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C REDITS

Designers Basil Wright, Gene Brode, Jr.,


Jeff C. Stevens, Joanna DeLaune, Marius
Brunner, Matt Kimberlin, Matthew Whitby,
Purple Bog Press, StickyHunter, Sven
Truckenbrodt
Lead designer T.M. van Dalen
Editor Rachel Savicki
Layout T.M. van Dalen
Cover art Some artwork © 2015 Dean
Spencer, used with permission. Code
Orange.
ON THE C OVER Interior art Some artwork © 2015 Dean
Shoppers browse wares both mundane and Spencer, used with permission. All rights
magical at a street market in this piece by reserved. Some artwork © Grim Press, used
Dean Spencer. with permission. All rights reserved. Darrin
Scott (inspired by D UNGEONS & D RAGONS
products). Some artwork © 2021 Matt
Morrow / Jeff Stevens Games, used with
permission. All rights reserved. James’ RPG
art. Some artwork © 2022 StickyHunter,
used with permission. All rights reserved.
Cartography Christian Zeuch

Some trinkets from Vex’s Trinket Hoard by


Aaron Gentry. Used with permission.

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.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2022 by T.M. van Dalen and the writers of this title and published under
the Community Content Agreement for Dungeon Masters Guild.
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

A BOUT T HIS B OOK


This book contains twenty shops, inns, and
other businesses, located all over the Forgotten
Realms. As with any D UNGEONS & D RAGONS
supplement, feel free to treat anything in this
book as mere suggestion, and pick and choose
what you like!
Every shop has an example generic location
and a concrete location within Faerûn. We’ve
designed the shops with the specific location in
mind, and made sure that they feel the most at
home in that spot, but they should work well
in any location that matches the generic
location above.
With each establishment, we’ve included a
detailed description of the shopkeeper that
runs the place, along with instructions for
roleplaying that proprietor. You will also find
that each shop has a table with example
drama—exciting scenes that happen in and
around the shop and that can serve as
encounter seeds for your party. Finally, each
place of business has a price list filled with
concrete and flavorful items for sale.
Appendix A contains stat blocks for all
monsters and NPCs found in this supplement.
When a monster’s name appears in bold type,
that’s a visual cue pointing you to the
creature’s stat block in appendix A. All magic
items that appear in this supplement can be
found in appendix B. Magic item names appear
in italic type.

We left quite a few easter eggs in this book for you


to find! Can you find all the places where the shops
reference one another? Email the answers to us at
rpg@timvdalen.nl to win a free book!

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

A giant civilization, inside dare not leave.


an eternal underwater air bubble, sits 2 A halfling adventurer is arguing back and forth
Axstalrath’s hoard. Customers must with Axstalrath. The halfling proclaims that the
enter it either by use of teleportation magic or mundane gold ring they’re trying to sell is a ring
of three wishes with all its wishes expended. The
by diving through the frigid waters of the Sea
halfling is sweating and clearly out of their depth,
of Moving Ice. In an air bubble on the ocean
and Axstalrath is growing impatient.
floor, they find a cozy set of caves clustered
3 One of the kobold servants surreptitiously hands
around a circular central hall filled with plush a note to one of the characters and immediately
carpets which cover the fine sand and petrified hurries off to continue their chores. It reads, in an
coral reefs below. The membrane of the almost illegible scraggly handwriting, “Help! I don’t
air-bubble undulates softly above the central want to be at the bottom of a frozen ocean. It’s wet
hall, and the light of the many continual and cold and cramped. Get me out. OOOOUUUT.
flames that light the establishment flickers out Please.”
into the darkness beyond, attracting curious 4 Axstalrath shares rumors about a lost giant
fish to the bubble. Sometimes, an over-eager artifact, supposedly located somewhere in the
fish swims into the bubble itself and drops ruins surrounding the air bubble. He will buy it
down on an unsuspecting shopper. for 5,000 gp, though he knows neither its shape, nor
Throughout the shop, dozens of kobolds can how it is protected. Will the characters try to cheat
Axstalrath with a fake artifact?
be observed scurrying to and fro. Some are
precariously balancing tablets with
refreshments over their heads, while others are he acts magnanimously. As soon as the
lugging boxes full of coin or magical items. In smallest thing goes awry, he begins screaming
the middle of it all, reigning over the chaos, at his servants, whipping about his many
sits Axstalrath himself, most often taking the octopus arms, or threatening violence upon
form of a giant octopus, conducting the anyone and everyone.
kobolds like an orchestra. Personality Trait. “My biggest trick is to
Axstalrath will trade in anything that masquerade as a shopkeeper. Only in an
interests him, which usually boils down to emergency will I reveal my true form.”
three categories of items. The first is anything Ideal. “I will amass an ever-growing hoard of
that glitters: coins, gems, goblets, crowns, and riches.”
the like. The second is magic items. Axstalrath Bond. “You might not know it, but I’m still a
can smell magic. The stronger its aura, the dragon. If you cheat or steal, I will eat you.”
more he needs to own a piece. Lastly, Flaw. “I find a good story more valuable than
Axstalrath wants to own stories, legends, and gold. I would trade a brand new sword for the
prophecies. He will pay 500 gold pieces for a broken sword of an ancient king and the tale
broken tavern sign if an adventurer can of the prophecy surrounding it in a heartbeat.”
convince him that the last great revolution
broke out in that tavern and that the brown Price list
stain on the wood consists of the blood of a
Item Cost
revolutionary martyr.
Bead of force 4,500 gp
Cloak of displacement 12,000 gp
A XSTALRATH Gauntlets of ogre power 1,200 gp
Axstalrath (he/him, ancient copper dragon) Potion of superior healing 1,000 gp
grew bored of terrorizing villagers and battling Quaal’s feather token 1,500 gp
adventurers a long time ago. There’s no finesse Wand of lightning bolts 9,000 gp
to it—no joy. Instead, he opened this shop to
continue to improve his hoard while
simultaneously pranking adventurers by acting
like an enigmatic shopkeeper.

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

T not far from the coast of the Sea


of Swords, in the city of Murann. The
building is close enough to the water
that patrons can hear the roll of the tide, but
not so close that the building is at risk of
drinks to tables placed in the eastern section
of the brewhouse.
Eschewing traditional employees, the
Boundless Brew is staffed by constructs: a
chef named Krank, and a server named
flooding. The Boundless Brew is made from ALF-R3D0. The Boundless Brew serves only
stone sourced from a quarry not far from the simple brewhouse food, since the main focus is
city. The sign for the establishment has a large Charlotte’s drinks.
tankard dangling from iron chains. The
proprietor, Charlotte DuClaire, adds
mysterious chemicals to the tankard weekly,
causing the item to fizzle and smoke in various
C HARLOTTE D U C LAIRE
colors, and on one memorable occasion, to The Boundless Brew was built by Charlotte
release a rainbow of sparks that turned parts (they/them, kalashtar commoner) because
of the beach’s sand into rainbow-colored glass. they wanted to change their line of work. An
The door to the Boundless Brew is large artificer by trade, they began experimenting
enough to accommodate even a goliath’s with potions and quickly found that their
height. Two large bay windows stand on either concoctions were a benefit to the community at
side of the door. One window looks into the large. From there, they decided to open a
building, revealing wooden tables and chairs. brewhouse. Charlotte can usually be found at
The other window holds an assortment of the main bar of the Boundless Brew, making
half-built inventions with a sign that says drinks for patrons and working on new
“FREE!” creations. As they’re incapable of dreaming
themselves, Charlotte keeps a Dreamer’s Log
where patrons can log their dreams if they fall
asleep at their table.

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.

Drink Effects Table


d6 Effect
1 No effect.
2 A stream of bubbles comes from your mouth.
3 Everything tastes like potatoes for 1d12 minutes.
4 You regain 2d12 hp.
5 You transform into a beast that has a challenge
rating of 1/4 or lower for an hour.
6 You fall asleep for 2d8 minutes.

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

ATELAINE ’ S C ONCOCTIONS IS OWNED


C ATELAINE

C and operated by the gnome Catelaine


Tinglewrist, a retired assassin who
dabbles in druidcraft and specializes
in poisons. The 60 square foot shop is divided
into two sections—one for general customers
T INGLEWRIST
Catelaine Tinglewrist (she/her) is an elderly
gnome who keeps her black hair oiled and
shiny. The squinty-eyed, barefoot woman
wears green robes and a white apron neatly
who are in need of healing and remedies, and
embroidered with the letters CC in red thread.
one for special clientele who require more
She’s surprisingly quick, nimble, and stealthy
interesting concoctions.
for her age.
When one enters Catelaine’s Concoctions, At her core, Catelaine is evil. She misses the
they are greeted by the multitude of aromas hunt, the kills, the betrayal, and the deception
created by Catelaine’s poultices, lotions, oils, of her old life—the life she had while studying
and potions. Tall wall shelves corral a circular poisons under the teachings of Sarvis Dole, a
sales desk centered in the shop. There sits master assassin and alchemist. The two acted
Catelaine Tinglewrist, with a poisoned dagger as paid assassins back in the day. Now, Sarvis
and a shortsword hidden under the desk. lives in a retirement home and Catelaine
The shop sells basic remedies for joint pain, operates her shop, using a portion of her
bug repellant, headaches, and healing. One of income to support Sarvis’s stay at the home.
Catelain’s most popular items is Catelaine’s no- Catelaine has several life regrets, but the
no smell, a cream one applies to the sweatiest most pressing is the fact that she fell out of
parts of their body. Once applied, this cream touch with her sister Malia Tinglewrist many
eliminates any naturally occurring body odor years ago. Catelaine loves her sister and,
originating from that area and instead releases though she is proud of her past, she can’t
a pleasant peppermint smell. This effect lasts stand the thought of her sister learning about
for three days. it.
It’s obvious that Catelaine’s no-no smell is
one of the shop’s best-selling products. From
Snail Street to the Honorable Knight, the
majority of people smell like peppermint.
Oddly enough, there are a few people who
have adverse reactions to this cream. Anyone
applying the cream to their body must succeed
on a DC 10 Constitution saving throw or be
poisoned for as long as the cream remains on
their body. While poisoned this way, the areas
of the body the cream is applied to itch and
burn, and the person has disadvantage on
attack rolls and ability checks. Simple soap
and water, or the prestidigitation spell or
similar magic, removes the cream. If a person Price list
succeeds on this saving throw, they are Item Cost
immune to the adverse effects of the cream. Catelaine’s no-no smell 3 gp
On a failed saving throw, the creature is Tools
allergic and will always have an adverse Alchemist’s supplies 55 gp
reaction when they apply the cream to their Brewer’s supplies 22 gp
body. Healer’s kit 6 gp
The private section of the shop is Catelaine’s Herbalism kit 6 gp
workshop where she creates her healing
Poisoner’s kit (at Catelaine’s discounted price) 20 gp
compounds and remedies, as well as some
Potion of healing 55 gp
nasty poisons and potions. Access to this
section of the shop is off limits. The door is Posion, basic (vial) 100 gp
secured by a padlock (DC 15), the key to which See you later 250 gp
Catelaine hides in the hilt of a shortsword No time like tomorrow 1000 gp
stashed under her desk. Anyone inspecting the

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.

R OLEPLAYING C ATELAINE Monster Suggestions


When dealing with the general public, • A pack of four bullywugs (CR 1) who use the
Catelaine is pleasant and caring, though peppermint leaves in baths and wear them as
anyone succeeding on a DC 14 Wisdom headdresses and necklaces.
• An evil druid (CR 2) who is hoarding the peppermint
(Insight) check realizes the woman may not be leaves for themself.
sincere. A customer inquiring about dangerous • A catoblepas (CR 5) who loves eating peppermint
potions might gain Catelaine’s interest, leaves.
allowing them access to her private stock. If
this occurs, Catelaine’s demeanor changes
quickly, becoming more businesslike and
straight to the point.

Personality Trait. “I have two faces. One for


the public and one for business.”
Ideal. “Deception is a weapon. Use it often.”
Bond. “I owe everything to my mentor, Sarvis
Dole.”
Flaw. “I prefer to get to the point quickly.”

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

FORMI’S SERENDIPITOUS GRAND EXCHANGE


7
F ORMI If patrons break their rules using deception
or thievery then Formi rightfully takes what
Formi (they/them, chaotic good djinni) rarely was given, and vows to never appear before the
leaves the inner chamber of their wagon. They rule breaker, their associates, and even their
remain happily perched inside, pretending to distant relatives ever again.
be an ordinary trader with an adorable smirk Personality Trait. “Despite appearing under
as they twiddle their windswept mustache. In magical or uncanny circumstances, I always
those rare circumstances when they do leave, pretend to be a humble traveling trader.”
they hover proudly above the ground as their Ideal. “I only offer my services to those who
legs blend into a softly spiraling whirlwind. need them most, when they least expect it.”
Their clothing is adorned with all manner of Bond. “This wagon was a gift I feel forever
pouches and pockets from which Formi indebted for. I seek to even the scales by
routinely unveils desirable trinkets. All these offering wondrous exchanges.”
pockets hide the djinni’s portly yet inarguably Flaw. “If my rules are broken, there is nothing
muscular figure. that can quell my blustering rage.”
Unlike the unfortunate djinni who were
imprisoned in dusty lamps when their paths
crossed with cruel wizards, Formi has lived a Formi’s Serendipitous Grand Exchange
free existence as djinn nobility. They freely Drama
traveled, offering wishes to those who needed d6 Drama
them most, until one fateful trader gave Formi 1-2 The Grand Exchange has a broken wheel, which
their entire wagon in exchange for a wish. Formi doesn’t mention or pay attention to. If the
Never before had Formi received something in party repairs the wagon, Formi offers the group a
exchange. They were humbled by the service free of charge.
exchange, opting to take inspiration from the 3-4 Before offering their services, Formi asks the party
encounter. And so Formi started their to fetch three meals: One for a dragon, one for a
Serendipitous Grand Exchange, and the rest, goat, and one for a lion.
as they say, is history. 5-6 The grand exchange appears without the titular
proprietor, leaving a mystery as to where the
djinni might be. The wagon’s chimera guides the
R OLEPLAYING F ORMI adventurers towards clues suggesting that a devious
Formi believes wholeheartedly in balance. wizard has entrapped Formi in hopes of gaining
There is no give without take. They downplay wishes.
the magical aspects of their services, but truly
wish to help those they appear before. They
know that they are appearing to heroes in a
time of need, but remain unyielding about the
need for an exchange as their rules dictate.
Formi’s rules for their Grand Exchange are
simple:

1. All exchanges must be of equal value.

2. Kindness given is freely returned.

3. My gifts cannot be used to harm others.

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.

FORMI’S SERENDIPITOUS GRAND EXCHANGE


8
F OR TUNA ’ S F ABULOUS T RIFLES
Example location: Any town or city with a they realized that their connection to the weave
population greater than 5,000 people was established at that time, so they were no
Location in the Forgotten Realms: longer capable of casting spells.
Sometimes a forgotten alley in Neverwinter,
sometimes a tunnel in the sewers of Baldur’s
Gate, or sometimes at the end of a road in
F OR TUNA , THE
Waterdeep, among other places A RCHFEY OF
OR TUNA ’ S F ABULOUS T RIFLES C OMMERCE
F is a shop that is believed by many
to have multiple storefronts across the
Forgotten Realms. In truth, this shop
is one of a kind, but it exists in the Feywild,
with portals to every major city and quite a few
Fortuna (she/her, chaotic neutral) appears as
a bronze-skinned, middle-aged elven woman
with emerald eyes and golden hair. Fortuna
wears opulent robes of rich purple and deep
blue that conceal her lithe body. Fortuna’s
minor ones across the Sword Coast and fingers are long, slender, and muscular from
beyond. When one steps into this shop, they years of dragging coins across her counter.
perceive the door that they arrived through as Fortuna always smiles, and she comes off as a
the primary shop door. Characters with a warm and gregarious person.
passive Wisdom (Perception) of at least 20 will Patrons of Fortuna’s shop do not have the
also notice that there are dozens of doors of ability to cause Fortuna physical harm. If
various sizes throughout the shop, but they anyone does attempt to rob or threaten
will only be able to pass through the door from Fortuna, they will be forcefully expelled from
which they entered. the shop and fall prone 15 feet outside of the
The shop itself is a cozy location that fits in door from which they entered, unable to return
wherever it is found. The shop creates an for 24 hours.
ephemeral, dream-like feeling in its patrons
that makes it feel as if being in the shop is a R OLEPLAYING F OR TUNA
once-in-a-lifetime opportunity. The interior of
the shop is larger than one might expect, and Fortuna is enamored with the concept of
the shelves are filled with trinkets from across trading and derives wholehearted joy from
the multiverse, some beautiful and others making deals. When Fortuna believes that a
grotesque. Every trinket is immaculately kept, deal is close to being made, she cannot hide
and the lighting within the shop seems to her excitement. If someone seems unwilling to
highlight each item well despite the fact that make a deal, Fortuna’s mood can quickly sour.
there are no visible lights in sight. Fortuna’s chaotic nature keeps her patrons on
their toes, and Fortuna will sometimes move
Fortuna also has special stock on sale.
quickly between multiple conversations, each
Fortuna’s special stock is not on display, but
response accurate if a bit delayed.
any magical item is available for trade.
Fortuna’s trades always have an ironic twist.
For instance, a wizard looking for a headband
of intellect might think nothing of paying for
the item with their memories from before the
age of ten. However, they would be vexed when

Fortuna’s Fabulous Trifles Drama


d4 Drama
1 The doors of Fortuna’s shop are in disarray. Rather than being returned to the place from which they entered the shop,
patrons exiting the shop find themselves in the place the prior patron entered from. The party finds themselves in a
strange place and/or time after leaving the shop when the door to the shop disappears.
2 A staircase has appeared in Fortuna’s shop. Fortuna offers a trinket to each person willing to go down the staircase and
clear it out of any dangers. Unknown to Fortuna, the staircase leads deep into the Feydark.
3 A gnomish trader wants a refund after becoming innumerate in one of Fortuna’s deals. In order to get Fortuna to agree
to a refund, the party must offer Fortuna three objects of interest from their journeys and recover the gnomish trader’s
calculation abilities from a powerful madcap that has purchased them.
4 Fortuna has a cold. An archfey cold can last as long as a thousand years. Fortuna is willing to offer a powerful magic item
for free if the party can recover a cold remedy—a rare flower called a fellheart—from the Shadowfell. The fellheart is a
flower that grows in the shape of a heart. Fortuna will open a door to the Shadowfell for the party, but the door will only
last for 24 hours.

FORTUNA’S FABULOUS TRIFLES


9
Personality Trait. “Having a conversation is
just one part of the process of making a deal,
and I am an expert in making deals.”
Ideal. “I prefer trading to dealing in coin, but
the customer is always right, I guess.”
Bond. “I simply can’t allow people to merely
browse. If you have entered my shop, I must
insist that you make a purchase.”
Flaw. “I tend to get lost in the excitement of
bartering, and sometimes that means I let
people have a deal too good to be true.”

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

FORTUNA’S FABULOUS TRIFLES


10
H AMBONE ’ S
Example location: Any large city
Location in the Forgotten Realms: The
R AY “H AMBONE ”
Trades Ward of Waterdeep, along the High
Road
A NDERS
Ray “Hambone” Anders (he/him, chaotic
AMBONE ’ S IS A POPULAR STREETFRONT neutral human commoner) is a fast-talking,

H café specializing in a variety of


pork style sandwiches and known for
its unique Anders’ Pink Gemstone Ale
served in a tankard with a pig snout on front.
It’s open for breakfast, lunch, and dinner.
likeable shopkeeper who is fascinated with
pork sandwiches and precious stones. He is a
big man with a hearty laugh who is often
found sitting at the end of his guests’ tables
sharing stories and jokes. He accumulated the
Situated midway between The Unicorn’s Horn capital to open the café by running errands for
Inn and The Gentle Rest Inn, it attracts higher the thieves’ guild. Then, once Hambone’s took
paying clientele as well as adventurers hoping off, he scaled back his smuggling activities. He
to treat their palate to something other than has spent most of his time increasing the
daily rations. variety of items on his menu, connecting with
regular customers, and trying to maintain a
Upon entering Hambone’s, guests are met good reputation.
with the warm scent of freshly baked bread In the three years he has been in business,
and the heavy owner’s jovial greeting, Hambone has done alright for himself. But the
“Welcome to Hambone’s!” The café is a truth is, pork isn’t paying the bills as well as
converted tavern and has a rustic feel, with old he had hoped it would. Being something of a
wood floors, rough hewn walls, and balcony “connecting guy” with a keen eye for
seating on the second floor. There is a stage counterfeits, he has recently begun to rely on
where the occasional bard sets up on the smuggling gems again to keep the lights on.
weekends. In the warm weather, there is also He may be willing to help adventurers locate or
seating on the patio out front. sell precious stones and other goods on the
black market for the right price. Since he
knows a lot of people from the underground,
Hambone can introduce the characters to
smugglers and thieves as long as they have

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

V it with a tattoo! Want something


artistic with real power? Both magical
and mundane options are offered here
at Higrida’s Tattoos and Other Artistry. Tucked
away down a cobblestone street in the
several murals around town and is often called
upon for other artistic endeavors.

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.”

HIGRIDA’S TATTOOS AND OTHER ARTISTRY


13
Higrida’s Tattoos and Other Artistry Price List
Drama Item Cost Qty avail per group
d4 Drama Medium mundane 5 gp Unlimited
1 A talking eldritch cat, who obviously knows Higrida color tattoo
well, comes in complaining about people skipping out commemorating
on their bill at the nearby inn and wants someone to a battle or your
teach them a lesson. If the players seem interested, adventuring party
the cat engages the party to track down the billskips Medium mundane 1 gp Unlimited
and bring them back for a reward of 50 gp. color tattoo
2 A drunken patron, Declan Firechaser, is loudly commemorating
insisting on his right to get a tattoo, despite his a loved one or fallen
inebriated state and the clear sign on the wall comrade
requiring sobriety. Higrida is doing a fine job of Spellwrought tattoo, 20 gp 6
kicking him out of the shop. . . until he suddenly cantrip
reverts to his oni form. Spellwrought tattoo, 40 gp 3
3 A traveler bursts in, brushing snow off their cloak, level 1
talking animatedly about a wondrous blue cart they Spellwrought tattoo, 100 gp 2
came across in the tundra. Its proprietor, Formi, had level 2
a grand mustache and traded in the most marvelous Masquerade tattoo 50 gp 1
things. The traveler is desperate to find the cart
Coiling grasp tattoo 400 gp 1
again and is looking for anyone who is willing to help.
Eldritch claw tattoo 450 gp 1
4 Arel, a patron Higrida is tattooing, is overheard
talking about some recent strange weather in Barrier tattoo, 475 gp 1
nearby Ten-Towns. Arel’s aunt, Shaelen Masthew, uncommon
is the former speaker of Termalaine. She told Arel Barrier tattoo, rare 6,000 gp 1
that Termalaine’s gemstone mine had to be closed Ghost step tattoo 30,000 gp 1
recently because of a kobold infestation, and that
they could use some help clearing it out. (See
Icewind Dale: Rime of the Frostmaiden for further
details.)

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.

HIGRIDA’S TATTOOS AND OTHER ARTISTRY


14
H OMEWYRD I NN
Example location: A town near a forest Sam’s grandfather Elias built Homewyrd Inn
Location in the Forgotten Realms: Nestled and it has been passed down from parent to
in the heart of Loudwater, surrounded by other child. Sam is proud of the history of the inn
buildings and, as a halfling, has ensured that the inn is
accessible to beings of any size. They also
HE H OMEWYRD I NN IS A COTTAGE - STYLE added their own carvings to the staircase

T building nestled in the heart


of Loudwater in the Southwood region.
The building is taller than it is wide,
with a large chimney constantly pouring out
sweet-smelling smoke. The sign for the
leading to the guest rooms, and to the
doorframes of each of the guest rooms. Other
members of Sam’s family, including their
cousins, assist with running the inn.
Management of the inn’s finances is handled
building has an image of a bed and a bowl of by Sam’s cousin Alianne (xe/xir), as “Xe has a
porridge. The fireplace casts a welcoming glow better mind for business, and I don’t mind at
over the modest dining section nestled in the all, ho, ho!”
southeast corner. Stepping through the door
brings you to the front desk, where Sam
Tuttlesby, the proprietor, waits to offer you a
S AM T UTTLESBY
room for the night. Homewyrd Inn’s dining Sam (they/them, halfling commoner) is a
selection is focused more on breakfast, but cheery sort, happy to lend a hand where
they do have a minimal dinner selection. needed and tell a few jokes in the process.
Homewyrd Inn has twenty rooms, each with They are aromantic. Sam loves the inn and
two beds and capable of housing up to four thinks of it as a member of their family. They
people. There are three floors to the Homewyrd plan to leave the Homewyrd Inn to their cousin
Inn, with rooms on the top floor being in high Alianne if xe wants the inn, or to their other
demand due to the breathtaking view of cousin Flynn if nyxself wants to run it.
Loudwater at sunrise and sunset. The inn was
founded not long after Loudwater was built,
which is clear from the way the other, newer
buildings “hug” the Homewyrd Inn.

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 Drama


d4 Drama
1 Marianna (they/them), a half-elf, is determined to find the alleged “fourth floor” to the Homewyrd Inn. They claim that’s
where you can access a secret food menu. Their proof is that late each night, Sam goes up to the third floor, but doesn’t
come back down. They’ve searched all the rooms on the third floor, and haven’t found a single trace of Sam. Despite this,
Marianna claims to have detected a delicious aroma coming from the ceiling of the third floor, leading them to believe
Sam is cooking up something good on the “fourth floor”. In reality, Marianna missed a hidden door leading to a small
kitchen where Sam spends his time testing new recipes.
2 Carina (he/him) is an elf who works for the Lady of Shadows. The Homewyrd Inn is one of the few establishments
that refuses to pay into the Lady’s protection racket, so Carina has been tasked with finding anything he can use to
blackmail Sam into joining them. Carina heard a rumor that if you touch the wood carvings in a certain sequence, you’ll
be teleported to Knackers Knothole. While not exactly the information he needs, if the rumor can be confirmed then
the wood carvings would fetch a nice price on the black market. Carina has been banned from the inn for “disruptive
behavior”, so he plans to ask someone else to go in his stead.
3 Jacob (he/him) is a human mage who catalogs magical animals. While staying at the inn one night, he was reading a book
in front of the fireplace. He claims that while staring into the flames, he saw a baby salamander in the fireplace. However,
when he blinked, it appeared to have vanished. When asking Sam about it the next morning, the halfling seemingly
joked that, “If you feed them, you get your fortune told.” Jacob will be leaving town soon on a business trip and the
preparations have left him far too busy to return to the inn. He tasks the party with finding the salamander and reporting
whether it actually tells their fortunes.
4 Hope (xe/xir) is a traveling gourmand dwarf. The Homewyrd Inn is one of xir’s usual haunts, as xe enjoys the stories Sam
tells over meals. Hope says xe has had the Perpetual Stew “dozens” of times, but the last time was different. Xe cast
detect magic and xir’s soup bowl glowed brightly, leading xir to believe that the Perpetual Stew is enchanted. Sam won’t
allow guests to leave the inn with their food, so Hope tasks the players with uncovering the truth.

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 of Knacker’s Knothole—as well


as the shop itself! Knacker Bark is
an ancient oak, his hollowed-out tree
trunk split open by a lightning strike before he
was awakened to sentience. This hollow now
of customers here.

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.

MARTIN’S REST INN


19
Martin’s Rest Inn Drama
d4 Drama
1 A famed dwarf gladiator named Jaela Hammerfury (she/her) checked in two days ago but hasn’t been seen since. The
morning after the characters arrive, a troubled Durogg asks the characters to follow him to the dwarf’s room. Inside there
is a pile of clothing in the middle of the floor and a scattered deck of many things with the donjon card missing. A DC 15
Arcana check reveals that only a wish spell can locate the dwarf and that the deck usually contains one. Characters may
draw from the deck in hopes of drawing a moon card for a wish spell, or they can try to find a mage who knows the wish
spell to aid them.
2 An ankheg has been spotted in a local farmer’s field and the townsfolk ask Durogg if he knows of any adventurers willing
to help. They will offer a reward of 20 gp each to the characters if they can kill it. If there is a family of ankhegs, they will
increase the reward by 10 gp for each additional ankheg. In addition, Durogg will pay 50 gp if the adventurers return with
a jar of ankheg acid, since he is interested in researching its use as a healing ointment.
3 Durogg needs to replenish some of his spell components and asks the characters to get him some fur from a fox, and
a wild bull’s tail. He will pay them 10 gp per component or offer to cast enhance ability on one adventurer for each
component obtained.
4 A dying traveler from Waterdeep comes to the inn seeking healing from a mysterious ailment. They drank what they
thought was wine, but clues reveal that it was laced with a poison called no time like tomorrow created by Catelaine
Tinglewrist. Durogg is greatly angered since this is not the first time he has had to save someone’s life due to one of
Catelaine’s poisons getting into the wrong hands. Durogg will pay the characters 500 gp to track down the assassin and
persuade her to stop marketing this poison.

Durogg officiates weddings, funerals, and other


ceremonies. There is also a cemetery, in the
center of which is a prominent tombstone
marking the place where Martin is buried.

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)

MARTIN’S REST INN


20
M ISS G INI ’ S
Example location: Any small village or town,
especially one that isn’t large enough to have
M ISS G INI
more than one store selling food or general Miss Gini (she/her) appears human to the eye,
supplies but there’s a sense of otherness about her, too.
Location in the Forgotten Realms: New On the one hand, she’s utterly
Thundertree ordinary—brown eyes, dark brown hair, light
brown skin, a bright smile, plump arms with
F THE LOCALS ARE ASKED WHERE dimpled elbows, and an apron with flour on it.

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 Drama


d4 Drama
1 Miss Gini has powerful enemies. One of them, a demon lord named Vogeviles (he/him), has nursed a grudge against her
since she banished him to the Abyss centuries ago. While Miss Gini is distracted talking with the adventurers, he opens a
portal in the doorway of her shop and sends a horde of 9 shadow demons through to destroy and lay waste to all they
see.
2 Blegos at Rivershade Actuarial recently found an unauthorized fairy ring in the woods that is responsible for the
disappearance of a number of local children. Miss Gini explains that if she took on the matter herself, the fey responsible
would almost certainly flee, and she would very much like to know who they are. “Would you mind crossing into the
Feywild, dears, and finding out who has been so very naughty? I’ll bake you cookies!”
3 It is Miss Gini’s birthday, and a bevy of fey creatures have come out of the forest to celebrate! A satyr is playing pan
pipes, dryads are dancing, pixies are casting multicolored dancing lights in interlocking circles, blink dogs are chasing
each other and teleporting all over the place, and Miss Gini is standing on her shop’s steps blushing. “Oh, my goodness,
you shouldn’t have gone to all this fuss and bother. Oh, my!” As the characters watch, a flock of sprites appears, beating
their wings hard and carrying an enormous birthday cake covered with tiny flaming candles. There must be more than a
hundred! “HAPPY BIRTHDAY!” everyone choruses at once.
4 Since the villagers awoke this morning, speech hasn’t worked! Instead of words, soft musical chimes emerge from people’s
mouths. Telepathy works as usual, and anyone who doesn’t live in the village is unaffected. If the party uses telepathy
to speak with villagers or magic to speak with plant or animal witnesses, they learn that yesterday several village youth
said some extremely rude and offensive things in Miss Gini’s presence. No dispel magic or similar spell will remove the
effect, but attempting to use such a spell will prompt an illusion of a disembodied finger to appear, shaking in the air
and scolding, “Tsk, tsk.” If asked, Miss Gini won’t admit involvement but says the effect is temporary. The next morning,
everyone can speak normally again.

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.”

OLORIC’S FORGED GEMSTONES


23
A Player as Oloric’s Spellcaster
A player can attempt to fill this role, though Oloric
makes clear that they would have to stay and only work
on this collaboration. the DM should stress that doing
this would mean the character is no longer playable, but
may be a good option should a player want to switch
characters without that previous one dying.

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

OLORIC’S FORGED GEMSTONES


24
R IVERSHADE A CTUARIAL
Example location: Any hamlet or village near
a forest
Q UESTS
Location in the Forgotten Realms: New In assessing various risks in the area, Blegos
Thundertree is often in need of adventuring parties to send
out on missions around Neverwinter and the
AST OF N EVERWINTER , WHERE THE Neverwinter Woods. Roll on the table below, or

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.

R OLEPLAYING B LEGOS R IVERSHADE A CTUARIAL T ABLE


With a skeptical eye and an always-present If players wish to ask Blegos to assess a
notebook, Blegos misses nothing and records current or future endeavor, roll on the table
everything. Often to the annoyance of others, below to determine his expert opinion, or
this elf lives for order and everything by the choose the response that best fits how you
book. Blegos certainly puts the ‘Lawful’ in think it is going. Blegos will have many
Lawful Neutral! He expects nothing less than questions about the undertaking. A risk
perfection, and holds everyone to a high assessment costs 200 gp.
standard, including himself. His office is Additionally, if the party seeks to raise the
extremely organized and tidy. He loves to talk dead or speak with the dead, Blegos can refer
at great length about his long-awaited love, them to Knacker’s Knothole: a sentient,
Peri, the adventurer whom he idolizes and hollowed-out tree outside Phandalin that deals
adores. in matters of death.
Personality Trait. “The best way to get me to
d4 How dicey is the undertaking?
do something is to tell me I can’t do it.”
1 As I see it, success is assured.
Ideal. “Community. It is the duty of all civilized
2 The journey will be difficult, but teamwork and
people to strengthen the bonds of community
creativity will improve your odds.
and the security of civilization.”
3 One of you will not fare so well.
Bond. “Everything I do is for Peri, whose return
4 Abandon hope now.
I await. I’ve even commissioned a statue of
them in honor of their bravery. You can see it
right there in the town square. I can’t wait for
them to see it.”
Flaw. “I am inflexible in my thinking.”

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

S Scrolls is a traveling shop, often set


up as a stall or table on the edge of
larger town squares. A simple wooden
table with cheap, crushed velvet fabric draped
over it sits slightly crookedly, with many
extravagant, richly coloured clothing, adorning
herself with several pieces of white silver
jewelry, to create the best possible appearance
for her shop.

shelves atop it filled with scrolls and potions. R OLEPLAYING S APHARA


While the shelves cover much of the tabletop, a Saphara always stands confidently, almost
small opening in the center of them leaves looking smug when a new person is introduced
room for Saphara Raghthroknaar, the to her.
proprietor, to interact with her clientele from Personality Trait. “I am quick-talking. That
her seat on the other side. way people don’t have time to question my
While Saphara’s prices are unbeatable, they lies.”
travel constantly around the region to avoid Ideal. “I always return to previous stomping
customers returning—at least until the chance grounds. Some people are just too easy to
of their spell exploding passes. After all, how swindle.”
else is a grifter meant to keep their income Bond. “Anyone can be a customer. Everyone
consistent? can buy from me.”
Flaw. “I flee from any conflict, even if it’s
S APHARA something that could be easily resolved.”

R AGHTHROKNAAR
Saphara Raghthroknaar (she/they, chaotic
neutral dragonborn mage) is a chubby

SAPHARA’S DISCOUNTED POTIONS AND SCROLLS


28
Saphara’s Discounted Potions and Scrolls Drama
d4 Drama
1 The player with the highest passive Perception notices Saphara stealing from a halfling named Neale Kettlewhistle. If
confronted, she offers to help the players steal from nobles or other marks using their Performance skills, simply asking
that in return the players give her any items they take that are valuable.
2 Saphara is quickly packing away their shop as a disgruntled ex-customer elf, Naal Teinithra, is loudly denouncing Saphara
as a scammer while holding a burnt scroll. Naal approaches the closest member of the party pleading for them to
somehow stall Saphara until the town’s guard arrives.
3 Saphara can be found outside of a well known inn—The Dragon’s Breath—asking the players to convince the innkeeper,
Thelen Vorovoth, to let them stay at the inn for the next week. She claims that she has no place to stay where she can
ensure that they and their wares are safe, but the innkeeper remembers Saphara as someone who swindles regulars of
the inn.
4 Saphara has been hounded by a gemstone artificer known as Oloric. Their lie that they are a well-revered wizard seems
to have backfired, and Oloric keeps sending people to try to secure their services. Saphara offers to pay well—and up
front—if the characters can get Oloric to stop pursuing her, via lies or other means.

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

*when the Discounted scroll or potion is used


make a d20 roll. On a roll of 5 or lower, the
spell fails, instead dealing 1d10 force damage
to the user if the item was a scroll or 1d10
poison damage if it was a potion.

SAPHARA’S DISCOUNTED POTIONS AND SCROLLS


29
T HE C AKE W HISPERER
Example location: Any big city
Location in the Forgotten Realms: The
Trades Ward of Waterdeep

The Cake Whisperer Drama


HE C AKE W HISPERER IS A HIGH - END

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

THE CAKE WHISPERER


30
T HE C OZY T UR TLE
Example location: On the outskirts of a large The Cozy Turtle Drama
city with port access d4 Drama
Location in the Forgotten Realms: A rocky 1 Sam has disappeared from the Cozy Turtle. Benedict
beach just outside Neverwinter shows up looking for him. Upon investigation„ it
seems that Sam has been kidnapped and is being
HE C OZY T UR TLE IS A HUMBLE INN

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.

THE COZY TURTLE


31
R OLEPLAYING S AM
Sam is a gregarious ogre. He appears
monstrous, but it would be hard to find a
kinder soul. Sam does his best to make sure
that everyone leaves the Cozy Turtle full and
satisfied, and he has been known to feed a few
beggars from Neverwinter at the end of each
day. If people try to haggle with Sam, he
apologizes, saying that Benedict sets the
prices.
Personality Trait. “It’s always my goal to make
sure that people have access to a warm slice of
home, even on a long trip. Don’t forget to have
some Arabellan cheddar!”
Ideal. “If everyone in the world chose to be kind,
the world would be a better place.”
Bond. “I will act as Benedict would in his
absence. He is a good man, and I will be good
in his place.”
Flaw. “If anyone speaks ill of Benedict, I will get
angry.”

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

THE COZY TURTLE


32
T HE G ENERAL S TORE
Example location: On a long road between
two major cities, but not near a settled area
Location in the Forgotten Realms: On the
High Road midway between Neverwinter and
Waterdeep, far from any settled area

HE HUGE SIGN BY THE SIDE OF THE

T
mi.”
road can’t possibly be missed, painted
with letters at least a foot high: “FREE
WATER! THE GENERAL STORE 52

The General Store is a huge, sprawling,


multi-building tourist trap which–despite being
situated on a major highway–is near nothing at
all of note. Nevertheless, it is swarmed with
visitors drawn in by sign after sign posted
every few miles along the road:
• SEE THE STUFFED T-REX! — The General
Store, 33 mi.
• AT THE GENERAL STORE WE HAVE IT ALL!
(EXCEPT THE MAGIC SWORDS) — The
General Store, 29 mi.
• COME AND JOIN THE FRIENDLY HORDE
STOP ON BY THE GENERAL STORE 26 mi. As for magic items—despite the sign claiming
The main yard has not one but three wells not to have any, visitors with the passphrase
from which the advertised free water is drawn. will be shown to a tiny back room where they
Six buildings offer goods, services and can buy potions and the occasional other
entertainment, including a tea shop, a farrier, magical oddity that comes Elmar’s way.
a taxidermy garden, a small museum with
oddities and strange plants, and a puppet
booth. The weapon shop has a sign reading, E LMAR S TONYFIELD
“No bandits, brigands, or highwaymen An older human, tall and beanpole-skinny with
allowed.” When the weather is good, there are white hair, Elmar (he/him) is a skilled and
donkey rides in the yard for children for one savvy businessman playing the role of an
copper each. eccentric old man. Whatever it takes to make
The store itself stocks dry goods, farm his business work! He is not without humor
equipment, souvenirs, candy, and children’s and some genuine quirkiness; the offbeat and
toys. Items like backpacks and waterskins sometimes straight-up weird nature of the
have “The General Store” embroidered or General Store’s offerings is something that
stamped on them. cannot be faked.

The General Store Drama


d4 Drama
1 There’s an argument in the yard by the pumps. Several children are insisting that the T-Rex in the taxidermy garden
moved, and one boy says it growled at him! Investigation reveals that the T-Rex has somehow been reanimated and is
now a tyrannosaurus zombie.
2 The donkey has injured his foot, and the line for donkey rides is so long it has begun to snake around one of the buildings.
The harried young worker, Trix (they/them), is trying to explain to a sobbing child and two shouting parents that there are
no more rides today. If any of the adventurers are able to de-escalate the situation, a grateful Trix will discreetly tell them
the passphrase for entry to the back room of the weapons shop where potions and magic items are sold.
3 Thelmar (he/him), one of Elmar’s sons, is belligerently questioning visitors about “where that elf went.” He offers the
characters 200 gp and a free potion if they’ll find the elf wearing the green cloak who stole a dagger from the back room
and return it to him—but if Elmar finds out, the deal is off.
The elf is a bandit captain who has fled to the nearby woods to rejoin her gang of six bandits. She has the dagger of
mists and will use its ability to try to escape with her group.
4 A worried halfling named Hakath (she/her) has lost track of her young daughter, Shaelien (she/her) in the crowd. She asks
a party member who seems trustworthy for help finding her child. Shaelien is in the tea shop eating ice cream with a
kindly dwarf named Gikhilda (she/her) who is gently asking her questions about where she last saw her mother.

THE GENERAL STORE


33
R OLEPLAYING E LMAR P RICE L IST
Elmar roams the grounds of the General Store In addition to the items below, any item of
every day dressed outlandishly in gaudy robes, mundane adventuring gear or clothing (subject
a pointed hat, and a long white beard, even to the Dungeon Master’s discretion) can be
though his grown children now do most of the bought here. The usual colors available are
stocking and selling at the shop. When a small purple with gold as the accent color, and
child happens to go up to him, wide-eyed, to everything has “The General Store”
ask, “Are you a wizard?” he just winks and prominently stamped or embroidered on it.
says, “Well, now. . . That’d be telling, wouldn’t The following items are available in great
it?” quantity, with the usual General Store
With adults, he’s not quite so indulgent. branding: backpacks, cloaks, caps, capes,
Though he does his best to remain in pouches, sacks, staffs, and all items in the
character, rattling off polished bits of Adventuring Gear table in appendix C.
memorized store history, he’s otherwise gruff
and abrupt. His priority is to keep the crowds Item Cost
moving and the coin flowing. A purple cloak of billowing with “The General 60 gp
Personality Trait. “People always said I had a Store” embroidered on the back in sparkly golden
flair for the dramatic, and I guess there’s thread.
something in that. But is that wrong if it helps A brightly painted wooden carving of a djinni with 5 sp
this place work and gives the kids a bit of a windswept mustache riding a chimera. Stamped
fun?” on the base is, “Formi’s Serendipitous Grand
Ideal. “There’s nothing wrong with making a bit Exchange.”
of coin so long as I’m not cheating anyone, is A child-sized spear with a soft point made of 2 sp
there, now?” padded cloth. “The General Store” is stamped
into the wood.
Bond. “I’m damned proud of what I’ve built
A petrified mouse: a rock sheared in half with a 5 sp
here. I think it’s quite the accomplishment,
petrified mouse in the stone.
and the crowds prove that.”
Candy bugs: a bag of delicious candies that look 2 sp
Flaw. “If I weren’t something special, and a
exactly like dead insects.
damn good businessman, would this many
The dreadful dreidel: a spinning top carved with 7 sp
people be here to look at my little store?”
four faces—happy, sad, wrathful, and dead.
A small coral flute that blows bubbles when 2 gp
played.

The Back Room Price List


Item Cost
+1 Weapon (roll on the +1 Weapon table) 500 gp
Potion of greater healing 380 gp
Potion of diminution 215 gp
Philter of love 160 gp
Charlatan’s die 70 gp
Quaal’s feather token 185 gp
Dagger of mists 300 gp

+1 Weapon
d8 +1 Weapon
1 Dagger
2 Longsword
3 Mace
4 Warhammer
5 Longbow
6 Greataxe
7 Shortsword
8 Crossbow

THE GENERAL STORE


34
Map 1: The General Store layout

THE GENERAL STORE


35
T HE M ENAGERIE OF C REATURED -O DDITIES
Example location: Anywhere that borders the a horde of beasts behind her. Occasionally
shadier side of a city, away from well trodden bundles of children gather outside the shop,
roads daring one another to venture inside the
Location in the Forgotten Realms: Close to sinister-looking building from which you can
the Wide in Baldur’s Gate, just beyond Heap hear growls and shrieks at all hours of the day.
Gate When one manages to find the confidence to
enter, they quickly realize how wrong they were
WAY FROM THE HUSTLE AND BUSTLE about the place. There is nothing dark or scary

A of the city streets sits an unassuming,


greenery-covered shop which
all manner creatures call home. The
two-story Menagerie of Creatured-Oddities has
permanently closed, darkened curtains, dusty
in the Menagerie of Creatured-Oddities, only a
found home for those without one.

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

The Menagerie of Creatured-Oddities Drama


d4 Drama
1 Ilraash recently acquired an adolescent bulette. She was confident that it would be content in her shop, but awoke the
next morning to discover that it had tunneled into the nearby sewers. She needs someone to rescue the beast and return
it to her alive.
2 A local noble is furious and is offering a reward to anyone who can return their missing blink dog. The noble purchased
the dog from none other than the Menagerie of Creatured-Oddities, where the fey hound is currently hiding.
3 A shipping vessel was expected to deliver two octopuses to the Menagerie of Creatured-Oddities. However, the boat
never arrived. Worried for both the animals and, to a lesser extent, the sailors, Ilraash is looking for someone to
investigate the matter.
4 Ilraash is clearly distressed after realizing that a flying monkey she recently sold is going to be gifted to Figby Eltan, a
notably cruel and troublesome child. The Eltan family is known for once having had partial ownership of the Flaming Fist
mercenary company. Ilraash needs someone willing to break into a nobles’ manor to rescue the monkey.

THE MENAGERIE OF CREATURED-ODDITIES


36
Price list
Pet Cost
A well-trained flying snake. Ilraash keeps a steady supply, knowing that certain unscrupulous individuals like to use 10 gp
them as messengers.
A pair of older mastiffs, named Hambone and Porkchop, who grumble and huff around the shop. They’re both 25 gp
utterly unphased by everyone and everything.
Volo, a bald tressym, who hides from any new patron and is seemingly annoyed by the existence of all the 45 gp
surrounding creatures. They’re known to be quite “catty,” lashing out during fly-bys before meowing for attention.
A “miniature owlbear,” (in fact, an owlbear cub), which Ilraash promises will stay a cute bundle of fluff forever. In 75 gp
truth, in a matter of months the owlbear will grow to its (significantly less adorable) adult size.
A blink dog for sale named Pomph (after the sound they make when they blink). Ilraash takes great pleasure in 225 gp
selling Pomph to nobles, only to have the creature return in a puff of smoke.
Penelope (use vulture statistics, except Penelope can only fly once per day), a mild-mannered peacock. Displeased 500 gp
with Baldur’s Gate’s requirement that all pets be smaller than a peacock, a bard cast the awaken spell on Penelope
to cause havoc. Penelope seems to feel compelled to insert their opinion on every little issue.
Chrasir, a yellow faerie dragon who is by far Ilraash’s most prized creature and closest friend. They like to play 1,000 gp
harmless pranks, but they have been longing to explore the world beyond the shop. Ilraash wants to find the perfect
patron to let the dragon fly free, despite setting a high price to keep them around that little bit longer.

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.

THE MENAGERIE OF CREATURED-ODDITIES


37
T HE O CTOPUS AND THE C AT
Example location: Any town or city with a
port, usually in a seedier area near the water The Octopus and the Cat Drama
Location in the Forgotten Realms: The Dock d4 Drama
Ward of Waterdeep 1 Doctor Amanda Carter (she/her, human Quandrix
pledgemage), a marine biologist, recently arrived
HETHER YOU CRAVE A STIFF DRINK , A by ship and is sure the tentacles in the octopus

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.

THE OCTOPUS AND THE CAT


38
Price List
Item Cost
Cat milk (grants advantage on Charisma checks for one hour) Free, but must be specifically requested
Octopus soup (Roll a d20 when consumed. On a 20, gain feline 5 sp
telepathy out to a range of 30 feet for 1 hour.)
with a slice of pork belly from Hambone’s in the Trade Ward 6 sp
Breaking a pact with a devil (up to CR 5) 1000 gp or the purchaser agrees to make a pact with
the cats’ Great Old One patron and to and multiclass
into warlock the next time they gain a level
The benefits of a calm emotions spell, delivered by a purring cat in 25 gp (15 gp discount if the purchaser passes a DC 13
your lap Charisma (Performance) while check petting the cat
on their lap)
Information on a local criminal 100 gp or a rare bottle of liquor (Baderna is a bit of a
collector)
Three servings of coffee with a truly unique aroma, available to go if 50 gp or inside information about local criminals or
desired, each of which requires an action to consume and bestows the devil worshippers
benefits of a catnap spell

THE OCTOPUS AND THE CAT


39
V INNIUS ’ S S PINNING R ACK OF W ONDER
Example location: A small building nestled in good. At first, he noted the arcane runes on
between larger buildings the rack, and the contraption’s unblemished
Location in the Forgotten Realms: Situated silver, but couldn’t figure out what it did. After
in the Eastway district of Baldur’s Gate, across spending days researching the runes and
the street from Eastway Expeditions investigating the craftsmanship, the magic
within the rack came to life, filling the empty
INNIUS ’ S S PINNING R ACK OF W ONDER spaces with trinkets, simple necessities, and

V is a small, 20-square-foot shop nestled


between two larger buildings. A window
onto the street allows for a glimpse
inside, while a lonely door acts as the shop’s
only point of entry. The quaint interior has
more wondrous items. Vinnius was in awe of
the rack’s abilities, and he knew he had just
secured his source of retirement income.
If stolen, a person must attune to the rack, a
process that takes several days polishing the
three noticeable things: a 6-foot-tall silver silver and reading its runes.
carousel-style rack, a step stool, and a sales
counter.
The silver rack, resembling a spinning book
V INNIUS A MBERHAND
rack with four sides, each 3 feet wide and 6 Vinnius (he/him, neutral good archmage) is
feet tall, is empty. However, when spun by the an elderly gnome with a long white beard and
shopkeep Vinnius Amberhand, the rack fills a wild head of hair. Bushy white eyebrows
with items potentially useful to the shop’s cascade over wire spectacles, revealing just a
current customers. Vinnius can’t control hint of his squinting blue eyes. Long blue and
where the items appear on the rack, hence the gold robes hide his sandaled feet. Though his
need for the step stool. The short gnome with body and appearance are that of a frail man,
weakened knees must hop up and perch on Vinnius is a lively, jovial, and witty person, still
his tiptoes to reach items at the top. full of vim and vigor.
Vinnius doesn’t exactly know how the rack Vinnius spent his youth and adulthood as
works or where the items come from. He an adventurer, lending his wizardly magic to
acquired the silver miracle late in his those in need. When he and his fellow
adventuring career, just before retiring for adventurers helped rescue Malia Tinglewrist
from the clutches of an evil overlord, the man
fell in love with the halfling. The two were

VINNIUS’S SPINNING RACK OF WONDER


40
married and, though Malia often complained,
Vinnius continued adventuring. As their
P RICE L IST
children grew, though, Vinnius felt the desire Vinnius spins the rack while speaking the
to spend more time with them and took an name of the desired item. Roll percentile dice.
extended sabbatical from adventuring. After If the result is equal to or less than the stated
his children left the nest, Vinnius returned to percentage, the item appears on the rack. The
adventuring for a brief time, but soon retired rack can produce most items that are the size
to spend more time with his growing number of armor or smaller.
of grandchildren, whom he enjoys talking The rack can only produce three magic items
about. during the course of ten days. For that reason,
Vinnius charges more for magic items.

R OLEPLAYING V INNIUS Item Chance Cost


Trinkets 95% 1 gp
Vinnius is more than happy to share Adventuring Gear 80% Cost
adventuring tales with sellswords who enter Armor and Weapons 75% Cost
his establishment. He often shares the Common Potions 75%. 125 gp
following pieces of wisdom as well, though
Uncommon Potions 70%. 525 gp
some may not care for them:
Magic armor, weapons, 25%. DMs Discretion
• Watch out for treasure chests with bones wands, etc
and crumbs nearby. Might just be a mimic.
• If a set of armor is standing in a corner,
don’t think it won’t come to life!
• Owlbears are cute and all, but when they
start hoot-hoot-growling, you had better
start running.
• Never turn down a free refreshment. Not
many things in life are free.
• If you ever come across a deck of many
things, get rid of it as soon as you can! Don’t
believe me? You will.
• If part of a parade, be certain you are
walking before the horses, not after.
• Cow pies and horse apples are not edible, no
matter what your friends might tell you.
Personality Trait. “Life is short. Smell the
bread!”
Ideal. “People deserve to be treated with dignity
and respect.”
Bond. “Family and friends are important. One
must protect them at all cost.”
Flaw. “It’s hard for me to be serious all of the
time.”

Vinnius’s Spinning Rack of Wonder Drama


d4 Drama
1 Vinnius is in need of adventurers. Vinnius’s wife has lost contact with her sister, Catelaine Tinglewirst. The two haven’t
spoken in years and it has been hard on Malia. Vinnius is offering a reward of 100 gp and a spin of the rack to anyone
who can successfully reunite the siblings.
2 The silver rack is starting to squeak and Vinnnius can’t seem to fix it. He believes an oil of slipperiness is needed, but the
rack won’t create this item. If someone were to acquire an oil of slipperiness, Vinnius would purchase it for 2,000 gp.
3 The rack produces an unrequested map. Vinnius finds this very exciting! He offers to start the adventurers with four
potions (DMs choice) if they follow the map and tell him what they find. He wants a good story!
4 A swirling portal of light appears in the rack. Vinnius has never seen this before and is curious where the portal leads.
(The portal can lead to a one-shot adventure. Perhaps a quick dungeon crawl).

VINNIUS’S SPINNING RACK OF WONDER


41
A PPENDIX A: S TAT B LOCKS
A NCIENT C OPPER D RAGON
Gargantuan dragon, chaotic good Breath Weapons (Recharge 5–6). The dragon uses one of the
following breath weapons.
Armor Class 21 (natural armor) Acid Breath. The dragon exhales acid in an 90-foot line that
Hit Points 350 (20d20 + 140) is 10 feet wide. Each creature in that line must make a DC
Speed 40 ft., climb 40 ft., fly 80 ft. 22 Dexterity saving throw, taking 63 (14d8) acid damage on a
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA Slowing Breath. The dragon exhales gas in a 90-foot
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) cone. Each creature in that area must succeed on a DC 22
Constitution saving throw. On a failed save, the creature can’t
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 use reactions, its speed is halved, and it can’t make more
Skills Deception +11, Perception +17, Stealth +8 than one attack on its turn. In addition, the creature can use
Damage Immunities acid either an action or a bonus action on its turn, but not both.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception These effects last for 1 minute. The creature can repeat the
27 saving throw at the end of each of its turns, ending the effect
Languages Common, Draconic on itself with a successful save.
Challenge 21 (33,000 XP) Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
Legendary Resistance (3/Day). If the dragon fails a saving its own, or back into its true form. It reverts to its true form if
throw, it can choose to succeed instead. it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon’s choice).
Actions In a new form, the dragon retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary Resistance,
Multiattack. The dragon can use its Frightful Presence. It
lair actions, and Intelligence, Wisdom, and Charisma scores,
then makes three attacks: one with its bite and two with its
as well as this action. Its statistics and capabilities are
claws.
otherwise replaced by those of the new form, except any class
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. features or legendary actions of that form.
Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one Legendary Actions
target. Hit: 15 (2d6 + 8) slashing damage. The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
at a time and only at the end of another creature’s turn. The
Hit: 17 (2d8 + 8) bludgeoning damage.
dragon regains spent legendary actions at the start of its turn.
Frightful Presence. Each creature of the dragon’s choice that
Detect. The dragon makes a Wisdom (Perception) check.
is within 120 feet of the dragon and aware of it must succeed
on a DC 19 Wisdom saving throw or become frightened for 1 Tail Attack. The dragon makes a tail attack.
minute. A creature can repeat the saving throw at the end of Wing Attack (Costs 2 Actions). The dragon beats its wings.
each of its turns, ending the effect on itself on a success. If a Each creature within 15 feet of the dragon must succeed on a
creature’s saving throw is successful or the effect ends for it, DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning
the creature is immune to the dragon’s Frightful Presence for damage and be knocked prone. The dragon can then fly up
the next 24 hours. to half its flying speed.

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.

APPENDIX A: STAT BLOCKS


42
A RCHMAGE B ANDIT
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-lawful alignment

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)

Saving Throws Int +9, Wis +6 Senses passive Perception 10


Skills Arcana +13, History +13 Languages any one language (usually Common)
Damage Resistances damage from spells; nonmagical Challenge 1/8 (25 XP)
bludgeoning, piercing and slashing (from stoneskin)
Senses passive Perception 12
Languages any six languages Actions
Challenge 12 (8,400 XP) Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Magic Resistance. The archmage has advantage on saving Light Crossbow. Ranged Weapon Attack: +3 to hit, range
throws against spells and other magical effects. 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Spellcasting. The archmage is an 18th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The archmage can cast disguise self and
invisibility at wioll and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic
missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
B ANDIT C APTAIN
9th level (1 slot): time stop Medium humanoid (any race), any non-lawful alignment

*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.

APPENDIX A: STAT BLOCKS


43
B LACK V IPER B LINK D OG
Medium humanoid (human), chaotic neutral Medium fey, lawful good

Armor Class 16 (studded leather) Armor Class 13


Hit Points 84 (13d8 + 26) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)

Saving Throws Dex +7, Int +3 Skills Perception +3, Stealth +5


Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Senses passive Perception 13
Hand +7, Stealth +7 Languages Blink Dog, understands Sylvan but can’t speak it
Senses passive Perception 13 Challenge 1/4 (50 XP)
Languages Common, thieves’ cant
Challenge 5 (1,800 XP) Keen Hearing and Smell. The dog has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Cunning Action. On each of her turns, the Black Viper can
use a bonus action to take the Dash, Disengage or Hide Actions
action. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Evasion. If the Black Viper is subjected to an effect that Hit: 4 (1d6 + 1) piercing damage.
allows her to make a Dexterity saving throw to take only half Teleport (Recharge 4–6). The dog magically teleports, along
damage, she instead takes no damage if she succeeds on the with any equipment it is wearing or carrying, up to 40 feet to
saving throw, and only half damage is she fails. She can’t use an unoccupied space it can see. Before or after teleporting,
this trait if she’s incapacitated. the dog can make one bite attack.
Sneak Attack (1/Turn). The Black Viper deals an extra 14
(4d6) damage when she hits a target with a weapon attack
and has advantage on the attack roll, or when the creature is
within 5 feet of an ally of the Black Viper that isn’t
incapacitated and the Black Viper doesn’t have disadvantage
on the attack roll.

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)

Standing Leap. The bulette’s long jump is up to 30 feet and


its high jump is up to 15 feet, with or without a running start.

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.

APPENDIX A: STAT BLOCKS


44
B ULLYWUG C ATELAINE T INGLEWRIST
Medium humanoid (bullywug), neutral evil Small humanoid (gnome), neutral evil

Armor Class 15 (hide armor, shield) Armor Class 15 (studded leather)


Hit Points 11 (2d8 + 2) Hit Points 78 (12d8 + 24)
Speed 20 ft., swim 40 ft. Speed 25 ft.

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)

Skills Stealth +3 Saving Throws Dex +6, Wis +4


Senses passive Perception 10 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Languages Bullywug Damage Resistances poison
Challenge 1/4 (50 XP) Senses darkvision 60 ft., passive Perception 13
Languages Common, Gnomish, thieves’ cant
Amphibious. The bullywug can breathe air and water. Challenge 8 (3,900 XP)
Speak with Frogs and Toads. The bullywug can communicate
simple concepts to frogs and toads when it speaks in Assassinate. During her first turn, Catelaine has advantage on
Bullywug. attack rolls against any creature that hasn’t taken a turn. Any
hit she scores against a surprised creature is a critical hit.
Swamp Camouflage. The bullywug has advantage on
Dexterity (Stealth) checks made to hide in swampy terrain. Evasion. If Catelaine is subjected to an effect that allows her
to make a Dexterity saving throw to take only half damage,
Standing Leap. The bullywug’s long jump is up to 20 feet and
she instead takes no damage if she succeeds on the saving
its high jump is up to 10 feet, with or without a running start.
throw, and only half damage if she fails.
Actions Sneak Attack. Once per turn, Catelaine deals an extra 14
(4d6) damage when she hits a target with a weapon attack
Multiattack. The bullywug makes two melee attacks: one
and has advantage on the attack roll, or when the target is
with its bite and one with its spear.
within 5 feet of an ally of hers that isn’t incapacitated and
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Catelaine doesn’t have disadvantage on the attack roll.
Hit: 3 (1d4 + 1) bludgeoning damage.
Spellcasting. Catalaine is a 4th-level spellcaster. Her
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, spell attacks). She has the following cleric spells prepared:
or 5 (1d8 + 1) piercing damage if used with two hands to make
a melee attack. Cantrips (at will): druidcraft, poison spray, thorn whip
1st level (4 slots): detect poison and disease, entangle,
longstrider, thunderwave
2nd level (3 slots): hold person, pass without trace

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.

APPENDIX A: STAT BLOCKS


45
C ATOBLEPAS C HIMERA
Large monstrosity, unaligned Large monstrosity, chaotic evil

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


Hit Points 84 (8d10 + 40) Hit Points 114 (12d10 + 48)
Speed 30 ft. Speed 30 ft., fly 60 ft.

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)

Senses darkvision 60 ft., passive Perception 12 Skills Perception +8


Languages — Senses darkvision 60 ft., passive Perception 18
Challenge 5 (1,800 XP) Languages understands Draconic but can’t speak
Challenge 6 (2,300 XP)
Keen Smell. The catoblepas has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Stench. Any creature other than a catoblepas that starts its
turn within 10 feet of the catoblepas must succeed on a DC 16 Multiattack. The chimera makes three attacks: one with its
Constitution saving throw or be poisoned until the start of the bite, one with its horns, and one with its claws. When its fire
creature’s next turn. On a successful saving throw, the breath is available, it can use the breath in place of its bite or
creature is immune to the stench of any catoblepas for 1 hour. horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Actions Hit: 11 (2d6 + 4) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 21 (5d6 + 4) bludgeoning damage, and the target must Hit: 10 (1d12 + 4) bludgeoning damage.
succeed on a DC 16 Constitution saving throw or be stunned Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
until the start of the catoblepas’s next turn. Hit: 11 (2d6 + 4) slashing damage.
Death Ray (Recharge 5–6). The catoblepas targets a creature Fire Breath (Recharge 5–6). The dragon head exhales fire in a
that it can see within 30 feet of it. The target must make a 15-foot cone. Each creature in that area much make a DC 15
DC 16 Constitution saving throw, taking 36 (8d8) necrotic Dexterity saving throw, taking 31 (7d8) fire damage on a failed
damage on a failed save, or half has much damage on a save, or half as much damage on a successful save.
successful one. If the saving throw fails by 5 or more, the
target instead takes 64 necrotic damage. The target dies if
reduced to 0 hit points by this ray.

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).

APPENDIX A: STAT BLOCKS


46
D EATH ’ S H EAD D JINNI
Tiny undead Large elemental, chaotic good

Armor Class 16 (natural armor) Armor Class 17 (natural armor)


Hit Points 17 (5d4 + 5) Hit Points 161 (14d10 + 84)
Speed 0 ft., fly 30 ft. (hover) Speed 30 ft., fly 90 ft.

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.

APPENDIX A: STAT BLOCKS


47
D OPPELGANGER
Medium monstrosity (shapechanger), neutral

Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +6, Insight +3


Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

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

Armor Class 11 (16 with barkskin)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

Skills Medicine +4, Nature +3, Perception +4


Senses passive Perception 14
Languages Druidic plus any two languages
Challenge 2 (450 XP)

Spellcasting. The druid is a 4th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals,
thunderwave
2nd level (3 slots): animal messenger, barkskin

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.

APPENDIX A: STAT BLOCKS


48
D RYAD D UROGG THE K IND
Medium fey, neutral Medium humanoid, neutral good

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)

Skills Perception +4, Stealth +5 Saving Throws Wis +4, Cha +2


Senses darkvision 60 ft., passive Perception 14 Skills Animal Handling +4, History +2, Medicine +4, Religion
Languages Evlish, Sylvan +2
Challenge 1 (200 XP) Senses darkvision 60 ft., Passive Perception 12
Languages Common, Orc, Draconic, Sylvan
Innate Spellcasting. The dryad’s innate spellcasting ability is Challenge 2 (450 XP)
Charisma (spell save DC 14). The dryad can innately cast the
following spells, requiring no material components: Spellcasting. Durogg is a 3rd-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell
At will: druidcraft attacks). Durogg has the following cleric spells prepared:
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh Cantrips (at will): mending, spare the dying, thaumaturgy
1st level (4 slots): bless, ceremony, cure wounds, inflict Wounds
Magic Resistance. The dryad has advantage on saving throws 2nd level (2 slots): enhance ability, gentle repose, lesser
against spells and other magical effects. restoration, prayer of healing, spiritual weapon
Speak with Beasts and Plants. The dryad can communicate Actions
with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
her movement to step magically into one living tree within her Hit: 6 (1d8 + 2) bludgeoning damage.
reach and emerge from a second living tree within 60 feet of
the first tree, appearing in an unoccupied space within 5 feet
of the second tree. Both trees must be Large or bigger.

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:

At will: mage hand


1/day each: calm emotions, catnap, charm person, create food
and water, Evard’s black tenticles

Keen Smell. The cat has advantage on Wisdom (Perception)


checks that rely on smell.

Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.

APPENDIX A: STAT BLOCKS


49
G RANDFATHER O AK
Huge plant, chaotic good

Armor Class 16 (natural armor)


Hit Points 138 (12d12 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA


23 (+6) 8 (–1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

Damage Vulnerabilities fire


Damage Resistances bludgeoning, piercing
Senses passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)

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

Armor Class 18 (plate) F LYING M ONKEY


Hit Points 162 (13d12 + 78)
Small beast, unaligned
Speed 30 ft.
Armor Class 12
STR DEX CON INT WIS CHA Hit Points 3 (1d6)
25 (+7) 9 (–1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) Speed 20 ft., climb 20 ft., fly 30 ft.
Saving Throws Dex +3, Con +10, Cha +5 STR DEX CON INT WIS CHA
Skills Athletics +11, Perception +6 8 (–1) 14 (+2) 11 (+0) 5 (–3) 12 (+1) 6 (–2)
Damage Immunities fire
Senses passive Perception 16 Senses passive Perception 11
Languages Giant Languages —
Challenge 9 (5,000 XP) Challenge 0 (0 XP)

Actions Pack Tactics. The flying monkey has advantage on an attack


roll against a creature if at least one of the monkey’s allies is
Multiattack. The giant makes two greatsword attacks. withing 5 feet of the creature and the ally isn’t incapacitated.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 28 (6d6 + 7) slashing damage. Actions
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one Tentacles. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage. target. Hit: 1 (1d4 – 1) piercing damage.

APPENDIX A: STAT BLOCKS


50
FAERIE D RAGON F LYING S NAKE
Tiny dragon, chaotic good Tiny beast, unaligned

Armor Class 15 Armor Class 14


Hit Points 14 (4d4 + 4) Hit Points 5 (2d4)
Speed 10 ft., fly 60 ft. Speed 30 ft., fly 60 ft., swim 30 ft.

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)

Actions Saving Throws Str +7, Dex +5, Con +6


Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Skills Athletics +10, Intimidation +5
creature. Hit: 1 piercing damage. Senses passive Perception 11
Languages any one language (usually Common)
Euphoria Breath (Recharge 5–6). The dragon exhales a puff Challenge 5 (1,800 XP)
of euphoria gas at one creature within 5 feet of it. The target
must succeed on a DC 11 Wisdom saving throw, or for 1
Brave. The gladiator has advantage on saving throws against
minute, the target can’t take reactions and must roll a d6 at
being frightened.
the start of each of its turns to determine its behavior during
the turn: Brute. A melee weapon deals one extra die of its damage
1–4. The target takes no action or bonus action and uses when the gladiator hits with it (included in the attack).
all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do
Actions
on its turn is make a DC 11 Wisdom saving throw, ending the Multiattack. The gladiator makes three melee attacks or two
effect on itself on a success. ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
damage, or 13 (2d8 + 4) piercing damage if used with two
hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a
Medium or smaller creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.

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.

APPENDIX A: STAT BLOCKS


51
K OBOLD M ASTIFF
Small humanoid (kobold), lawful evil Medium beast, unaligned

Armor Class 12 Armor Class 12


Hit Points 5 (2d6 – 2) Hit Points 5 (1d8 + 1)
Speed 30 ft. Speed 40 ft.

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)

Senses darkvision 60 ft., passive Perception 8 Skills Perception +3


Languages Common, Draconic Senses passive Perception 13
Challenge 1 (200 XP) Languages —
Challenge 1/8 (25 XP)
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom Keen Hearing and Smell. The mastiff has advantage on
(Perception) checks that rely on sight. Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The kobold has advantage on an attack roll
against a creature if at least one of the kobold’s allies is within
Actions
5 feet of the creature and the ally isn’t incapacitated. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it
Actions must succeed on a DC 11 Strength saving throw or be knocked
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one prone.
target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.

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.

APPENDIX A: STAT BLOCKS


52
N IGHT H AG O NI
Medium fiend, neutral evil Large giant, lawful evil

Armor Class 17 (natural armor) Armor Class 16 (chain mail)


Hit Points 112 (15d8 + 45) Hit Points 110 (13d10 + 39)
Speed 30 ft. Speed 30 ft., fly 30 ft.

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.

Magic Resistance. The hag has advantage on saving throws Actions


against spells and other magical effects.
Multiattack. The oni makes two attacks, either with its claws
Actions or its glaive.
Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach
Claws (Hag Form Only). Melee Weapon Attack: +7 to hit,
5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Change Shape. The hag magically polymorphs into a Small or
target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4)
Medium female humanoid, or back into her true form. Her
slashing damage in Small or Medium form.
statistics are the same in each form. Any equipment she is
wearing or carrying isn’t transformed. She reverts to her true Change Shape. The oni magically polymorphs into a Small or
form if she dies. Medium humanoid, into a Large giant, or back into its true
form. Other than its size, its statistics are the same in each
Etherealness. The hag magically enters the Ethereal Plane
form. The only equipment that is transformed is its glaive,
from the Material Plane, or vice versa. To do so, the hag must
which shrinks so that it can be wielded in humanoid form. If
have a heartstone in her possession.
the oni dies, it reverts to its true form, and its glaive reverts
Nightmare Haunting (1/Day). While on the Ethereal Plane, the to its normal size.
hag magically touches a sleeping humanoid on the Material
Plane. A protection from evil and good spell cast on the target
prevents this contact, as does a magic circle. As long as the
contact persists, the target has dreadful visions. If these
visions last for at least 1 hour, the target gains no benefit from
its rest, and its hit point maximum is reduced by 5 (1d10). If
this effect reduces the target’s hit point maximum to 0, the
target dies, and if the target was evil, its soul is trapped in the
hag’s soul bag. The reduction to the target’s hit point
maximum lasts until removed by the greater restoration spell
or similar magic.

APPENDIX A: STAT BLOCKS


53
O WLBEAR C UB P RIEST
Medium monstrosity, unaligned Medium humanoid (any race), any alignment

Armor Class 13 Armor Class 13 (chain shirt)


Hit Points 26 (3d10 + 10) Hit Points 27 (5d8 + 5)
Speed 40 ft. Speed 25 ft.

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.

STR DEX CON INT WIS CHA


2 (–4) 20 (+5) 8 (–1) 10 (+0) 14 (+2) 15 (+2)

Skills Perception +4, Stealth +7


Senses passive Perception 14
Languages Sylvan
Challenge 1/4 (50 XP)

Magic Resistance. The pixie has advantage on saving throws


against spells and other magical effects.
Innate Spellcasting. The cat’s innate spellcasting ability is
Charisma (spell save DC 12). It can innately cast the following
spells, requiring no material components:

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.

APPENDIX A: STAT BLOCKS


54
Q UANDRIX P LEDGEMAGE S AHUAGIN
Medium or small humanoid (wizard), any alignment Medium humanoid (sahuagin), lawful evil

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)

Saving Throws Int +5, Wis +4 Skills Perception +5


Skills Arcana +7, Investigation +7, Nature +5 Senses darkvision 120 ft., passive Perception 15
Senses passive Perception 12 Languages Sahuagin
Languages Common plus any two languages Challenge 1/2 (100 XP)
Challenge 4 (1,100 XP)
Blood Frenzy. The sahuagin has advantage on melee attack
rolls against any creature that doesn’t have all its hit points.
Actions Limited Amphibiousness. The sahuagin can breathe air and
Multiattack. The pledgemage makes two Exponential Lash water, but it needs to be submerged at least once every 4
attacks. hours to avoid suffocating.
Exponential Lash. Melee or Ranged Spell Attack: +5 to hit, Shark Telepathy. The sahuagin can magically command any
reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) force shark within 120 feet of it, using a limited telepathy.
damage, and the pledgemage can cause one creature it can
see within 30 feet of the target to take 10 (2d6 + 3) force Actions
damage. Multiattack. The sahuagin makes two melee attacks: one
Spellcasting. The pledgemage casts one of the following spells, with its bite and one with its claws or spear.
requiring no material components and using Intelligence as Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
the spellcasting ability (spell save DC 13): Hit: 3 (1d4 + 1) piercing damage.
At will: guidance, mage hand Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
1/day each: dimension door, enlarge/reduce, mage armor, plant Hit: 3 (1d4 + 1) slashing damage.
growth Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage,
Bonus Actions or 5 (1d8 + 1) piercing damage if used with two hands to make
a melee attack.
Vortex Calculus (Recharge 4–6). The pledgemage teleports,
along with any equipment it is wearing or carrying, to an
unoccupied space it can see within 60 feet of itself.
Immediately after it teleports, each creature within 20 feet of
the space it left must make a DC 13 Constitution saving throw.
On a failed save, a creature takes 7 (2d6) force damage and is
moved 10 feet in a random horizontal direction. On a
successful save, a creature takes half as much damage and
isn’t moved.
S AM S TEELTUSK
Large giant, neutral good

Armor Class 11 (hide armor)


Hit Points 59 (7d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (–1) 16 (+3) 10 (+0) 7 (–2) 7 (–2)

Senses darkvision 60 ft., passive Perception 8


Languages Common, Giant
Challenge 2 (450 XP)

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.

APPENDIX A: STAT BLOCKS


55
S ATYR S HADOW D EMON
Medium fey, chaotic neutral Medium fiend (demon), chaotic evil

Armor Class 14 (leather armor) Armor Class 13


Hit Points 31 (7d8) Hit Points 66 (12d8 + 12)
Speed 40 ft. Speed 30 ft., fly 30 ft.

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

Armor Class 13 (leather armor)


Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Nature +4, Perception +5, Stealth +6, Survival +5


Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Keen Hearing and Sight. The scout has advantage on


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

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.

APPENDIX A: STAT BLOCKS


56
S PY T RESSYM
Medium humanoid (any race), any alignment Tiny beast, chaotic neutral

Armor Class 12 Armor Class 12


Hit Points 27 (6d8) Hit Points 5 (2d4)
Speed 30 ft. Speed 40 ft., climb 30 ft., fly 40 ft.

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

Invisibility. The sprite magically turns invisible until it attacks


Actions or casts a spell, or until its concentration ends (as if
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one concentrating on a spell). Any equipment the sprite wears or
target. Hit: 1 slashing damage. carries is invisible with it.

APPENDIX A: STAT BLOCKS


57
V ETERAN V ULTURE
Medium humanoid (any race), any alignment Medium beast, unaligned

Armor Class 17 (splint) Armor Class 10


Hit Points 58 (9d8 + 18) Hit Points 5 (1d8 + 1)
Speed 30 ft. Speed 10 ft., fly 50 ft.

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)

Skills Athletics +5, Perception +2 Skills Perception +3


Senses passive Perception 12 Senses passive Perception 13
Languages any one language (usually Common) Languages —
Challenge 3 (700 XP) Challenge 0 (0 XP)

Keen Sight and Smell. The vulture has advantage on Wisdom


Actions (Perception) checks that rely on sight or smell.
Multiattack. The veteran makes two longsword attacks. If it Pack Tactics. The vulture has advantage on an attack roll
has a shortsword drawn, it can also make a shortword attack. against a creature if at least one of the vulture’s allies is
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one withing 5 feet of the creature and the ally isn’t incapacitated.
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands. Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
target. Hit: 6 (1d6 + 3) piercing damage. Hit: 2 (1d4) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

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.

Damage Immunities poison Actions


Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 6 Multiattack. The tyrannosaurus zombie makes two attacks:
Languages — one with its bite and one with its tail. It can’t make both
Challenge 8 (3,900 XP) attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Disgorge Zombie. As a bonus action, the tyrannosaurus Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium
zombie can disgorge a normal zombie, which appears in an or smaller creature, it is grappled (escape DC 17). Until this
unoccupied space within 10 feet of it. The disgorged zombie grapple ends, the target is restrained and the tyrannosaurus
acts on its own initiative count. After a zombie is disgorged, zombie can’t bite another target or disgorge zombies.
roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
zombies to disgorge and loses this trait. If the tyrannosaurus Hit: 20 (3d8 + 7) bludgeoning damage.

APPENDIX A: STAT BLOCKS


58
Z OMBIE
Medium undead, neutral evil

Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.

STR DEX CON INT WIS CHA


13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but
can’t speak
Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit


points, it must make a Constitution saving throw with a DC of
5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the zombie drops to 1 hit point
instead.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

APPENDIX A: STAT BLOCKS


59
A PPENDIX B: M AGIC I TEMS
B ARRIER T ATTOO C ATELAINE ’ S NO - NO SMELL
Wondrous item (tattoo), rarity varies (requires Wondrous item (cream), common
attunement) This cream can be applied to the sweatiest
This magic tattoo depicts protective imagery parts of one’s body. Once applied, the cream
and uses ink that resembles liquid metal. eliminates any naturally occurring body odor
Protection. While you aren’t wearing armor, originating from that area and instead releases
the tattoo grants you an Armor Class a pleasant peppermint smell. This effect lasts
depending on the tattoo’s rarity, as shown for three days.
below. You can use a shield and still gain this
benefit. C HARLATAN ’ S D IE
Wondrous item, common (requires attunement)
Rarity AC Size
Whenever you roll this six-sided die, you can
Uncommon 12 + your Dexterity Covers half a limb
control which number it rolls.
Modifier or the scalp
Rare 15 + your Dexterity Covers one limb C LOAK OF B ILLOWING
modifier (maximum
of +2) Wondrous item, common
While wearing this cloak, you can use a bonus
action to make it billow dramatically.
B EAD OF F ORCE
Wondrous item, rare C LOAK OF D ISPLACEMENT
This small black sphere measures 3/4 of an Wondrous item, rare (requires attunement)
inch in diameter and weighs an ounce. While you wear this cloak, it projects an
Typically, 1d4 + 4 beads of force are found illusion that makes you appear to be standing
together. in a place near your actual location, causing
You can use an action to throw the bead up any creature to have disadvantage on attack
to 60 feet. The bead explodes on impact and is rolls against you. If you take damage, the
destroyed. Each creature within a 10-foot property ceases to function until the start of
radius of where the bead landed must succeed your next turn. This property is suppressed
on a DC 15 Dexterity saving throw or take 5d4 while you are incapacitated, restrained, or
force damage. A sphere of transparent force otherwise unable to move.
then encloses the area for 1 minute. Any
creature that failed the save and is completely C OILING G RASP T ATTOO
within the area is trapped inside this sphere. Wondrous item (tattoo), uncommon (requires
Creatures that succeeded on the save, or are attunement)
partially within the area, are pushed away This magic tattoo has long intertwining designs
from the center of the sphere until they are no and covers half a limb or the scalp.
longer inside it. Only breathable air can pass Grasping Tendrils. While the tattoo is on your
through the sphere’s wall. No attack or other skin, you can, as an action, cause the tattoo to
effect can. extrude into inky tendrils, which reach for a
An enclosed creature can use its action to creature you can see within 15 feet of you. The
push against the sphere’s wall, moving the creature must succeed on a DC 14 Strength
sphere up to half the creature’s walking speed. saving throw or take 3d6 force damage and be
The sphere can be picked up, and its magic grappled by you. As an action, the creature
causes it to weigh only 1 pound, regardless of can escape the grapple by succeeding on a DC
the weight of creatures inside. 14 Strength (Athletics) or Dexterity (Acrobatics)
check. The grapple also ends if you halt it (no
B EAD OF N OURISHMENT action required), if the creature is ever more
Wondrous item, common than 15 feet away from you, or if you use this
This spongy, flavorless, gelatinous bead tattoo on a different creature.
dissolves on your tongue and provides as
much nourishment as 1 day of rations. D AGGER OF M ISTS
Weapon, uncommon
C ANDIED M USHROOMS This steel dagger has a bluish tint and is cool
Wondrous item, uncommon to the touch. As an action, you can cast the
A large mushroom covered in brightly colored fog cloud spell from it with the following
sugar. When eaten, candied mushrooms taste changes: the cloud is centered on you when it
like fruit, and have magical effects shown on first appears, and the spell lasts for 1 minute
the Candied Mushroom Effects table. (no concentration required). Once you use this

APPENDIX B: MAGIC ITEMS


60
feature of the dagger of mists, it cannot be Ghostly Form. The tattoo has 3 charges, and it
used again until the next dawn. regains all expended charges daily at dawn. As
a bonus action while the tattoo is on your skin,
E LDRITCH C LAW T ATTOO you can expend 1 of the tattoo’s charges to
Wondrous item (tattoo), uncommon (requires become incorporeal until the end of your next
attunement) turn. For the duration, you gain the following
This magic tattoo depicts clawlike forms and benefits:
other jagged shapes and covers half a limb or • You have resistance to bludgeoning, piercing,
the scalp. and slashing damage from nonmagical
Magical Strikes. While this tattoo is on your attacks.
skin, your unarmed strikes are considered • You can’t be grappled or restrained.
magical for the purpose of overcoming • You can move through creatures and solid
immunity and resistance to nonmagical objects as if they were difficult terrain. If you
attacks, and you gain a +1 bonus to attack end your turn in a solid object, you take
and damage rolls with unarmed strikes. 1d10 force damage. If the effect ends while
Eldritch Maul. As a bonus action, you can you are inside a solid object, you instead are
empower the tattoo for 1 minute. For the shunted to the nearest unoccupied space,
duration, each of your melee attacks with a and you take 1d10 force damage for every 5
weapon or an unarmed strike can reach a feet traveled.
target up to 15 feet away from you, as inky
tendrils launch toward the target. In addition, M ASQUERADE T ATTOO
your melee attacks deal an extra 1d6 force Wondrous item (tattoo), common (requires
damage on a hit. Once used, this bonus action attunement)
can’t be used again until the next dawn. This magic tattoo appears on your body as
whatever you desire.
G AUNTLETS OF O GRE P OWER Fluid Ink. As a bonus action, you can shape
Wondrous item, uncommon (requires the tattoo into any color oro pattern and move
attunement) it to any area of your skin. Whatever form it
Your Strength score is 19 while you wear these takes, it is always obviously a tattoo. It can
gauntlets. They have no effect on you if your range in size from no smaller than a copper
Strength is 19 or higher without them. piece to an intricate work of art that covers all
your skin.
G HOST S TEP T ATTOO Disguise Self. As an action, you can use the
Wondrous item (tattoo), very rare (requires tattoo to cast the disguise self spell (DC 13 to
attunement) discern the disguise). Once the spell is cast
from the tattoo, it can’t be cast from the tattoo
This tattoo shifts and wavers on the skin, parts again until the next dawn.
of it appearing blurred. It covers two limbs or
the chest or upper back.

Candied Mushroom Effects


Color Flavor Effect
Orange Mango When you eat this mushroom, you feel lighter than air. You hover six inches above the ground for the
next ten minutes. This effect only works over solid ground; if your movement brings you over water or
open air more than one foot off the ground, the effect ends immediately. When the effect ends, you
gently float down six inches. If your feet are not then resting on the ground, you fall.
Blue Blueberry When you eat this mushroom, you feel capable of incredible feats of strength! Your Strength score
changes to 20 for one minute. The mushroom has no effect on you if your Strength is already equal
to or greater than 20. When this effect ends, you feel a wave of lethargy and must use your action on
your turn to lie down prone on the ground. You may not move or take any actions or reactions until
the end of your next turn.
Green Habanero This mushroom is both intensely sweet and unexpectedly very, very, VERY spicy! When you eat
it, you feel a roiling in your belly. Once before your next long rest, as an action on your turn, you
may belch acid from your mouth in a 15-foot cone. Each creature in the cone must make a DC 13
Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on
a successful one.
Red Strawberry When you eat this mushroom you feel a thrill of magic run through your body. Roll a d3. You regain
one expended spell slot, the level of which equals the number rolled or lower (your choice).
Purple Grape When you eat this mushroom, you feel a sense of vitality and joie de vivre. You gain temporary hit
points equal to your level + 5, and for the next 24 hours you have a +5 bonus to Performance checks.
Brown Prune When you eat this mushroom, your stomach churns and you have terrible gas and bloating. For the
next 24 hours, you fart uncontrollably and have disadvantage on all ability checks.

APPENDIX B: MAGIC ITEMS


61
M UMMY R OT A NTIDOTE P OTION OF C LIMBING
Potion, uncommon Potion, common
White dust swirls constantly within this pale When you drink this potion, you gain a
gray potion. When you drink the potion, it climbing speed equal to your walking speed for
cures you of mummy rot. 1 hour. During this time, you have advantage
on Strength (Athletics) checks you make to
N O T IME L IKE T OMORROW climb. The potion is separated into brown,
Potion, rare silver, and gray layers resembling bands of
This potion has a pleasant citrus smell and stone. Shaking the bottle fails to mix the
resembles orange juice. A person ingesting this colors.
potion must make a DC 15 Constitution saving
throw. On a failed save, the potion takes effect P OTION OF D IMINUTION
24 hours after it was ingested, causing the Potion, rare
creature to take 8d8 poison damage, suffer two When you drink this potion, you gain the
levels of exhaustion, and become poisoned for “reduce” effect of the enlarge/reduce spell for
the next 24 hours. 1d4 hours (no concentration required). The red
in the potion’s liquid continuously contracts to
O IL OF S LIPPERINESS a tiny bead and then expands to color the clear
Potion, uncommon liquid around it. Shaking the bottle fails to
This sticky black unguent is thick and heavy interrupt this process.
in the container, but it flows quickly when
poured. The oil can cover a Medium or smaller P OTION OF G REATER H EALING
creature, along with the equipment it’s wearing Potion, uncommon
and carrying (one additional vial is required for You regain 4d4 + 4 hit points when you drink
each size category above Medium). Applying this potion. The potion’s red liquid glimmers
the oil takes 10 minutes. The affected creature when agitated.
then gains the effect of a freedom of movement
spell for 8 hours. P OTION OF G ROWTH
Alternatively, the oil can be poured on the Potion, uncommon
ground as an action, where it covers a 10-foot
When you drink this potion, you gain the
square, duplicating the effect of the grease
“enlarge” effect of the enlarge/reduce spell for
spell in that area for 8 hours.
1d4 hours (no concentration required). The red
P HILTER OF L OVE in the potion’s liquid continuously expands
from a tiny bead to color the clear liquid
Potion, uncommon
around it and then contracts. Shaking the
The next time you see a creature within 10 bottle fails to interrupt this process.
minutes after drinking this philter, you become
charmed by that creature for 1 hour. If the P OTION OF H EALING
creature is of a species and gender you are Potion, common
normally attracted to, you regard it as your
You regain 2d4 + 2 hit points when you drink
true love while you are charmed. This potion’s
this potion. The potion’s red liquid glimmers
rose-hued, effervescent liquid contains one
when agitated.
easy-to-miss bubble shaped like a heart.
P OTION OF M IND R EADING
Potion, rare
When you drink this potion, you gain the effect
of the detect thoughts spell (save DC 13). The
potion’s dense, purple liquid has an ovoid
cloud of pink floating in it.

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

APPENDIX B: MAGIC ITEMS


62
poisoned in this way, you take 3d6 poison no goals of its own and can’t initiate a conflict
damage. At the end of each of your turns, you with the creature in possession of it.
can repeat the saving throw. On a successful The orb has extensive knowledge of four
save, the poison damage you take on your narrow academic subjects. When making an
subsequent turns decreases by 1d6. The Intelligence check to recall lore from any of its
poison ends when the damage decreases to 0. areas of expertise, the orb has a +9 bonus to
its roll (including its Intelligence modifier).
P OTION OF R ESISTANCE In addition to the knowledge it possesses,
Potion, uncommon the orb can cast the mage hand cantrip at will.
When you drink this potion, you gain It uses the spell only to transport itself. Its
resistance to one type of damage for 1 hour. spellcasting ability is Intelligence.
The DM chooses the type or determines it
randomly from the options below. Q UAAL ’ S F EATHER T OKEN
Wondrous item, rare
d10 Damage Type d10 Damage Type This tiny object looks like a feather. Different
1 Acid 6 Necrotic types of feather tokens exist, each with a
2 Cold 7 Poison different single-use effect. The DM chooses the
3 Fire 8 Psychic kind of token or determines it randomly.
4 Force 9 Radiant
5 Lightning 10 Thunder d100 Feather Token d100 Feather Token
01–20 Anchor 51–65 Swan boat
21–35 Bird 66–90 Tree
P OTION OF S UPERIOR H EALING 36–50 Fan 91–00 Whip
Potion, rare
Anchor. You can use an action to touch the
You regain 8d4 + 8 hit points when you drink
token to a boat or ship. For the next 24 hours,
this potion. The potion’s red liquid glimmers
the vessel can’t be moved by any means.
when agitated.
Touching the token to the vessel again ends
P OTION OF S UPREME H EALING the effect. When the effect ends, the token
Potion, very rare disappears.
Bird. You can use an action to toss the token 5
You regain 10d4 + 20 hit points when you feet into the air. The token disappears and an
drink this potion. The potion’s red liquid enormous, multicolored bird takes its place.
glimmers when agitated. The bird has the statistics of a roc (see the
Monster Manual), but it obeys your simple
P OTION OF V ITALITY
commands and can’t attack. It can carry up to
Potion, very rare
500 pounds while flying at its maximum speed
When you drink this potion, it removes any (16 miles an hour for a maximum of 144 miles
exhaustion you are suffering and cures any per day, with a one-hour rest for every 3 hours
disease or poison affecting you. For the next of flying), or 1,000 pounds at half that speed.
24 hours, you regain the maximum number of The bird disappears after flying its maximum
hit points for any Hit Die you spend. The distance for a day or if it drops to 0 hit points.
potion’s crimson liquid regularly pulses with You can dismiss the bird as an action.
dull light, calling to mind a heartbeat. Fan. If you are on a boat or ship, you can use
an action to toss the token up to 10 feet in the
P ROFESSOR O RB air. The token disappears, and a giant flapping
Wondrous item, rare fan takes its place. The fan floats and creates
A professor orb is a smooth 5-pound sphere of a wind strong enough to fill the sails of one
smoky gray quartz about the size of a ship, increasing its speed by 5 miles per hour
grapefruit. Close examination reveals two or for 8 hours. You can dismiss the fan as an
more pinpricks of silver light coming from deep action.
inside the sphere. Swan Boat. You can use an action to touch the
The orb is sentient and has the personality token to a body of water at least 60 feet in
of a scholar. Its alignment is determined by diameter. The token disappears, and a
rolling on the alignment table in the “Sentient 50-foot-long, 20-foot-wide boat shaped like a
Magic Items” section in the Dungeon Master’s swan takes its place. The boat is self-propelled
Guide. Regardless of its alignment, the orb has and moves across water at a speed of 6 miles
an Intelligence of 18, and Wisdom and per hour. You can use an action while on the
Charisma scores determined by rolling 3d6 for boat to command it to move or to turn up to
each ability. The orb speaks, reads, and 90 degrees. The boat can carry up to
understands four languages, and it can see thirty-two Medium or smaller creatures. A
and hear normally out to a range of 60 feet. Large creature counts as four Medium
Unlike most other sentient items, the orb has creatures, while a Huge creature counts as

APPENDIX B: MAGIC ITEMS


63
nine. The boat remains for 24 hours and then Spell Scroll
disappears. You can dismiss the boat as an Spell Level Rarity Save DC Attack Bonus
action. Cantrip Common 13 +5
Tree. You must be outdoors to use this token.
1st Common 13 +5
You can use an action to touch it to an
2nd Uncommon 13 +5
unoccupied space on the ground. The token
3rd Uncommon 15 +7
disappears, and in its place a nonmagical oak
tree springs into existence. The tree is 60 feet 4th Rare 15 +7
tall and has a 5-foot-diameter trunk, and its 5th Rare 17 +9
branches at the top spread out in a 20-foot 6th Very rare 17 +9
radius. 7th Very rare 18 +10
Whip. You can use an action to throw the token 8th Very rare 18 +10
to a point within 10 feet of you. The token 9th Legendary 19 +11
disappears, and a floating whip takes its place.
You can then use a bonus action to make a A wizard spell on a spell scroll can be copied
melee spell attack against a creature within 10 just as spells in spellbooks can be copied.
feet of the whip, with an attack bonus of +9. When a spell is copied from a spell scroll, the
On a hit, the target takes 1d6 + 5 force copier must succeed on an Intelligence
damage. (Arcana) check with a DC equal to 10 + the
As a bonus action on your turn, you can spell’s level. If the check succeeds, the spell is
direct the whip to fly up to 20 feet and repeat successfully copied. Whether the check
the attack against a creature within 10 feet of succeeds or fails, the spell scroll is destroyed.
it. The whip disappears after 1 hour, when you
use an action to dismiss it, or when you are S PELLWROUGHT T ATTOO
incapacitated or die. Wondrous item (tattoo), rarity varies (cantrip
and 1st level, common; 2nd level, uncommon)
S EE Y OU L ATER This magic tattoo contains a single spell of up
Potion, uncommon to the 2nd level, and appears on the skin in
The user must spit into the potion before using whatever design you like. Once the tattoo is
it to activate it. This tasteless potion may then there, you can cast its spell, requiring no
be added to any liquid. If it has not been spit material components. The tattoo glows faintly
into, it has no effect. while you cast the spell and for the spell’s
A creature ingesting this potion must duration. Once the spell ends, the tattoo
succeed on a DC 15 Wisdom saving throw. On vanishes from your skin. For spells of 2nd
a failed save, the potion activates during the level and below, the spellcasting ability
ingestors next long rest. The creature has modifier is +3, the save DC is 13, and the
horrible dreams and hallucinations about the attack bonus is +5.
person who spit into potion, negating all effects
of the long rest. WAND OF L IGHTNING B OLTS
Wand, rare (requires attunement by a
S PELL S CROLL spellcaster)
Scroll, varies
This wand has 7 charges. While holding it, you
A spell scroll bears the words of a single spell, can use an action to expend 1 or more of its
written in a mystical cipher. If the spell is on charges to cast the lightning bolt spell (save
your class’s spell list, you can read the scroll DC 15) from it. For 1 charge, you cast the
and cast its spell without providing any 3rd-level version of the spell. You can increase
material components. Otherwise, the scroll is the spell slot level by one for each additional
unintelligible. Casting the spell by reading the charge you expend.
scroll requires the spell’s normal casting time. The wand regains 1d6 + 1 expended charges
Once the spell is cast, the words on the scroll daily at dawn. If you expend the wand’s last
fade, and it crumbles to dust. If the casting is charge, roll a d20. On a 1, the wand crumbles
interrupted, the scroll is not lost. into ashes and is destroyed.
If the spell is on your class’s spell list but of
a higher level than you can normally cast, you
must make an ability check using your
spellcasting ability to determine whether you
cast it successfully. The DC equals 10 + the
spell’s level. On a failed check, the spell
disappears from the scroll with no other effect.
The level of the spell on the scroll determines
the spell’s saving throw DC and attack bonus,
as well as the scroll’s rarity, as shown in the
Spell Scroll table.

APPENDIX B: MAGIC ITEMS


64
A PPENDIX C: A DVENTURING G EAR
Adventuring Gear
Item Cost Weight Item Cost Weight
Abacus 2 gp 2 lb. Holy symbol
Acid (vial) 25 gp 1 lb. Amulet 5 gp 1 lb.
Alchemist’s fire (flask) 50 gp 1 lb. Emblem 5 gp -
Ammunition Reliquary 5 gp 2 lb.
Arrows (20) 1 gp 1 lb. Holy water (flask) 25 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb. Hourglass 25 gp 1 lb.
Crossbow bolts (20) 1 gp 1 1⁄2 lb. Hunting trap 5 gp 25 lb.
Sling bullets (20) 4 cp 1 1⁄2 lb. Ink (1 ounce bottle) 10 gp -
Antitoxin (vial) 50 gp - Ink pen 2 cp -
Arcane Focus Jug or pitcher 2 cp 4 lb.
Crystal 10 gp 1 lb. Ladder (10 foot) 1 sp 25 lb.
Orb 20 gp 3 lb. Lamp 5 sp 1 lb.
Rod 10 gp 2 lb. Lantern, bullseye 10 gp 2 lb.
Staff 5 gp 4 lb. Lantern, hooded 5 gp 2 lb.
Wand 10 gp 1 lb. Lock 10 gp 1 lb.
Backpack 2 gp 5 lb. Magnifying glass 100 gp -
Ball bearings (bag of 1,000) 1 gp 2 lb. Manacles 2 gp 6 lb.
Barrel 2 gp 70 lb. Mess kit 2 sp 1 lb.
Basket 4 sp 2 lb. Mirror, steel 5 gp 1/2 lb.
Bedroll 1 gp 7 lb. Oil (flask) 1 sp 1 lb.
Bell 1 gp - Paper (one sheet) 2 sp -
Blanket 5 sp 3 lb. Parchment (one sheet) 1 sp -
Block and tackle 1 gp 5 lb. Perfume (vial) 5 gp -
Book 25 gp 5 lb. Pick, miner’s 2 gp 10 lb.
Bottle, glass 2 gp 2 lb. Piton 5 cp 1/4 lb.
Bucket 5 cp 2 lb. Poison, basic (vial) 100 gp -
Caltrops (bag of 20) 1 gp 2 lb. Pole (10-foot) 5 cp 7 lb.
Candle 1 cp - Pot, iron 2 gp 10 lb.
Case, crossbow bolt 1 gp 1 lb. Potion of healing 50 gp 1/2 lb.
Case, map or scroll 1 gp 1 lb. Pouch 5 sp 1 lb.
Chain (10 feet) 5 gp 10 lb. Quiver 1 gp 1 lb.
Chalk (1 piece) 1 cp - Ram, portable 4 gp 35 lb.
Chest 5 gp 25 lb. Rations (1 day) 5 sp 2 lb.
Climber’s kit 25 gp 12 lb. Robes 1 gp 4 lb.
Clothes, common 5 sp 3 lb. Rope, hempen (50 feet) 1 gp 10 lb.
Clothes, costume 5 gp 4 lb. Rope, silk (50 feet) 10 gp 5 lb.
Clothes, fine 15 gp 6 lb. Sack 1 cp 1/2 lb.
Clothes, traveler’s 2 gp 4 lb. Scale, merchant’s 5 gp 3 lb.
Component pouch 25 gp 2 lb. Sealing wax 5 sp -
Crowbar 2 gp 5 lb. Shovel 2 gp 5 lb.
Druidic focus Signal whistle 5 cp -
Sprig of mistletoe 1 gp - Signet ring 5 gp -
Totem 1 gp - Soap 2 cp -
Wooden staff 5 gp 4 lb. Spellbook 50 gp 3 lb.
Yew wand 10 gp 1 lb. Spikes, iron (10) 1 gp 5 lb.
Fishing tackle 1 gp 4 lb. Spyglass 1,000 gp 1 lb.
Flask or tankard 2 cp 1 lb. Tent, two-person 2 gp 20 lb.
Grappling hook 2 gp 4 lb. Tinderbox 5 sp 1 lb.
Hammer 1 gp 3 lb. Torch 1 cp 1 lb.
Hammer, sledge 2 gp 10 lb. Vial 1 gp -
Healer’s kit 5 gp 3 lb. Waterskin 2 sp 5 lb. (full)
Whetstone 1 cp 1 lb.

APPENDIX C: ADVENTURING GEAR


65
A PPENDIX A: S TAT B LOCKS
A NCIENT C OPPER D RAGON
Gargantuan dragon, chaotic good Breath Weapons (Recharge 5–6). The dragon uses one of the
following breath weapons.
Armor Class 21 (natural armor) Acid Breath. The dragon exhales acid in an 90-foot line that
Hit Points 350 (20d20 + 140) is 10 feet wide. Each creature in that line must make a DC
Speed 40 ft., climb 40 ft., fly 80 ft. 22 Dexterity saving throw, taking 63 (14d8) acid damage on a
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA Slowing Breath. The dragon exhales gas in a 90-foot
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) cone. Each creature in that area must succeed on a DC 22
Constitution saving throw. On a failed save, the creature can’t
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 use reactions, its speed is halved, and it can’t make more
Skills Deception +11, Perception +17, Stealth +8 than one attack on its turn. In addition, the creature can use
Damage Immunities acid either an action or a bonus action on its turn, but not both.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception These effects last for 1 minute. The creature can repeat the
27 saving throw at the end of each of its turns, ending the effect
Languages Common, Draconic on itself with a successful save.
Challenge 21 (33,000 XP) Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
Legendary Resistance (3/Day). If the dragon fails a saving its own, or back into its true form. It reverts to its true form if
throw, it can choose to succeed instead. it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon’s choice).
Actions In a new form, the dragon retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary Resistance,
Multiattack. The dragon can use its Frightful Presence. It
lair actions, and Intelligence, Wisdom, and Charisma scores,
then makes three attacks: one with its bite and two with its
as well as this action. Its statistics and capabilities are
claws.
otherwise replaced by those of the new form, except any class
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. features or legendary actions of that form.
Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one Legendary Actions
target. Hit: 15 (2d6 + 8) slashing damage. The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
at a time and only at the end of another creature’s turn. The
Hit: 17 (2d8 + 8) bludgeoning damage.
dragon regains spent legendary actions at the start of its turn.
Frightful Presence. Each creature of the dragon’s choice that
Detect. The dragon makes a Wisdom (Perception) check.
is within 120 feet of the dragon and aware of it must succeed
on a DC 19 Wisdom saving throw or become frightened for 1 Tail Attack. The dragon makes a tail attack.
minute. A creature can repeat the saving throw at the end of Wing Attack (Costs 2 Actions). The dragon beats its wings.
each of its turns, ending the effect on itself on a success. If a Each creature within 15 feet of the dragon must succeed on a
creature’s saving throw is successful or the effect ends for it, DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning
the creature is immune to the dragon’s Frightful Presence for damage and be knocked prone. The dragon can then fly up
the next 24 hours. to half its flying speed.

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.

APPENDIX A: STAT BLOCKS


1
A RCHMAGE B ANDIT
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-lawful alignment

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)

Saving Throws Int +9, Wis +6 Senses passive Perception 10


Skills Arcana +13, History +13 Languages any one language (usually Common)
Damage Resistances damage from spells; nonmagical Challenge 1/8 (25 XP)
bludgeoning, piercing and slashing (from stoneskin)
Senses passive Perception 12
Languages any six languages Actions
Challenge 12 (8,400 XP) Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Magic Resistance. The archmage has advantage on saving Light Crossbow. Ranged Weapon Attack: +3 to hit, range
throws against spells and other magical effects. 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Spellcasting. The archmage is an 18th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The archmage can cast disguise self and
invisibility at wioll and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic
missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
B ANDIT C APTAIN
9th level (1 slot): time stop Medium humanoid (any race), any non-lawful alignment

*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.

APPENDIX A: STAT BLOCKS


2
B LACK V IPER B LINK D OG
Medium humanoid (human), chaotic neutral Medium fey, lawful good

Armor Class 16 (studded leather) Armor Class 13


Hit Points 84 (13d8 + 26) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)

Saving Throws Dex +7, Int +3 Skills Perception +3, Stealth +5


Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Senses passive Perception 13
Hand +7, Stealth +7 Languages Blink Dog, understands Sylvan but can’t speak it
Senses passive Perception 13 Challenge 1/4 (50 XP)
Languages Common, thieves’ cant
Challenge 5 (1,800 XP) Keen Hearing and Smell. The dog has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Cunning Action. On each of her turns, the Black Viper can
use a bonus action to take the Dash, Disengage or Hide Actions
action. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Evasion. If the Black Viper is subjected to an effect that Hit: 4 (1d6 + 1) piercing damage.
allows her to make a Dexterity saving throw to take only half Teleport (Recharge 4–6). The dog magically teleports, along
damage, she instead takes no damage if she succeeds on the with any equipment it is wearing or carrying, up to 40 feet to
saving throw, and only half damage is she fails. She can’t use an unoccupied space it can see. Before or after teleporting,
this trait if she’s incapacitated. the dog can make one bite attack.
Sneak Attack (1/Turn). The Black Viper deals an extra 14
(4d6) damage when she hits a target with a weapon attack
and has advantage on the attack roll, or when the creature is
within 5 feet of an ally of the Black Viper that isn’t
incapacitated and the Black Viper doesn’t have disadvantage
on the attack roll.

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)

Standing Leap. The bulette’s long jump is up to 30 feet and


its high jump is up to 15 feet, with or without a running start.

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.

APPENDIX A: STAT BLOCKS


3
B ULLYWUG C ATELAINE T INGLEWRIST
Medium humanoid (bullywug), neutral evil Small humanoid (gnome), neutral evil

Armor Class 15 (hide armor, shield) Armor Class 15 (studded leather)


Hit Points 11 (2d8 + 2) Hit Points 78 (12d8 + 24)
Speed 20 ft., swim 40 ft. Speed 25 ft.

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)

Skills Stealth +3 Saving Throws Dex +6, Wis +4


Senses passive Perception 10 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Languages Bullywug Damage Resistances poison
Challenge 1/4 (50 XP) Senses darkvision 60 ft., passive Perception 13
Languages Common, Gnomish, thieves’ cant
Amphibious. The bullywug can breathe air and water. Challenge 8 (3,900 XP)
Speak with Frogs and Toads. The bullywug can communicate
simple concepts to frogs and toads when it speaks in Assassinate. During her first turn, Catelaine has advantage on
Bullywug. attack rolls against any creature that hasn’t taken a turn. Any
hit she scores against a surprised creature is a critical hit.
Swamp Camouflage. The bullywug has advantage on
Dexterity (Stealth) checks made to hide in swampy terrain. Evasion. If Catelaine is subjected to an effect that allows her
to make a Dexterity saving throw to take only half damage,
Standing Leap. The bullywug’s long jump is up to 20 feet and
she instead takes no damage if she succeeds on the saving
its high jump is up to 10 feet, with or without a running start.
throw, and only half damage if she fails.
Actions Sneak Attack. Once per turn, Catelaine deals an extra 14
(4d6) damage when she hits a target with a weapon attack
Multiattack. The bullywug makes two melee attacks: one
and has advantage on the attack roll, or when the target is
with its bite and one with its spear.
within 5 feet of an ally of hers that isn’t incapacitated and
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Catelaine doesn’t have disadvantage on the attack roll.
Hit: 3 (1d4 + 1) bludgeoning damage.
Spellcasting. Catalaine is a 4th-level spellcaster. Her
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, spell attacks). She has the following cleric spells prepared:
or 5 (1d8 + 1) piercing damage if used with two hands to make
a melee attack. Cantrips (at will): druidcraft, poison spray, thorn whip
1st level (4 slots): detect poison and disease, entangle,
longstrider, thunderwave
2nd level (3 slots): hold person, pass without trace

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.

APPENDIX A: STAT BLOCKS


4
C ATOBLEPAS C HIMERA
Large monstrosity, unaligned Large monstrosity, chaotic evil

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


Hit Points 84 (8d10 + 40) Hit Points 114 (12d10 + 48)
Speed 30 ft. Speed 30 ft., fly 60 ft.

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)

Senses darkvision 60 ft., passive Perception 12 Skills Perception +8


Languages — Senses darkvision 60 ft., passive Perception 18
Challenge 5 (1,800 XP) Languages understands Draconic but can’t speak
Challenge 6 (2,300 XP)
Keen Smell. The catoblepas has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Stench. Any creature other than a catoblepas that starts its
turn within 10 feet of the catoblepas must succeed on a DC 16 Multiattack. The chimera makes three attacks: one with its
Constitution saving throw or be poisoned until the start of the bite, one with its horns, and one with its claws. When its fire
creature’s next turn. On a successful saving throw, the breath is available, it can use the breath in place of its bite or
creature is immune to the stench of any catoblepas for 1 hour. horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Actions Hit: 11 (2d6 + 4) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 21 (5d6 + 4) bludgeoning damage, and the target must Hit: 10 (1d12 + 4) bludgeoning damage.
succeed on a DC 16 Constitution saving throw or be stunned Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
until the start of the catoblepas’s next turn. Hit: 11 (2d6 + 4) slashing damage.
Death Ray (Recharge 5–6). The catoblepas targets a creature Fire Breath (Recharge 5–6). The dragon head exhales fire in a
that it can see within 30 feet of it. The target must make a 15-foot cone. Each creature in that area much make a DC 15
DC 16 Constitution saving throw, taking 36 (8d8) necrotic Dexterity saving throw, taking 31 (7d8) fire damage on a failed
damage on a failed save, or half has much damage on a save, or half as much damage on a successful save.
successful one. If the saving throw fails by 5 or more, the
target instead takes 64 necrotic damage. The target dies if
reduced to 0 hit points by this ray.

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).

APPENDIX A: STAT BLOCKS


5
D EATH ’ S H EAD D JINNI
Tiny undead Large elemental, chaotic good

Armor Class 16 (natural armor) Armor Class 17 (natural armor)


Hit Points 17 (5d4 + 5) Hit Points 161 (14d10 + 84)
Speed 0 ft., fly 30 ft. (hover) Speed 30 ft., fly 90 ft.

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.

APPENDIX A: STAT BLOCKS


6
D OPPELGANGER
Medium monstrosity (shapechanger), neutral

Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +6, Insight +3


Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

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

Armor Class 11 (16 with barkskin)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

Skills Medicine +4, Nature +3, Perception +4


Senses passive Perception 14
Languages Druidic plus any two languages
Challenge 2 (450 XP)

Spellcasting. The druid is a 4th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals,
thunderwave
2nd level (3 slots): animal messenger, barkskin

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.

APPENDIX A: STAT BLOCKS


7
D RYAD D UROGG THE K IND
Medium fey, neutral Medium humanoid, neutral good

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)

Skills Perception +4, Stealth +5 Saving Throws Wis +4, Cha +2


Senses darkvision 60 ft., passive Perception 14 Skills Animal Handling +4, History +2, Medicine +4, Religion
Languages Evlish, Sylvan +2
Challenge 1 (200 XP) Senses darkvision 60 ft., Passive Perception 12
Languages Common, Orc, Draconic, Sylvan
Innate Spellcasting. The dryad’s innate spellcasting ability is Challenge 2 (450 XP)
Charisma (spell save DC 14). The dryad can innately cast the
following spells, requiring no material components: Spellcasting. Durogg is a 3rd-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell
At will: druidcraft attacks). Durogg has the following cleric spells prepared:
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh Cantrips (at will): mending, spare the dying, thaumaturgy
1st level (4 slots): bless, ceremony, cure wounds, inflict Wounds
Magic Resistance. The dryad has advantage on saving throws 2nd level (2 slots): enhance ability, gentle repose, lesser
against spells and other magical effects. restoration, prayer of healing, spiritual weapon
Speak with Beasts and Plants. The dryad can communicate Actions
with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
her movement to step magically into one living tree within her Hit: 6 (1d8 + 2) bludgeoning damage.
reach and emerge from a second living tree within 60 feet of
the first tree, appearing in an unoccupied space within 5 feet
of the second tree. Both trees must be Large or bigger.

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:

At will: mage hand


1/day each: calm emotions, catnap, charm person, create food
and water, Evard’s black tenticles

Keen Smell. The cat has advantage on Wisdom (Perception)


checks that rely on smell.

Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.

APPENDIX A: STAT BLOCKS


8
G RANDFATHER O AK
Huge plant, chaotic good

Armor Class 16 (natural armor)


Hit Points 138 (12d12 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA


23 (+6) 8 (–1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

Damage Vulnerabilities fire


Damage Resistances bludgeoning, piercing
Senses passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)

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

Armor Class 18 (plate) F LYING M ONKEY


Hit Points 162 (13d12 + 78)
Small beast, unaligned
Speed 30 ft.
Armor Class 12
STR DEX CON INT WIS CHA Hit Points 3 (1d6)
25 (+7) 9 (–1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) Speed 20 ft., climb 20 ft., fly 30 ft.
Saving Throws Dex +3, Con +10, Cha +5 STR DEX CON INT WIS CHA
Skills Athletics +11, Perception +6 8 (–1) 14 (+2) 11 (+0) 5 (–3) 12 (+1) 6 (–2)
Damage Immunities fire
Senses passive Perception 16 Senses passive Perception 11
Languages Giant Languages —
Challenge 9 (5,000 XP) Challenge 0 (0 XP)

Actions Pack Tactics. The flying monkey has advantage on an attack


roll against a creature if at least one of the monkey’s allies is
Multiattack. The giant makes two greatsword attacks. withing 5 feet of the creature and the ally isn’t incapacitated.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 28 (6d6 + 7) slashing damage. Actions
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one Tentacles. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage. target. Hit: 1 (1d4 – 1) piercing damage.

APPENDIX A: STAT BLOCKS


9
FAERIE D RAGON F LYING S NAKE
Tiny dragon, chaotic good Tiny beast, unaligned

Armor Class 15 Armor Class 14


Hit Points 14 (4d4 + 4) Hit Points 5 (2d4)
Speed 10 ft., fly 60 ft. Speed 30 ft., fly 60 ft., swim 30 ft.

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)

Actions Saving Throws Str +7, Dex +5, Con +6


Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Skills Athletics +10, Intimidation +5
creature. Hit: 1 piercing damage. Senses passive Perception 11
Languages any one language (usually Common)
Euphoria Breath (Recharge 5–6). The dragon exhales a puff Challenge 5 (1,800 XP)
of euphoria gas at one creature within 5 feet of it. The target
must succeed on a DC 11 Wisdom saving throw, or for 1
Brave. The gladiator has advantage on saving throws against
minute, the target can’t take reactions and must roll a d6 at
being frightened.
the start of each of its turns to determine its behavior during
the turn: Brute. A melee weapon deals one extra die of its damage
1–4. The target takes no action or bonus action and uses when the gladiator hits with it (included in the attack).
all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do
Actions
on its turn is make a DC 11 Wisdom saving throw, ending the Multiattack. The gladiator makes three melee attacks or two
effect on itself on a success. ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
damage, or 13 (2d8 + 4) piercing damage if used with two
hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a
Medium or smaller creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.

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.

APPENDIX A: STAT BLOCKS


10
K OBOLD M ASTIFF
Small humanoid (kobold), lawful evil Medium beast, unaligned

Armor Class 12 Armor Class 12


Hit Points 5 (2d6 – 2) Hit Points 5 (1d8 + 1)
Speed 30 ft. Speed 40 ft.

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)

Senses darkvision 60 ft., passive Perception 8 Skills Perception +3


Languages Common, Draconic Senses passive Perception 13
Challenge 1 (200 XP) Languages —
Challenge 1/8 (25 XP)
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom Keen Hearing and Smell. The mastiff has advantage on
(Perception) checks that rely on sight. Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The kobold has advantage on an attack roll
against a creature if at least one of the kobold’s allies is within
Actions
5 feet of the creature and the ally isn’t incapacitated. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it
Actions must succeed on a DC 11 Strength saving throw or be knocked
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one prone.
target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.

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.

APPENDIX A: STAT BLOCKS


11
N IGHT H AG O NI
Medium fiend, neutral evil Large giant, lawful evil

Armor Class 17 (natural armor) Armor Class 16 (chain mail)


Hit Points 112 (15d8 + 45) Hit Points 110 (13d10 + 39)
Speed 30 ft. Speed 30 ft., fly 30 ft.

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.

Magic Resistance. The hag has advantage on saving throws Actions


against spells and other magical effects.
Multiattack. The oni makes two attacks, either with its claws
Actions or its glaive.
Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach
Claws (Hag Form Only). Melee Weapon Attack: +7 to hit,
5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Change Shape. The hag magically polymorphs into a Small or
target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4)
Medium female humanoid, or back into her true form. Her
slashing damage in Small or Medium form.
statistics are the same in each form. Any equipment she is
wearing or carrying isn’t transformed. She reverts to her true Change Shape. The oni magically polymorphs into a Small or
form if she dies. Medium humanoid, into a Large giant, or back into its true
form. Other than its size, its statistics are the same in each
Etherealness. The hag magically enters the Ethereal Plane
form. The only equipment that is transformed is its glaive,
from the Material Plane, or vice versa. To do so, the hag must
which shrinks so that it can be wielded in humanoid form. If
have a heartstone in her possession.
the oni dies, it reverts to its true form, and its glaive reverts
Nightmare Haunting (1/Day). While on the Ethereal Plane, the to its normal size.
hag magically touches a sleeping humanoid on the Material
Plane. A protection from evil and good spell cast on the target
prevents this contact, as does a magic circle. As long as the
contact persists, the target has dreadful visions. If these
visions last for at least 1 hour, the target gains no benefit from
its rest, and its hit point maximum is reduced by 5 (1d10). If
this effect reduces the target’s hit point maximum to 0, the
target dies, and if the target was evil, its soul is trapped in the
hag’s soul bag. The reduction to the target’s hit point
maximum lasts until removed by the greater restoration spell
or similar magic.

APPENDIX A: STAT BLOCKS


12
O WLBEAR C UB P RIEST
Medium monstrosity, unaligned Medium humanoid (any race), any alignment

Armor Class 13 Armor Class 13 (chain shirt)


Hit Points 26 (3d10 + 10) Hit Points 27 (5d8 + 5)
Speed 40 ft. Speed 25 ft.

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.

STR DEX CON INT WIS CHA


2 (–4) 20 (+5) 8 (–1) 10 (+0) 14 (+2) 15 (+2)

Skills Perception +4, Stealth +7


Senses passive Perception 14
Languages Sylvan
Challenge 1/4 (50 XP)

Magic Resistance. The pixie has advantage on saving throws


against spells and other magical effects.
Innate Spellcasting. The cat’s innate spellcasting ability is
Charisma (spell save DC 12). It can innately cast the following
spells, requiring no material components:

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.

APPENDIX A: STAT BLOCKS


13
Q UANDRIX P LEDGEMAGE S AHUAGIN
Medium or small humanoid (wizard), any alignment Medium humanoid (sahuagin), lawful evil

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)

Saving Throws Int +5, Wis +4 Skills Perception +5


Skills Arcana +7, Investigation +7, Nature +5 Senses darkvision 120 ft., passive Perception 15
Senses passive Perception 12 Languages Sahuagin
Languages Common plus any two languages Challenge 1/2 (100 XP)
Challenge 4 (1,100 XP)
Blood Frenzy. The sahuagin has advantage on melee attack
rolls against any creature that doesn’t have all its hit points.
Actions Limited Amphibiousness. The sahuagin can breathe air and
Multiattack. The pledgemage makes two Exponential Lash water, but it needs to be submerged at least once every 4
attacks. hours to avoid suffocating.
Exponential Lash. Melee or Ranged Spell Attack: +5 to hit, Shark Telepathy. The sahuagin can magically command any
reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) force shark within 120 feet of it, using a limited telepathy.
damage, and the pledgemage can cause one creature it can
see within 30 feet of the target to take 10 (2d6 + 3) force Actions
damage. Multiattack. The sahuagin makes two melee attacks: one
Spellcasting. The pledgemage casts one of the following spells, with its bite and one with its claws or spear.
requiring no material components and using Intelligence as Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
the spellcasting ability (spell save DC 13): Hit: 3 (1d4 + 1) piercing damage.
At will: guidance, mage hand Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
1/day each: dimension door, enlarge/reduce, mage armor, plant Hit: 3 (1d4 + 1) slashing damage.
growth Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage,
Bonus Actions or 5 (1d8 + 1) piercing damage if used with two hands to make
a melee attack.
Vortex Calculus (Recharge 4–6). The pledgemage teleports,
along with any equipment it is wearing or carrying, to an
unoccupied space it can see within 60 feet of itself.
Immediately after it teleports, each creature within 20 feet of
the space it left must make a DC 13 Constitution saving throw.
On a failed save, a creature takes 7 (2d6) force damage and is
moved 10 feet in a random horizontal direction. On a
successful save, a creature takes half as much damage and
isn’t moved.
S AM S TEELTUSK
Large giant, neutral good

Armor Class 11 (hide armor)


Hit Points 59 (7d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (–1) 16 (+3) 10 (+0) 7 (–2) 7 (–2)

Senses darkvision 60 ft., passive Perception 8


Languages Common, Giant
Challenge 2 (450 XP)

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.

APPENDIX A: STAT BLOCKS


14
S ATYR S HADOW D EMON
Medium fey, chaotic neutral Medium fiend (demon), chaotic evil

Armor Class 14 (leather armor) Armor Class 13


Hit Points 31 (7d8) Hit Points 66 (12d8 + 12)
Speed 40 ft. Speed 30 ft., fly 30 ft.

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

Armor Class 13 (leather armor)


Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Nature +4, Perception +5, Stealth +6, Survival +5


Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Keen Hearing and Sight. The scout has advantage on


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

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.

APPENDIX A: STAT BLOCKS


15
S PY T RESSYM
Medium humanoid (any race), any alignment Tiny beast, chaotic neutral

Armor Class 12 Armor Class 12


Hit Points 27 (6d8) Hit Points 5 (2d4)
Speed 30 ft. Speed 40 ft., climb 30 ft., fly 40 ft.

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

Invisibility. The sprite magically turns invisible until it attacks


Actions or casts a spell, or until its concentration ends (as if
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one concentrating on a spell). Any equipment the sprite wears or
target. Hit: 1 slashing damage. carries is invisible with it.

APPENDIX A: STAT BLOCKS


16
V ETERAN V ULTURE
Medium humanoid (any race), any alignment Medium beast, unaligned

Armor Class 17 (splint) Armor Class 10


Hit Points 58 (9d8 + 18) Hit Points 5 (1d8 + 1)
Speed 30 ft. Speed 10 ft., fly 50 ft.

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)

Skills Athletics +5, Perception +2 Skills Perception +3


Senses passive Perception 12 Senses passive Perception 13
Languages any one language (usually Common) Languages —
Challenge 3 (700 XP) Challenge 0 (0 XP)

Keen Sight and Smell. The vulture has advantage on Wisdom


Actions (Perception) checks that rely on sight or smell.
Multiattack. The veteran makes two longsword attacks. If it Pack Tactics. The vulture has advantage on an attack roll
has a shortsword drawn, it can also make a shortword attack. against a creature if at least one of the vulture’s allies is
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one withing 5 feet of the creature and the ally isn’t incapacitated.
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands. Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
target. Hit: 6 (1d6 + 3) piercing damage. Hit: 2 (1d4) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

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.

Damage Immunities poison Actions


Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 6 Multiattack. The tyrannosaurus zombie makes two attacks:
Languages — one with its bite and one with its tail. It can’t make both
Challenge 8 (3,900 XP) attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Disgorge Zombie. As a bonus action, the tyrannosaurus Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium
zombie can disgorge a normal zombie, which appears in an or smaller creature, it is grappled (escape DC 17). Until this
unoccupied space within 10 feet of it. The disgorged zombie grapple ends, the target is restrained and the tyrannosaurus
acts on its own initiative count. After a zombie is disgorged, zombie can’t bite another target or disgorge zombies.
roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
zombies to disgorge and loses this trait. If the tyrannosaurus Hit: 20 (3d8 + 7) bludgeoning damage.

APPENDIX A: STAT BLOCKS


17
Z OMBIE
Medium undead, neutral evil

Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.

STR DEX CON INT WIS CHA


13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but
can’t speak
Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit


points, it must make a Constitution saving throw with a DC of
5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the zombie drops to 1 hit point
instead.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

APPENDIX A: STAT BLOCKS


18

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