtle shell. Benedict (he/him, chaotic 2 The Cozy Turtle starts to move, as if it were still
good archmage) is the gnome adventurer who a part of the giant turtle, marching. away from
owns the Cozy Turtle, and he slew the turtle Neverwinter toward the wilderness. Sam calls
Benedict to lay the turtle’s soul to rest, but doing
when it went on a slow but destructive
so will require someone to return to the Feywild and
rampage through the Feywild. Benedict is
find the wandering soul of the giant turtle. Benedict
hardly ever seen in the Cozy Turtle, and the fears he can no longer safely travel there due to
day-to-day operations are left to Sam, an ogre the enemies he’s made. Instead Benedict creates a
who has an average intelligence as a result of portal and asks the party to go to the Feywild and
reading a tome of clear thought that Benedict search for the turtle’s soul on his behalf.
gifted him. 3 Sam receives a message from Benedict saying that
Benedict’s flair is seen throughout the Cozy Benedict is trapped in the Shadowfell. Sam hires
Turtle. There are trinkets from around the the party to get Benedict back. To do so the party
known world sprinkled around shelves on the will have to find a way in and out of the Shadowfell,
wall, including an ivory conch horn inscribed as well as figure out how to contend with the dark
with the name “Fortuna” on it, a half-smiling powers of the mists that have trapped Benedict in
portrait of a dragonborn labeled “Saphara,” Hazlan, a domain of dread known for wild magic.
and a taxidermied owl whose eyes still move 4 A fiend shows up at the Cozy Turtle asking for
with a collar from “The Menagerie of payment to cover Benedict’s bar tab from his recent
visit to Avernus. Sam offers to pay, but the fiend
Creatured-Oddities.” The shelves themselves
says that the only acceptable form of payment
have a slight glow because they are made from is soul coins. Sam offers the party free use of
Blueleaf wood from Cormyr. Globules of Benedict’s enchanting services if they journey to
permanent light dance around the inn, giving Avernus and retrieve five soul coins to pay off the
the space an otherworldly feeling. Sam is fiend.
almost always behind the bar or out on the
floor talking to customers. There’s hearty food
served at all times of day, and Sam has a small
still in the basement that makes a chocolate
stout that attracts customers from all over
Neverwinter.
S AM S TEELTUSK
Sam Steeltusk (he/him) is an imposing figure
with a broad smile and a deep laugh that a
person can feel reverberate around the room.
Sam speaks slowly, choosing his words
carefully, but it is clear from the light in his
brown eyes that he adores talking to people.
Sam one day hopes to travel to Cormyr, and he
loves that Benedict allows him to import so
many liquors and foods from all over the
world.
Price List
Item Cost
Breakfast (bagels topped with blackberry jam and 1 sp
a side of Arabellan cheddar)
Lunch (fresh beet salad and a side of Arabellan 1 sp
cheddar)
Dinner (fiddlehead soup, leg of goat, and a side of 1 sp
Arabellan cheddar)
Baldur’s Gate Pale (pale ale from the titular city) 3 sp
Bitter Black (premium stout imported from Arabel 5 sp
in Cormyr)
Elminster’s Choice (dark beer with a smoky 4 sp
aftertaste)
Elfsong Cider (fruity and flat cider served because 2 sp
Benedict has fond memories of the Elfsong Tavern
in Baldur’s Gate)
Heart of Wine (a powerful spirit imported from 5 sp
Zakhara)
Mushroom Wine (spiced wine with a deep purple 1 gp
color imported from Amphail; an acquired taste)
Plum Wine (fruity wine imported from Kara-Tur) 1 gp
Sam’s Chocolate Stout (dark beer that tastes of 1 sp
dark chocolate with a hint of mint)
Wyvern Whiskey (an expensive drink imported 2 gp
from Nimbral, with a wyvern’s scale floating in
every bottle)
Group accomodations (for up to 10 people) 1 gp
Private room (one bed) 3 sp
Private room (two beds) 5 sp
T
mi.”
road can’t possibly be missed, painted
with letters at least a foot high: “FREE
WATER! THE GENERAL STORE 52
+1 Weapon
d8 +1 Weapon
1 Dagger
2 Longsword
3 Mace
4 Warhammer
5 Longbow
6 Greataxe
7 Shortsword
8 Crossbow
I LRAASH AWYN
windows, and a sign constantly turned to read Ilraash Awyn (she/her, chaotic neutral blue
“closed,” creating much confusion as to dragonborn druid) is elderly by dragonborn
whether the shop is actually even open for standards. She is hunched where her azure
business. The shop’s existence is poorly scales have hardened with the years and
advertised, since the proprietor, the limited her range of movement. Her faded
dragonborn Ilraash Awyn, prefers to keep her orange robe is filled with dozens of
collection of exotic beasts rather than selling self-stitched pouches, in which food or the
even one. Those who do know about the shop occasional sleeping creature can be found.
only know because of word of mouth. Most days find Ilraash ambling about the shop,
ensuring each beast eats enough, remains
Anyone who ignores common sense and
clean, and is being trained to play nicely with
ventures inside the “closed” shop finds
the others.
themselves in what feels like an entirely
Prior to owning the shop, Ilraash was a
different world. A thin layer of dirt covers the
nomad who naturally attracted an eclectic
wooden floor, and every effort has been taken
following of creatures. She realized that
to disguise the interior to look identical to the
traveling traders frequently wished to own the
natural outdoors. Curved ramps line the walls,
creatures, and that, after ensuring that they
allowing access to the upper floors,
would be good hands, she could make more
intersecting with walkways crafted from old,
than enough coin by selling them. Ilraash
repurposed ceiling beams. The shop lives up to
didn’t want or chase wealth, but she
its name—throughout the room, flying about,
recognised how it could improve the lives of
perched on fake branches, or happily stomping
the creatures she loved so dearly. Over time
around patrons, are an uncanny variety of
traveling grew difficult, forcing Ilraash to use
exotic creatures, all of which are for sale,
her accrued wealth to settle down and set up
provided the patron can prove themselves
the Menagerie of Creatured-Oddities. Over her
worthy.
years of dealing with traders she has forged a
Patrons travel from far and wide to witness network of contacts, ensuring a steady stream
the wonders of Ilraash Awyn’s menagerie in of exotic creatures to expand her menagerie.
hopes of leaving in possession of a creature.
However most visitors are promptly kicked out
for making the creatures uncomfortable, and it
is unwise to cross an angered dragonborn with
R OLEPLAYING I LRAASH
Personality Trait. “I feel far more comfortable
Ilraash has the talent to be able to mimic the
around my creatures than people, and if they
sounds of a multitude of beasts, responding to
dislike you, so do I.”
their growls, chirps, and hisses with ones of
Ideal. “I will happily lie, cheat, or steal to
her own. Occasionally she forgets herself,
expand my menagerie.”
responding to patrons’ questions with beastial
Bond. “Everyone deserves a home, I ensure
sounds rather than words. Out of principle,
each creature wants for nothing.”
Ilraash refuses to sell an animal to someone
Flaw. “Despite selling creatures for a living, I
she doesn’t trust. When a patron shows an
still consider them mine and train them to
interest in purchasing a creature, Ilraash
return to me.”
quizzes them to determine if their intentions
are pure and if they can guarantee a good life
for the beast.
W game of Three Dragon Ante, soup are not octopus. In fact, they aren’t from any
creature she knows of! She is desperate to obtain a
or some contacts in the local criminal
complete specimen, but the cats just threw her out!
networks, The Octopus and the Cat is
2 Baderna and her clowder are under constant
the place to go! When the former owner died,
pressure from the humanoid proprietors of
the tavern was taken over by her clowder of neighboring taverns, who seek to drive them out
cats. In certain circles, they are known to offer of business. So far, the cats have been able to resist
refuge to people trapped in devilish pacts and through a combination of cunning and well-placed
even to find ways to bail them out. But darker connections, but since the Zhentarim took over the
rumors circulate that the price for this Golden Hook next door things have been getting
assistance is not entirely pleasant, either. . . more dire. The cats have faced stolen shipments
On the brighter side, the inn has an excellent and thugs beating up prospective customers outside.
reputation for the hygiene of its boarding They need some muscle of their own!
rooms and kitchen—no rats or other rodents 3 A local cult of Asmodeus worshippers has not
at all! taken kindly to the clowder deprogramming its
members and breaking their devilish pacts. They
Nobody except the cats themselves know have kidnapped one of the cats to interrogate them,
what imbued them with sentience and and Baderna is desperate for help.
intelligence—and a vicious sort of cunning, at 4 A group of young and trendy tieflings recently
that. Their former owner, known only as Old descended upon The Octopus and the Cat, fawning
Gram, made a pact with an otherworldly entity, over “the kitties” and creating sketches of the “kitty
offering her own body as its host. When Old cafe,” which they have excitedly shared with their
Gram died, the entity survived—in a manner of friends. The place has gotten more and more
speaking—by distributing its essence among popular among their peers, and the clowder is at
the cats. However, the cats proved too a loss as to what to do about it—they are scaring
powerful, and now control the entity rather away the sailors! And they are so annoying. . . But
Baderna doesn’t really feel the situation warrants
than the other way around. They use the
violence, so she needs someone to find a better
astral knowledge they gained in the process to solution.
interfere with pacts between devils and
mortals. Rumors about the cats’ sentience
abound, but only the Widow, proprietor of the R OLEPLAYING B ADERNA
Cake Whisperer, has pieced together the real
story—or at least the cats uneasily suspect. Baderna has orange fur and can create utter
mayhem out of nothing. Her tavern has a
Octopus soup is the tavern’s reputation for being a pretty rowdy and even
speciality—actually made from the chopped off dangerous place, but Baderna’s antics actually
tentacles that occasionally burst from one of make it safer than most other inns in the area
the cats as the cosmic void within them by releasing the energy and tension building
manifests. up there before they boil over. Even the most
hardened seaman actually breathes a sigh of
relief when another eruption of pandemonium
B ADERNA AND HER dies down and they can enjoy a drink in peace.
Personality Trait. “I am chaos incarnate! It is a
C LOWDER major miracle that this tavern runs at all, and
I can only credit my clowder.”
Baderna (she/her) is the leader of her clowder
Ideal. “I want to see people enjoy themselves!”
of six eldritch cats, although the word “leader”
Bond. “I wonder if the status quo with the
might be stretching things. She fancies herself
cosmic entity inside us will hold, and I’m
the unquestioned authority, but the other cats
constantly looking to increase our arcane
follow their own inclinations as often as they
knowledge.”
follow her instructions. Nonetheless, Baderna
Flaw. “I often bite off more than I can chew,
manages to hold the clowder together. Their
and then need to take increasingly desperate
activities aim roughly toward the shared goal
measures to fix the fallout.”
of keeping their tavern running, usually
through a powerful combination of charisma
and sheer audacity.
A NKHEG
Large monstrosity, unaligned Actions
Armor Class 14 (natural armor), 11 while prone
Hit Points 39 (6d10 + 6) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft., 10 ft. burrow Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If
the target is a Large or smaller creature, it is grappled (escape
STR DEX CON INT WIS CHA DC 13). Until this grapple ends, the ankheg can bite only the
17 (+3) 11 (+0) 13 (+1) 1 (–5) 13 (+1) 6 (–2) grappled creature and has advantage on attack rolls to do so.
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception Acid Spray. The ankheg spits acid in a line that is 30 feet long
11 and 5 feet wide, provided that it has no creature grappled.
Languages — Each creature in that line must make a DC 13 Dexterity
Challenge 2 (450 XP) saving throw, taking 10 (3d6) acid damage on a failed save, or
half as much damage on a successful one.
Armor Class 12 (15 with mage armor) Armor Class 12 (leather armor)
Hit Points 99 (18d8 + 18) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 20 (+5) 15 (+2) 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
*The archmage casts these spells on itself before combat. Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Actions Speed 30 ft.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
STR DEX CON INT WIS CHA
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
damage.
Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Actions
Multiattack. The captain makes three melee attacks: two
with its scimitar and one with its dagger. Or the captain
makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.
Reactions
Parry. The captain adds 2 to its AC against one melee attack
that would hit it. To do so, the captain must see the attacker
and be wielding a melee weapon.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
Actions
B ULETTE
Multiattack. The Black Viper makes three attacks with her
Large monstrosity, unaligned
rapier.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one Armor Class 17 (natural armor)
target. Hit: 7 (1d6 + 4) piercing damage. Hit Points 94 (9d10 + 45)
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range Speed 40 ft., burrow 40 ft.
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
STR DEX CON INT WIS CHA
Reactions 19 (+4) 11 (+0) 21 (+5) 2 (–4) 10 (+0) 5 (–3)
Uncanny Dodge. The Black Viper halves the damage that she Skills Perception +6
takes from an attack that hits her. She must be able to see Senses darkvision 60 ft., tremorsense 60 ft., passive
the attacker. Perception 16
Languages —
Challenge 5 (1,800 XP)
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 30 (4d12 + 4) piercing damage.
Deadly Leap. If the bulette jumps at least 15 feet as part of its
movement, it can then use this action to land on its feet in a
space that contains one or more other creatures. Each of
those creatures must succeed on a DC 16 Strength or
Dexterity saving throw (target’s choice) or be knocked prone
and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4)
slashing damage. On a successful save, the creature takes
only half the damage, isn’t knocked prone, and is pushed 5
feet out of the bulette’s space into an unoccupied space of
the creature’s choice. If no unoccupied space is within range,
the creature instead falls prone in the bulette’s space.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 7 (–2) 10 (+0) 7 (–2) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 10 (+0)
Actions
Multiattack. Catelaine makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
succesful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and
the target must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or half as
much damage on a succesful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 21 (+5) 3 (–4) 14 (+2) 8 (–1) 19 (+4) 11 (+0) 19 (+4) 3 (–4) 14 (+2) 10 (+0)
C RAWLING C LAW
Tiny undead, neutral evil
Armor Class 12
Hit Points 2 (1d4)
C OMMONER Speed 20 ft., climb 20 ft.
Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA
Armor Class 10 13 (+1) 14 (+2) 11 (+0) 5 (–3) 10 (+0) 4 (–3)
Hit Points 4 (1d8)
Damage Immunities poison
Speed 30 ft.
Condition Immunities charmed, exhaustion, poisoned
STR DEX CON INT WIS CHA Senses blindsight 30 ft. (blind beyond this radius), passive
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Perception 10
Languages understands Common but can’t speak
Senses passive Perception 10 Challenge 0 (0 XP)
Languages any one language (usually Common)
Challenge 0 (0 XP) Turn Immunity. The claw is immune to effects that turn
undead.
Actions Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw’s choice).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (–1) 13 (+1) 12 (+1) 5 (–3) 14 (+2) 3 (–4) 21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5)
Damage Resistances necrotic Saving Throws Dex +6, Wis +7, Cha +9
Senses passive Perception 12 Damage Immunities lightning, thunder
Languages — Senses darkvision 120 ft., passive Perception 13
Challenge 1/2 (100 XP) Languages Auran
Challenge 11 (7,200 XP)
Beheaded Form. When created, a death’s head takes one of
three forms: Aberrant Head, Gnashing Head or Petrifying Elemental Demise. If the djinni dies, its body disintegrates
Head. This form determines the creature’s attack. into a warm breeze, leaving behind only the equipment the
Unusual Nature. The death’s head doesn’t require air, food, djinni was wearing or carrying.
drink or sleep. Innate Spellcasting. The djinni’s innate spellcasting ability is
Charisma (spell save DC 17, +9 to hit with spell attacks). It can
Actions innately cast the following spells, requiring no material
components:
Gnashing Bite (Gnashing Head Only). Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing At will: detect evil and good, detect magic, thunderwave
damage. 3/day each: create food and water (can create wine instead of
Mind-Bending Bite (Aberrant Head Only). Melee Weapon water), tongues, wind walk
Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 1/day each: conjure elemental (air elemental only), creation,
piercing damageplus 5 (1d10) necrotic damage, and the target gaseous form, invisibility, major image, plane shift
must succeed on a DC 10 Intelligence saving throw or it can’t
take a reaction until the end of its next turn. Moreover, on its Actions
next turn, the target must choose whether it gets a move, an
Multiattack. The djinni makes three scimitar attacks.
action or a bonus action; it gets only one of the three..
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Petrifying Bite (Petrifying Head Only). Melee Weapon Attack:
target. Hit: 12 (2d6 + 5) slashing damageplus 3 (1d6) lightning
+3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing
or thunder damage (djinni’s choice).
damage, and the target must succeed on a DC 10
Constitution saving throw or be restrained as it begins to turn Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of
to stone. The target must repeat the saving throw at the end swirling air magically forms on a point the djinni can see
of its next turn. On a success, the effect ends. On a failure, within 120 feet of it. The whirlwind lasts as long as the djinni
the target is petrified for 10 minutes.. maintains concentrations (as if concentrating on a spell). Any
creature but the djinni that enters the whirlwind must
succeed on a DC 18 Strength saving throw or be restrained by
it. The djinni can move the whirlwind up to 60 feet as an
action, and creatures restrained by the whirlwind move with
it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained
by the whirlwind, including itself, by succeeding on a DC 18
Strength check. If the check succeeds, the creature is no
longer restrained and moves to the nearest space outside the
whirlwind.
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its
true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target
takes an extra 10 (3d6) damage from the attack.
Actions
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target
is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if
concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma
(Deception, Intimidation, and Persuasion) checks against the target.
D RUID
Medium humanoid (any race), any alignment
Actions
Quarterstaff. Melee Weapon Attack: +2 (+4 to hit with
shillelagh) to hit, reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage, or 4 (1d8) bludgeoning damage with
shillelagh or if wielded with two hands.
Armor Class 11 (16 with barkskin) Armor Class 16 (scale mail, shield)
Hit Points 22 (5d8) Hit Points 97 (13d8 + 39)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) 14 (+2) 8 (–1) 16 (+3) 11 (+0) 15 (+2) 10 (+0)
Actions
E LDRITCH C AT
Club. Melee Weapon Attack: +2 (+6 to hit with shillelagh) to
Tiny beast, unaligned
hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or
4 (1d8) bludgeoning damage with shillelagh. Armor Class 12
Fey Charm. The dryad targets one humanoid or beast that Hit Points 2 (1d4)
she can see within 30 feet of her. If the target can see the Speed 40 ft., climb 30 ft.
dryad, it must succeed on a DC 14 Wisdom saving throw or
be magically charmed. The charmed creature regards the STR DEX CON INT WIS CHA
dryad as a trusted friend to be heeded and protected. 3 (–4) 15 (+2) 10 (+0) 12 (+1) 12 (+1) 16 (+3)
Although the target isn’t under the dryad’s control, it takes
the dryad’s requests or actions in the most favorable way it Skills Perception +3, Stealth +4
can. Senses passive Perception 13
Each time the dryad or its allies do anything harmful to the Languages Common
target, it can repeat the saving throw, ending the effect on Challenge 1/8 (25 XP)
itself on a success. Otherwise, the effect lasts 24 hours or
until the dryad dies, is on a different plane of existence from Feline Telepathy. The cat can telepathically communicate
the target, or ends the effect as a bonus action. If a target’s with any cat within 60 feet of it.
saving throw is successful, the target is immune to the dryad’s Innate Spellcasting. The cat’s innate spellcasting ability is
Fey Charm for the next 24 hours. Charisma (spell save DC 13, +5 to hit with spell attacks). It can
The dryad can have no more than one humanoid and up innately cast the following spells, requiring no material
to three beasts charmed at a time. components:
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
False Appearance. While the oak remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The oak deals double damage to objects and structures.
Actions
Multiattack. The oak makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The oak magically animates one or two trees it can see within 60 feet o fit. These trees have the same
statistics as the oak, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action
option. An animated tree acts as an allay of the oak. The tree remains animate for 1 day or until it dies; until the oak dies or is
more than 120 feet from the tree; or until the oak takes a bonus action to turn it back into an inanimate tree. The tree then takes
root if possible.
Pacifying Spores (3/Day). The oak ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 17
Constitution saving throw or be stunned 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.
F IRE G IANT
Huge giant, lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (–4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 4 (–3) 18 (+4) 11 (+0) 2 (–4) 12 (+1) 5 (–3)
Skills Arcana +4, Perception +3, Stealth +7 Senses blindsight 10 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 13 Languages —
Languages Draconic, Sylvan Challenge 1/8 (25 XP)
Challenge 1 (200 XP)
Flyby. The snake doesn’t provoke opportunity attacks when it
Superior Invisibility. As a bonus action, the dragon can flies out of an enemy’s reach.
magically turn invisible until its concentration ends (as if
concentrating on a spell). Any equipment the dragon wears or Actions
carries is invisible with it.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Limited Telepathy. Using telepathy, the dragon can magically Hit: 1 piercing damage plus 7 (3d4) poison damage.
communicate with any other faerie dragon within 60 feet of
it.
Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects.
Innate Spellcasting. The dragon’s innate spellcasting ability is
Charisma (spell save DC 13). It can innately cast a number of
spells, requiring no material components. As the dragon ages
and changes color, it gains additional spells as shown below. G LADIATOR
Medium humanoid (any race), any alignment
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray Armor Class 16 (studded leather, shield)
Yellow, 1/day: mirror image Hit Points 112 (15d8 + 45)
Green, 1/day: suggestion Speed 30 ft.
Blue, 1/day: major image
Indigo, 1/day: hallucinatory terrain STR DEX CON INT WIS CHA
Violet, 1/day: polymorph 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
Reactions
Parry. The gladiator adds 3 to its AC against one melee
attack that would hit it. To do so, the gladiator must see the
attacker and be wielding a melee weapon.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (–2) 15 (+2) 9 (–1) 8 (–1) 7 (–2) 8 (–1) 13 (+1) 14 (+2) 12 (+1) 3 (–4) 12 (+1) 7 (–2)
M AGE O CTOPUS
Small beast, unaligned
Medium humanoid (any race), any alignment
Armor Class 12
Armor Class 12 (15 with mage armor) Hit Points 3 (1d6)
Hit Points 40 (9d8) Speed 5 ft., swim 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 4 (–3) 15 (+2) 11 (+0) 3 (–4) 10 (+0) 4 (–3)
9 (–1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Skills Perception +2, Stealth +4
Saving Throws Int +6, Wis +4 Senses darkvision 30 ft., passive Perception 12
Skills Arcana +6, History +6 Languages —
Senses passive Perception 11 Challenge 0 (0 XP)
Languages any four languages
Challenge 6 (2,300 XP)
Hold Breath. While out of water, the octopus can hold its
breath for 30 minutes.
Spellcasting. The mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit Underwater Camouflage. The octopus has advantage on
with spell attacks). The mage has the following wizard spells Dexterity (Stealth) checks made while underwater.
prepared: Water Breathing. The octopus can breathe only underwater.
Cantrips (at will): fire bolt, light, mage hand, prestidigitation Actions
1st level (4 slots): detect magic, mage armor, magic missile,
shield Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
2nd level (3 slots): misty step, suggestion target. Hit: 1 bludgeoning damage, and the target is grapped
3rd level (3 slots): counterspell, fireball, fly (escape DC 10). Until this grapple ends, the octopus can’t use
4th level (3 slots): greater invisibility, ice storm its tentacles on another target.
5th level (1 slot): cone of cold Ink Cloud (Recharges after a Short or Long Rest). A
5-foot-radius cloud of ink extends all around the octopus if it
Actions is underwater. The area is heavily obscured for 1 minute,
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. although a significant current can disperse the ink. After
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing releasing the ink, the octopus can use the Dash action as a
damage. bonus action.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
Skills Deception +7, Insight +6, Perception +6, Stealth +6 Saving Throws Dex +3, Con +6, Wis +4, Cha +5
Damage Resistances cold, fire; bludgeoning, piercing, and Skills Arcana +5, Deception +8, Perception +4
slashing damage from nonmagical attacks not made with Senses darkvision 60 ft., passive Perception 14
silvered weapons Languages Common, Giant
Condition Immunities charmed Challenge 7 (2,900 XP)
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Common, Infernal, Primordial Innate Spellcasting. The oni’s innate spellcasting ability is
Challenge 5 (1,800 XP) Charisma (spell save DC 13). The oni can innately cast the
following spells, requiring no material components:
Innate Spellcasting. The hags’s innate spellcasting ability is
Charisma (spell save DC 14, +6 to hit with spell attacks). She At will: darkness, invisibility
can innately cast the following spells, requiring no material 1/day each: charm person, cone of cold, gaseous form, sleep
components:
Magic Weapons. The oni’s weapon attacks are magical.
At will: detect magic, magic missile Regeneration. The oni regains 10 hit points at the start of its
2/day each: plane shift (self only), ray of enfeeblement, sleep turn if it has at least 1 hit point.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (–4) 12 (+1) 7 (–2) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Saving Throws Str +3, Dex –1, Con +1, Int –6, Wis –1, Cha –4 Skills Medicine +7, Persuasion +3, Religion +4
Skills Acrobatics –1, Animal Handling –1, Arcana –6, Athletics Senses passive Perception 13
+3, Deception –4, History –6, Insight –1, Intimidation –4, Languages any two languages
Investigation –6, Medicine –1, Nature –6, Perception +1, Challenge 2 (450 XP)
Performance –4, Persuasion –4, Religion –6, Sleight of Hand
–1, Stealth –1, Survival –1 Devine Eminence. As a bonus action, the priest can expend
Senses darkvision 60 ft., passive Perception 11 a spell slot to cause its melee weapon attacks to magically
Languages — deal an extra 10 (3d6) radiant damage to a target on a hit.
Challenge 1 (200 XP) This benefit lasts until the end of the turn. If the priest
expends a spell slot of 2nd level or higher, the extra damage
Keen Sight and Smell. The owlbear has advantage on increases by 1d6 for each level above 1st.
Wisdom (Perception) checks that rely on sight or smell. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
Actions spell attacks). It has the following cleric spells prepared:
Multiattack. The owlbear makes two attacks: one with its Cantrips (at will): light, sacred flame, thaumaturgy
beak and one with its claws. 1st level (4 slots): cure wounds, guiding bolt, sanctuary
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2nd level (3 slots): lesser restoration, spiritual weapon
Hit: 10 (1d10 + 5) piercing damage. 3rd level (2 slots): dispel magic, spirit guardians
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage. Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.
P IXIE
Tiny beast, unaligned
Armor Class 15
Hit Points 1 (1d4 – 1)
Speed 10 ft., fly 30 ft.
At will: druidcraft
1/day each: confusion, dancing lights, detect evil and good,
detect thoughts, dispel magic, entangle, fly, phantasmal force,
polymorph, sleep
Actions
Superior Invisibility. The pixie magically turns invisible until its
concentration ends (as if concentrating on a spell). Any
equipment the pixie wears or carries is invisible with it.
Armor Class 12 (15 with mage armor) Armor Class 12 (natural armor)
Hit Points 66 (12d8 + 12) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft., swin 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (–1)
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing
damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 1 (–5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2)
Skills Perception +2, Performance +6, Stealth +5 Saving Throws Dex +5, Cha +4
Senses passive Perception 12 Skills Stealth +7
Languages Common, Evlish, Sylvan Damage Vulnerabilities radiant
Challenge 1/2 (100 XP) Damage Resistances acid, fire, necrotic, thunder;
bludgeoning, piercing and slashing from nonmagical
Magic Resistance. The satyr has advantage on saving throws weapons
against spells and other magical effects. Damage Immunities cold, lightning, poison
Condition Immunities exhaustion, grappled, paralyzed,
Actions petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 11
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Languages Abyssal, telepathy 120 ft.
Hit: 6 (2d4 + 1) bludgeoning damage.
Challenge 4 (1,100 XP)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. Incorporeal Movement. The demon can move through other
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., creatures and objects as if they were difficult terrain. It takes
one target. Hit: 6 (1d6 + 3) piercing damage. 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon
can take the Hide action as a bonus action.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) psychic damageor, if the demon had
advantage on the attack roll, 17 (4d6 + 3) psychic damage.
S COUT
Medium humanoid (any race), any alignment
Actions
Multiattack. The scout makes two melee attacks or two
ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 3 (–4) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 12 (+1)
Skills Deception +5, Insight +4, Investigation +5, Perception Skills Perception +5, Stealth +4
+6, Persuasion +5, Sleight of Hand +4, Stealth +4 Damage Immunities poison
Senses passive Perception 16 Condition Immunities poisoned
Languages any two languages Senses darkvision 60 ft., passive Perception 15
Challenge 1 (200 XP) Languages understands Common but can’t speak
Challenge 0 (0 XP)
Cunning Action. On each of its turns, the spy can use a
bonus action to take the Dash, Disengage or Hide action. Detect Invisibility. Within 60 feet of the tressym, magical
Sneak Attack. Once per turn, the spy deals an extra 7 (2d6) invisibility fails to conceal anything from the tressym’s sight.
damage when it hits a target with a weapon attack and has Keen Smell. The tressym has advantage on Wisdom
advantage on the attack roll, or when the creature is within 5 (Perception) checks that rely on smell.
feet of an ally of the spy that isn’t incapacitated and the spy Poison Sense. A tressym can detect whether a substance is
doesn’t have disadvantage on the attack roll. poisonous by taste, touch, or smell.
Actions Actions
Multiattack. The spy makes two melee attacks. Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit: 1 slashing damage.
target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
S PRITE
Tiny fey, neutral good Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160
ft., one target. Hit: 1 piercing damage, and the target must
Armor Class 15 (leather armor) succeed on a DC 10 Constitution saving throw or become
Hit Points 2 (1d4) poisoned for 1 minute. If its saving throw result is 5 or lower,
Speed 10 ft., fly 40 ft. the poisoned target falls unconscious for the same duration,
or until it takes damage or another creature takes an action
STR DEX CON INT WIS CHA to shake it awake.
3 (–4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
Heart Sight. The sprite touches a creature and magically
Skills Perception +3, Stealth +8 knows the creature’s current emotional state. If the target
Senses passive Perception 13 fails a DC 10 Charisma saving throw, the sprite also knows
Languages Common, Elvish, Sylvan the creature’s alignment. Celestials, fiends, and undead
Challenge 1/4 (50 XP) automatically fail the saving throw.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 7 (–2) 10 (+0) 13 (+1) 2 (–4) 12 (+1) 4 (–3)
T YRANNOSAURUS Z OMBIE
Huge undead, unaligned zombie still has this trait when it dies, 1d4 normal zombies
erupt from its corpse at the start of its next turn. The
Armor Class 11 (natural armor) zombies act on their own initiative count.
Hit Points 136 (13d12 + 52) Undead Fortitude. If damage reduces the tyrannosaurus
Speed 40 ft. zombie to 0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless the data is
STR DEX CON INT WIS CHA radiant or from a critical hit. On a success, the zombie drops
25 (+7) 6 (–2) 19 (+4) 1 (–5) 3 (–4) 5 (–3) to 1 hit point instead.
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
P OTION OF P OISON
Potion, uncommon
This concoction looks, smells, and tastes like a
potion of healing or other beneficial potion.
However, it is actually poison masked by
illusion magic. An identify spell reveals its true
nature.
If you drink it, you take 3d6 poison damage,
and you must succeed on a DC 13
Constitution saving throw or be poisoned. At
the start of each of your turns while you are
A NKHEG
Large monstrosity, unaligned Actions
Armor Class 14 (natural armor), 11 while prone
Hit Points 39 (6d10 + 6) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft., 10 ft. burrow Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If
the target is a Large or smaller creature, it is grappled (escape
STR DEX CON INT WIS CHA DC 13). Until this grapple ends, the ankheg can bite only the
17 (+3) 11 (+0) 13 (+1) 1 (–5) 13 (+1) 6 (–2) grappled creature and has advantage on attack rolls to do so.
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception Acid Spray. The ankheg spits acid in a line that is 30 feet long
11 and 5 feet wide, provided that it has no creature grappled.
Languages — Each creature in that line must make a DC 13 Dexterity
Challenge 2 (450 XP) saving throw, taking 10 (3d6) acid damage on a failed save, or
half as much damage on a successful one.
Armor Class 12 (15 with mage armor) Armor Class 12 (leather armor)
Hit Points 99 (18d8 + 18) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 20 (+5) 15 (+2) 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
*The archmage casts these spells on itself before combat. Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Actions Speed 30 ft.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
STR DEX CON INT WIS CHA
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
damage.
Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Actions
Multiattack. The captain makes three melee attacks: two
with its scimitar and one with its dagger. Or the captain
makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.
Reactions
Parry. The captain adds 2 to its AC against one melee attack
that would hit it. To do so, the captain must see the attacker
and be wielding a melee weapon.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
Actions
B ULETTE
Multiattack. The Black Viper makes three attacks with her
Large monstrosity, unaligned
rapier.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one Armor Class 17 (natural armor)
target. Hit: 7 (1d6 + 4) piercing damage. Hit Points 94 (9d10 + 45)
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range Speed 40 ft., burrow 40 ft.
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
STR DEX CON INT WIS CHA
Reactions 19 (+4) 11 (+0) 21 (+5) 2 (–4) 10 (+0) 5 (–3)
Uncanny Dodge. The Black Viper halves the damage that she Skills Perception +6
takes from an attack that hits her. She must be able to see Senses darkvision 60 ft., tremorsense 60 ft., passive
the attacker. Perception 16
Languages —
Challenge 5 (1,800 XP)
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 30 (4d12 + 4) piercing damage.
Deadly Leap. If the bulette jumps at least 15 feet as part of its
movement, it can then use this action to land on its feet in a
space that contains one or more other creatures. Each of
those creatures must succeed on a DC 16 Strength or
Dexterity saving throw (target’s choice) or be knocked prone
and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4)
slashing damage. On a successful save, the creature takes
only half the damage, isn’t knocked prone, and is pushed 5
feet out of the bulette’s space into an unoccupied space of
the creature’s choice. If no unoccupied space is within range,
the creature instead falls prone in the bulette’s space.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 7 (–2) 10 (+0) 7 (–2) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 10 (+0)
Actions
Multiattack. Catelaine makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
succesful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and
the target must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or half as
much damage on a succesful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 21 (+5) 3 (–4) 14 (+2) 8 (–1) 19 (+4) 11 (+0) 19 (+4) 3 (–4) 14 (+2) 10 (+0)
C RAWLING C LAW
Tiny undead, neutral evil
Armor Class 12
Hit Points 2 (1d4)
C OMMONER Speed 20 ft., climb 20 ft.
Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA
Armor Class 10 13 (+1) 14 (+2) 11 (+0) 5 (–3) 10 (+0) 4 (–3)
Hit Points 4 (1d8)
Damage Immunities poison
Speed 30 ft.
Condition Immunities charmed, exhaustion, poisoned
STR DEX CON INT WIS CHA Senses blindsight 30 ft. (blind beyond this radius), passive
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Perception 10
Languages understands Common but can’t speak
Senses passive Perception 10 Challenge 0 (0 XP)
Languages any one language (usually Common)
Challenge 0 (0 XP) Turn Immunity. The claw is immune to effects that turn
undead.
Actions Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw’s choice).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (–1) 13 (+1) 12 (+1) 5 (–3) 14 (+2) 3 (–4) 21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5)
Damage Resistances necrotic Saving Throws Dex +6, Wis +7, Cha +9
Senses passive Perception 12 Damage Immunities lightning, thunder
Languages — Senses darkvision 120 ft., passive Perception 13
Challenge 1/2 (100 XP) Languages Auran
Challenge 11 (7,200 XP)
Beheaded Form. When created, a death’s head takes one of
three forms: Aberrant Head, Gnashing Head or Petrifying Elemental Demise. If the djinni dies, its body disintegrates
Head. This form determines the creature’s attack. into a warm breeze, leaving behind only the equipment the
Unusual Nature. The death’s head doesn’t require air, food, djinni was wearing or carrying.
drink or sleep. Innate Spellcasting. The djinni’s innate spellcasting ability is
Charisma (spell save DC 17, +9 to hit with spell attacks). It can
Actions innately cast the following spells, requiring no material
components:
Gnashing Bite (Gnashing Head Only). Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing At will: detect evil and good, detect magic, thunderwave
damage. 3/day each: create food and water (can create wine instead of
Mind-Bending Bite (Aberrant Head Only). Melee Weapon water), tongues, wind walk
Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 1/day each: conjure elemental (air elemental only), creation,
piercing damageplus 5 (1d10) necrotic damage, and the target gaseous form, invisibility, major image, plane shift
must succeed on a DC 10 Intelligence saving throw or it can’t
take a reaction until the end of its next turn. Moreover, on its Actions
next turn, the target must choose whether it gets a move, an
Multiattack. The djinni makes three scimitar attacks.
action or a bonus action; it gets only one of the three..
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Petrifying Bite (Petrifying Head Only). Melee Weapon Attack:
target. Hit: 12 (2d6 + 5) slashing damageplus 3 (1d6) lightning
+3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing
or thunder damage (djinni’s choice).
damage, and the target must succeed on a DC 10
Constitution saving throw or be restrained as it begins to turn Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of
to stone. The target must repeat the saving throw at the end swirling air magically forms on a point the djinni can see
of its next turn. On a success, the effect ends. On a failure, within 120 feet of it. The whirlwind lasts as long as the djinni
the target is petrified for 10 minutes.. maintains concentrations (as if concentrating on a spell). Any
creature but the djinni that enters the whirlwind must
succeed on a DC 18 Strength saving throw or be restrained by
it. The djinni can move the whirlwind up to 60 feet as an
action, and creatures restrained by the whirlwind move with
it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained
by the whirlwind, including itself, by succeeding on a DC 18
Strength check. If the check succeeds, the creature is no
longer restrained and moves to the nearest space outside the
whirlwind.
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its
true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target
takes an extra 10 (3d6) damage from the attack.
Actions
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target
is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if
concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma
(Deception, Intimidation, and Persuasion) checks against the target.
D RUID
Medium humanoid (any race), any alignment
Actions
Quarterstaff. Melee Weapon Attack: +2 (+4 to hit with
shillelagh) to hit, reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage, or 4 (1d8) bludgeoning damage with
shillelagh or if wielded with two hands.
Armor Class 11 (16 with barkskin) Armor Class 16 (scale mail, shield)
Hit Points 22 (5d8) Hit Points 97 (13d8 + 39)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) 14 (+2) 8 (–1) 16 (+3) 11 (+0) 15 (+2) 10 (+0)
Actions
E LDRITCH C AT
Club. Melee Weapon Attack: +2 (+6 to hit with shillelagh) to
Tiny beast, unaligned
hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or
4 (1d8) bludgeoning damage with shillelagh. Armor Class 12
Fey Charm. The dryad targets one humanoid or beast that Hit Points 2 (1d4)
she can see within 30 feet of her. If the target can see the Speed 40 ft., climb 30 ft.
dryad, it must succeed on a DC 14 Wisdom saving throw or
be magically charmed. The charmed creature regards the STR DEX CON INT WIS CHA
dryad as a trusted friend to be heeded and protected. 3 (–4) 15 (+2) 10 (+0) 12 (+1) 12 (+1) 16 (+3)
Although the target isn’t under the dryad’s control, it takes
the dryad’s requests or actions in the most favorable way it Skills Perception +3, Stealth +4
can. Senses passive Perception 13
Each time the dryad or its allies do anything harmful to the Languages Common
target, it can repeat the saving throw, ending the effect on Challenge 1/8 (25 XP)
itself on a success. Otherwise, the effect lasts 24 hours or
until the dryad dies, is on a different plane of existence from Feline Telepathy. The cat can telepathically communicate
the target, or ends the effect as a bonus action. If a target’s with any cat within 60 feet of it.
saving throw is successful, the target is immune to the dryad’s Innate Spellcasting. The cat’s innate spellcasting ability is
Fey Charm for the next 24 hours. Charisma (spell save DC 13, +5 to hit with spell attacks). It can
The dryad can have no more than one humanoid and up innately cast the following spells, requiring no material
to three beasts charmed at a time. components:
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
False Appearance. While the oak remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The oak deals double damage to objects and structures.
Actions
Multiattack. The oak makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The oak magically animates one or two trees it can see within 60 feet o fit. These trees have the same
statistics as the oak, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action
option. An animated tree acts as an allay of the oak. The tree remains animate for 1 day or until it dies; until the oak dies or is
more than 120 feet from the tree; or until the oak takes a bonus action to turn it back into an inanimate tree. The tree then takes
root if possible.
Pacifying Spores (3/Day). The oak ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 17
Constitution saving throw or be stunned 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.
F IRE G IANT
Huge giant, lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (–4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 4 (–3) 18 (+4) 11 (+0) 2 (–4) 12 (+1) 5 (–3)
Skills Arcana +4, Perception +3, Stealth +7 Senses blindsight 10 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 13 Languages —
Languages Draconic, Sylvan Challenge 1/8 (25 XP)
Challenge 1 (200 XP)
Flyby. The snake doesn’t provoke opportunity attacks when it
Superior Invisibility. As a bonus action, the dragon can flies out of an enemy’s reach.
magically turn invisible until its concentration ends (as if
concentrating on a spell). Any equipment the dragon wears or Actions
carries is invisible with it.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Limited Telepathy. Using telepathy, the dragon can magically Hit: 1 piercing damage plus 7 (3d4) poison damage.
communicate with any other faerie dragon within 60 feet of
it.
Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects.
Innate Spellcasting. The dragon’s innate spellcasting ability is
Charisma (spell save DC 13). It can innately cast a number of
spells, requiring no material components. As the dragon ages
and changes color, it gains additional spells as shown below. G LADIATOR
Medium humanoid (any race), any alignment
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray Armor Class 16 (studded leather, shield)
Yellow, 1/day: mirror image Hit Points 112 (15d8 + 45)
Green, 1/day: suggestion Speed 30 ft.
Blue, 1/day: major image
Indigo, 1/day: hallucinatory terrain STR DEX CON INT WIS CHA
Violet, 1/day: polymorph 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
Reactions
Parry. The gladiator adds 3 to its AC against one melee
attack that would hit it. To do so, the gladiator must see the
attacker and be wielding a melee weapon.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (–2) 15 (+2) 9 (–1) 8 (–1) 7 (–2) 8 (–1) 13 (+1) 14 (+2) 12 (+1) 3 (–4) 12 (+1) 7 (–2)
M AGE O CTOPUS
Small beast, unaligned
Medium humanoid (any race), any alignment
Armor Class 12
Armor Class 12 (15 with mage armor) Hit Points 3 (1d6)
Hit Points 40 (9d8) Speed 5 ft., swim 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 4 (–3) 15 (+2) 11 (+0) 3 (–4) 10 (+0) 4 (–3)
9 (–1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Skills Perception +2, Stealth +4
Saving Throws Int +6, Wis +4 Senses darkvision 30 ft., passive Perception 12
Skills Arcana +6, History +6 Languages —
Senses passive Perception 11 Challenge 0 (0 XP)
Languages any four languages
Challenge 6 (2,300 XP)
Hold Breath. While out of water, the octopus can hold its
breath for 30 minutes.
Spellcasting. The mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit Underwater Camouflage. The octopus has advantage on
with spell attacks). The mage has the following wizard spells Dexterity (Stealth) checks made while underwater.
prepared: Water Breathing. The octopus can breathe only underwater.
Cantrips (at will): fire bolt, light, mage hand, prestidigitation Actions
1st level (4 slots): detect magic, mage armor, magic missile,
shield Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
2nd level (3 slots): misty step, suggestion target. Hit: 1 bludgeoning damage, and the target is grapped
3rd level (3 slots): counterspell, fireball, fly (escape DC 10). Until this grapple ends, the octopus can’t use
4th level (3 slots): greater invisibility, ice storm its tentacles on another target.
5th level (1 slot): cone of cold Ink Cloud (Recharges after a Short or Long Rest). A
5-foot-radius cloud of ink extends all around the octopus if it
Actions is underwater. The area is heavily obscured for 1 minute,
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. although a significant current can disperse the ink. After
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing releasing the ink, the octopus can use the Dash action as a
damage. bonus action.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
Skills Deception +7, Insight +6, Perception +6, Stealth +6 Saving Throws Dex +3, Con +6, Wis +4, Cha +5
Damage Resistances cold, fire; bludgeoning, piercing, and Skills Arcana +5, Deception +8, Perception +4
slashing damage from nonmagical attacks not made with Senses darkvision 60 ft., passive Perception 14
silvered weapons Languages Common, Giant
Condition Immunities charmed Challenge 7 (2,900 XP)
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Common, Infernal, Primordial Innate Spellcasting. The oni’s innate spellcasting ability is
Challenge 5 (1,800 XP) Charisma (spell save DC 13). The oni can innately cast the
following spells, requiring no material components:
Innate Spellcasting. The hags’s innate spellcasting ability is
Charisma (spell save DC 14, +6 to hit with spell attacks). She At will: darkness, invisibility
can innately cast the following spells, requiring no material 1/day each: charm person, cone of cold, gaseous form, sleep
components:
Magic Weapons. The oni’s weapon attacks are magical.
At will: detect magic, magic missile Regeneration. The oni regains 10 hit points at the start of its
2/day each: plane shift (self only), ray of enfeeblement, sleep turn if it has at least 1 hit point.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (–4) 12 (+1) 7 (–2) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Saving Throws Str +3, Dex –1, Con +1, Int –6, Wis –1, Cha –4 Skills Medicine +7, Persuasion +3, Religion +4
Skills Acrobatics –1, Animal Handling –1, Arcana –6, Athletics Senses passive Perception 13
+3, Deception –4, History –6, Insight –1, Intimidation –4, Languages any two languages
Investigation –6, Medicine –1, Nature –6, Perception +1, Challenge 2 (450 XP)
Performance –4, Persuasion –4, Religion –6, Sleight of Hand
–1, Stealth –1, Survival –1 Devine Eminence. As a bonus action, the priest can expend
Senses darkvision 60 ft., passive Perception 11 a spell slot to cause its melee weapon attacks to magically
Languages — deal an extra 10 (3d6) radiant damage to a target on a hit.
Challenge 1 (200 XP) This benefit lasts until the end of the turn. If the priest
expends a spell slot of 2nd level or higher, the extra damage
Keen Sight and Smell. The owlbear has advantage on increases by 1d6 for each level above 1st.
Wisdom (Perception) checks that rely on sight or smell. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
Actions spell attacks). It has the following cleric spells prepared:
Multiattack. The owlbear makes two attacks: one with its Cantrips (at will): light, sacred flame, thaumaturgy
beak and one with its claws. 1st level (4 slots): cure wounds, guiding bolt, sanctuary
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2nd level (3 slots): lesser restoration, spiritual weapon
Hit: 10 (1d10 + 5) piercing damage. 3rd level (2 slots): dispel magic, spirit guardians
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage. Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.
P IXIE
Tiny beast, unaligned
Armor Class 15
Hit Points 1 (1d4 – 1)
Speed 10 ft., fly 30 ft.
At will: druidcraft
1/day each: confusion, dancing lights, detect evil and good,
detect thoughts, dispel magic, entangle, fly, phantasmal force,
polymorph, sleep
Actions
Superior Invisibility. The pixie magically turns invisible until its
concentration ends (as if concentrating on a spell). Any
equipment the pixie wears or carries is invisible with it.
Armor Class 12 (15 with mage armor) Armor Class 12 (natural armor)
Hit Points 66 (12d8 + 12) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft., swin 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (–1)
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing
damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 1 (–5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2)
Skills Perception +2, Performance +6, Stealth +5 Saving Throws Dex +5, Cha +4
Senses passive Perception 12 Skills Stealth +7
Languages Common, Evlish, Sylvan Damage Vulnerabilities radiant
Challenge 1/2 (100 XP) Damage Resistances acid, fire, necrotic, thunder;
bludgeoning, piercing and slashing from nonmagical
Magic Resistance. The satyr has advantage on saving throws weapons
against spells and other magical effects. Damage Immunities cold, lightning, poison
Condition Immunities exhaustion, grappled, paralyzed,
Actions petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 11
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Languages Abyssal, telepathy 120 ft.
Hit: 6 (2d4 + 1) bludgeoning damage.
Challenge 4 (1,100 XP)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. Incorporeal Movement. The demon can move through other
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., creatures and objects as if they were difficult terrain. It takes
one target. Hit: 6 (1d6 + 3) piercing damage. 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon
can take the Hide action as a bonus action.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) psychic damageor, if the demon had
advantage on the attack roll, 17 (4d6 + 3) psychic damage.
S COUT
Medium humanoid (any race), any alignment
Actions
Multiattack. The scout makes two melee attacks or two
ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 3 (–4) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 12 (+1)
Skills Deception +5, Insight +4, Investigation +5, Perception Skills Perception +5, Stealth +4
+6, Persuasion +5, Sleight of Hand +4, Stealth +4 Damage Immunities poison
Senses passive Perception 16 Condition Immunities poisoned
Languages any two languages Senses darkvision 60 ft., passive Perception 15
Challenge 1 (200 XP) Languages understands Common but can’t speak
Challenge 0 (0 XP)
Cunning Action. On each of its turns, the spy can use a
bonus action to take the Dash, Disengage or Hide action. Detect Invisibility. Within 60 feet of the tressym, magical
Sneak Attack. Once per turn, the spy deals an extra 7 (2d6) invisibility fails to conceal anything from the tressym’s sight.
damage when it hits a target with a weapon attack and has Keen Smell. The tressym has advantage on Wisdom
advantage on the attack roll, or when the creature is within 5 (Perception) checks that rely on smell.
feet of an ally of the spy that isn’t incapacitated and the spy Poison Sense. A tressym can detect whether a substance is
doesn’t have disadvantage on the attack roll. poisonous by taste, touch, or smell.
Actions Actions
Multiattack. The spy makes two melee attacks. Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit: 1 slashing damage.
target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
S PRITE
Tiny fey, neutral good Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160
ft., one target. Hit: 1 piercing damage, and the target must
Armor Class 15 (leather armor) succeed on a DC 10 Constitution saving throw or become
Hit Points 2 (1d4) poisoned for 1 minute. If its saving throw result is 5 or lower,
Speed 10 ft., fly 40 ft. the poisoned target falls unconscious for the same duration,
or until it takes damage or another creature takes an action
STR DEX CON INT WIS CHA to shake it awake.
3 (–4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
Heart Sight. The sprite touches a creature and magically
Skills Perception +3, Stealth +8 knows the creature’s current emotional state. If the target
Senses passive Perception 13 fails a DC 10 Charisma saving throw, the sprite also knows
Languages Common, Elvish, Sylvan the creature’s alignment. Celestials, fiends, and undead
Challenge 1/4 (50 XP) automatically fail the saving throw.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 7 (–2) 10 (+0) 13 (+1) 2 (–4) 12 (+1) 4 (–3)
T YRANNOSAURUS Z OMBIE
Huge undead, unaligned zombie still has this trait when it dies, 1d4 normal zombies
erupt from its corpse at the start of its next turn. The
Armor Class 11 (natural armor) zombies act on their own initiative count.
Hit Points 136 (13d12 + 52) Undead Fortitude. If damage reduces the tyrannosaurus
Speed 40 ft. zombie to 0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless the data is
STR DEX CON INT WIS CHA radiant or from a critical hit. On a success, the zombie drops
25 (+7) 6 (–2) 19 (+4) 1 (–5) 3 (–4) 5 (–3) to 1 hit point instead.
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.