You are on page 1of 19

Murder in Baldur's Gate Bestiary

Redux
Monster Statistics for Dungeons & Dragons Fifth Edition
Conversions made by Mike Harvey

Image Credit: Wizards of the Coast


Abdel Adrian Acolyte of Gond
Medium humanoid (human), neutral Medium humanoid (human), neutral good

Armor Class 18 (plate mail) Armor Class 10


Hit Points 26 (4d8 + 8) Hit Points 9 (2d8)
Speed 30ft. Speed 30ft.

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

Senses passive Perception 10 Skills Medicine +4, Religion +2


Languages Common Senses passive Perception 10
Challenge 1 (200 XP) Languages Common
Challenge 1/8 (25 XP)
Powerful. If Abdel deals 6 or more damage to a
creature with a single attack, that creature is Spellcasting. The acolyte is a 2nd-level spellcaster.
knocked prone. Their spellcasting modifier is Wisdom (spell save
DC 12, spell attack +4). The acolyte has the
following spells prepared:
Actions • Cantrips: light, sacred flame, thaumaturgy
Gauntlet. Melee Weapon Attack: +5 to hit, reach • 1st level (3 slots): bless, cure wounds, sanctuary
5ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage. Actions
Club. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target.
Reactions Hit: 2 (1d4) bludgeoning damage.
Guardian. If an enemy within 5 feet of Abdel
attacks a target other than Abdel, that enemy
provokes an opportunity attack from Abdel.

BESTIARY
1
Bha alspawn Slayer Bomber
Medium fiend, chaotic evil Medium humanoid (dwarf), neutral

Armor Class 14 (natural armour) Armor Class 13 (hide armour)


Hit Points 32 (5d8 + 10) Hit Points 22(3d8 + 9)
Speed 40 ft., climb 40 ft. Speed 25ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 11 (+0) 11 (+0) 13 (+1) 16 (+3) 12 (+1) 17 (+3) 10 (+0) 14 (+2) 11 (+0)

Damage Immunities poison Damage Resistances poison


Condition Immunities diseased, poisoned Senses Darkvision 60ft., passive Perception 12
Senses Darkvision 60ft., passive Perception 10 Languages Common, Dwarvish
Languages Common Challenge 1/4 (50 XP)
Challenge 1 (200 XP)
Dwarven Resilience. The bomber has advantage on
Spider Climb. The slayer can climb difficult saving throws against poison, and has resistance
surfaces, including upside down on ceilings, against poison damage.
without needing to make an ability check.
Standing Leap. As part of it's movement, the slayer
Actions
can long jump up to 20 feet or high jump up to 10 Short Sword. Melee Weapon Attack: +5 to hit,
feet, without a running start. Jumping in this way reach 5ft., one target.
does not provoke opportunity attacks. Hit: 6 (1d6 + 3) piercing damage.
Alchemical Fire. 5/Long Rest. The bomber hurls a
Actions vial of volatile liquid at a creature, object, or surface
within 30 feet. On impact, the vial detonates in a
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
5-foot radius. Any creature in that area must make a
one target.
DC 10 Dexterity saving throw, taking 3 (1d6) fire
Hit: 8 (2d4 + 3) slashing damage, and the target
damage on a failed save. A flammabe object or
must succeed on a DC 11 Constitution saving
surface takes full damage and catches fire for 1d6
throw against poison or its speed is reduced to 0.
rounds.
On it's turn as an action, the target can repeat the
saving throw, ending the speed reduction on a
success.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target.
Hit: 12 (2d8 + 3) piercing damage, and the target
must succeed on a DC 11 Constitution saving
throw against poison or be stunned for 1 minute.
The target can repeat the saving throw at the end of
each of it's turns, ending the stunned condition on
a successful save.

BESTIARY
2
Bristol Chosen of Bha al
Small humanoid (lightfoot halfling), neutral When Rilsa Rael, Torlin Silvershield, Ulder
Ravengard, or a player character becomes the
Armor Class 16 (mage armour) Chosen of Bhaal, that character gains the following
Hit Points 27 (5d8 + 5) benefits.
Speed 25ft.
Traits
Standing Leap. As part of it's movement, the
STR DEX CON INT WIS CHA chosen can long jump up to 20 feet or high jump
12 (+1) 16 (+3) 13 (+1) 12 (+1) 14 (+2) 16 (+3) up to 10 feet, without a running start. Jumping in
this way does not provoke opportunity attacks.
Standing Leap. As part of it's movement, the
Skills Acrobatics +5, Deception +5, Perception +4, chosen can long jump up to 20 feet or high jump
Performance +5, Stealth +5 up to 10 feet, without a running start. Jumping in
Senses passive Perception 14 this way does not provoke opportunity attacks.
Languages Common, Halfling Murder Magic. A creature hit by the chosen's attack
Challenge 1/2 (100 XP) must succeed on a DC 10 Constitution saving
throw against poison, or the creature's speed drops
Brave. Bristol has advantage on saving throws to 0. On it's turn as an action, the target can repeat
against being frightened. the saving throw, ending the speed reduction on a
success.
Halfling Nimbleness. Bristol can move through the
If a creature that already has a speed of 0 is hit by
space of any creature that is of a size larger than
the chosen's attack, the creature must succeed on
his.
a DC 10 Constitution saving throw against poison
Naturally Stealthy. Bristol can attempt to hide even or become stunned for 1 minute. A creature
when he is obscured only by a creature that is at stunned this way can repeat the saving throw at the
least one size larger than him. end of each of its turns, ending the stunned
Spellcasting. Bristol is a 3rd-level spellcaster. His condition on a success.
spellcasting ability is Charisma (spell save DC 13,
spell attack +5). He has the following spells
prepared:
Cantrips (at-will): eldritch blast, minor illusion
1st Level (at-will): disguise self, mage armour
2nd Level (2 slots/short rest): invisibility, sleep,
expeditious retreat, calm emotions

Actions
Summon Pact Rapier. Bristol summons a magical
rapier into his free hand. It disappears if it is more
than 5 feet away from him for more than 1 minute.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or range 20/80ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Pact Rapier. Melee Weapon Attack: +5 to hit, reach
5ft., one target.
Hit: 7 (1d8 + 3) piercing damage. This damage
counts as magical for the purposes of overcoming
immunity and resistance to nonmagical weapon
damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range
120ft., one target.
Hit: 5 (1d10) force damage.

BESTIARY
3
Coran Crew Member
Medium humanoid (wood elf), neutral Medium humanoid (human), neutral

Armor Class 16 (studded leather armour, defensive Armor Class 13 (studded leather armour)
style) Hit Points 11 (2d8 + 2)
Hit Points 39 (6d10 + 6) Speed 30ft.
Speed 35ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
13 (+1) 17 (+3) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
Senses passive Perception 11
Skills Perception +5 Languages Common
Condition Immunities Sleep Challenge 1/4 (50 XP)
Senses passive Perception 15
Languages Common, Elvish, Thieve's Cant
Challenge 1 (200 XP)
Actions
Short Sword. Melee Weapon Attack: +4 to hit,
Combat Superiority. Coran has a pool of 4d8 reach 5ft., one target.
superiority dice. He regains any spent dice on a Hit: 5 (1d6 + 2) piercing damage.
short or long rest. Coran can spend one superiority
die per action.
Fey Ancestry. Coran has advantage on saving
throws against being charmed, and cannot be
magically put to sleep. Death Dog
Medium monstrosity, neutral evil
Mask of the Wild. Coran can attempt to hide even
when he is only lightly obscured by foliage, heavy Armor Class 12
rain, falling snow, mist, and other natural Hit Points 39 (6d8 + 12)
phenomena. Speed 40 ft.

Actions STR DEX CON INT WIS CHA


Multiattack. Coran makes either two short sword 15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)
attacks, or two longbow attacks.
Short Sword. Melee Weapon Attack: +6 to hit, Skills Perception +5, Stealth +4
reach 5ft., one target. Senses darkvision 120 ft., passive Perception 15
Hit: 6 (1d6 + 3) piercing damage. Coran can spend Languages --
one superiority die to add 4 (1d8) damage to the Challenge 1 (200 XP)
damage roll, and the target must succeed on a DC
14 Strength saving throw or be disarmed. Two-Headed. The dog has advantage on Wisdom
(Perception) checks and on saving throws against
Longbow. Ranged Weapon Attack: +6 to hit, range
being blinded, charmed, deafened, frightened,
150/600ft., one target.
stunned, or knocked unconscious.
Hit: 7 (1d8 + 3) piercing damage. Coran can spend
one superiority die to add 4 (1d8) damage to the
damage roll, and the target must succeed on a DC Actions
14 Strength saving throw or be disarmed. Multiattack. The dog makes two bite attacks.
Volley. Coran spends one superiority die and can
make a longbow attack once against each creature Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
of his choice within 20 feet of a point within range, one target.
rolling separately for each attack. One target hit by Hit: 5 (1d6 + 2) piercing damage. If the target is a
such an attack takes 4 (1d8) additional damage. creature, it must succeed on a DC 12 Constitution
saving throw against disease or become poisoned
until the disease is cured. Every 24 hours that
Reactions elapse, the creature must repeat the saving throw,
reducing it's hit point maximum by 5 (1d10) on a
Nimble Dodge. When Coran is hit by an attack, he failure. This reduction lasts until the disease is
can use his reaction to spend and roll a superiority cured. The creature dies if the disease reduces it's
die, adding the result to his AC against that attack. hit point maximum to 0.
If the attack then misses, Coran can move 10 feet
without provoking opportunity attacks.

BESTIARY
4
Flaming Fist Corporal Flaming Fist Private
Medium humanoid (human), neutral Medium humanoid (human), neutral

Armor Class 18 (plate mail) Armor Class 17 (scale mail, shield)


Hit Points 26 (4d8 + 8) Hit Points 16 (3d8 + 3)
Speed 30ft. Speed 30ft.

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

Senses passive Perception 10 Senses passive Perception 10


Languages Common Languages Common
Challenge 1 (200 XP) Challenge 1/2 (100 XP)

Actions Actions
Surge. (Recharge 5-6) The corporal makes two Longsword. Melee Weapon Attack: +4 to hit, reach
melee weapon attacks. 5ft., one target.
Hit: 6 (1d8 + 2) slashing damage. If the private
Flail. Melee Weapon Attack: +5 to hit, reach 5ft., deals 7 or more damage, the private can push the
one target. target back 5 feet and move 5 feet to remain within
Hit: 7 (1d8 + 3) bludgeoning damage. 5 feet of the target. This movement does not
provoke opportunity attacks.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320ft., one target.
Flaming Fist Hit: 5 (1d8 +1) piercing damage.

Lieutenant
Medium humanoid (human), neutral

Armor Class 16 (scale mail) Flaming Fist Sergeant


Hit Points 22 (4d8+ 4) Medium humanoid (human), neutral
Speed 30ft.
Armor Class 20 (plate mail, shield)
Hit Points 38 (6d8 + 12)
STR DEX CON INT WIS CHA Speed 30ft.
16 (+3) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 12 (+1)
STR DEX CON INT WIS CHA
Senses passive Perception 10
Languages Common 16 (+3) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 12 (+1)
Challenge 1/2 (100 XP)
Senses passive Perception 11
Actions Languages Common
Challenge 1 (200 XP)
Longsword. Melee Weapon Attack: +5 to hit, reach
5ft., one target.
Hit: 8 (1d10 + 3) slashing damage. If the lieutenant Actions
deals 9 or more damage, the target is also knocked Surge. (Recharge 5-6) The sergeant makes two
prone. melee weapon attacks.
Flail. Melee Weapon Attack: +5 to hit, reach 5ft.,
Reactions one target.
Hit: 7 (1d8 + 3) bludgeoning damage. If the
Guardian. If an enemy within 5 feet of the sergeant deals 8 or more damage, the target is
lieutenant attacks a target other than the lieutenant, knocked prone.
that enemy provokes an opportunity attack from
the lieutenant.

BESTIARY
5
Fire Snake G h ou l
Medium elemental, neutral evil Medium undead, chaotic evil

Armor Class 14 (natural armour) Armor Class 12


Hit Points 22(5d8) Hit Points 22(5d8)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 7 (-2) 10 (+0) 8 (-1) 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Vulnerabilities cold Damage Immunities poison


Damage Resistances bludgeoning, piercing, and Condition Immunities charmed, exhaustion,
slashing damage from nonmagical weapons poisoned
Damage Immunities fire Senses Darkvision 60ft., passive Perception 10
Senses Darkvision 60ft., passive Perception 10 Languages Common
Languages Understands Ignan but can't speak Challenge 1 (200 XP)
Challenge 1 (200 XP)
Actions
Heated Body. A creatue that touches the snake or
hits it with a melee attack while within 5 feet of it Bite. Melee Weapon Attack: +2 to hit, reach 5ft.,
takes 3 (1d6) fire damage. one target.
Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
Actions one target. Hit: 7 (2d4 + 2) slashing damage. If the
Multiattack. The snake makes two attacks: one with target is a creature other than an elf or undead, it
its bite and one with its tail. must succeed on a DC 10 Constitution saving
throw against poison or be paralyzed for 1 minute.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., The target can repeat the saving throw at the end of
one target. each of it's turns, ending the effect on itself on a
Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire success.
damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage
plus 3 (1d6) fire damage.
Harbour Manifest
Uncommon wonderous item
The leather for this manifest's cover has a faint,
intricate pattern on it.
Property: To open the manifest, one must trace the
magic pattern on its cover. The book has been
opened so many times that the tracing marks are
clearly visible, but the pattern is so complex that
tracing it properly requires a DC 15 Dexterity
(Sleight of Hand) or Intelligence (Arcana) check. If
opened incorrectly, the manifest screeches in a
parrot voice, "Thief! Help! Thief! Help!" The cry can
be heard out to 100ft., and continues until the
symbol is traced correctly. An individual who has
opened it correctly once need not perform the
check again.
In addition, while it is open, the manifest records
on its pages any words dictated to it.

BESTIARY
6
H a l f l i ng R o g u e H u n t i n g H ou n d
Small humanoid (halfling), neutral Medium beast, unaligned

Armor Class 15 (studded leather armour) Armor Class 12


Hit Points 9 (2d8) Hit Points 11 (2d8 + 2)
Speed 25ft. Speed 40ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 10 (+0) 11 (+0) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Stealth +7 Skills Perception +3


Senses passive Perception 10 Senses Darkvision 30ft., passive Perception 13
Languages Common, Halfling, Thieve's Cant Languages --
Challenge 1 (200 XP) Challenge 1/8 (25 XP)

Brave. The halfling has advantage on saving throws Keen Hearing and Smell. The hunting hound has
against being frightened. advantage on Wisdom (Perception) checks that rely
Sneak Attack. When the halfling hits a target when on hearing or smell.
it has advantage on the attack roll, the attack deals
7 (2d6) extra damage of the same type as the
weapon. The halfling doesn’t need advantage if the
Actions
target is within 5 feet of an enemy of the target, Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
that enemy isn’t incapacitated, and the halfling one target.
doesn’t have disadvantage on the attack. Hit: 5 (1d6 + 2) piercing damage. If the target is a
Cunning Action. On it’s turn, as a bonus action, the creature, it must succeed on a DC 11 Strength
halfling can take either the dash, the disengage, or saving throw or be knocked prone.
the hide action.

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Imbralym Skoond
reach 5ft. or range 20/80ft., one target. Medium humanoid (human), neutral evil
Hit: 5 (1d4 + 3) piercing damage.
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 30ft.

Human Bystander STR DEX CON INT WIS CHA


Medium humanoid (human), neutral
12 (+1) 14 (+2) 12 (+1) 17 (+3) 17 (+3) 12 (+1)
Armor Class 10
Hit Points 4 (1d8) Senses passive Perception 13
Speed 30ft. Languages Common, Elvish
Challenge 1 (200 XP)

STR DEX CON INT WIS CHA Spellcasting. Imbralym is a 4th-level spellcaster. His
11 (+0) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 11 (+0) spellcasting ability is Intelligence (spell save DC 13,
spell attack +5). Imbralym has the following spells
prepared:
Senses passive Perception 10
Cantrips: minor illusion, ray of frost, shocking grasp
Languages Common 1st level (4 slots): colour spray, magic missile,
Challenge 0 (0-10 XP)
shield, thunderwave
Actions 2nd level (3 slots): invisibility, alter self, ray of
enfeeblement
Unarmed Attack. Melee Weapon Attack: +2 to hit,
reach 5ft., one target.
Hit: 1 bludgeoning damage. Actions
Rock. Ranged Weapon Attack: +2 to hit, range Quarterstaff. Melee Weapon Attack: +3 to hit,
20/80t., one target. reach 5ft., one target.
Hit: 1 bludgeoning damage. Hit: 5 (1d8 + 1) bludgeoning damage.

BESTIARY
7
Laraelra Thundreth M ag m a M e p h i t
Medium humanoid (half-elf), neutral Small elemental, neutral evil

Armor Class 15 (studded leather armour) Armor Class 11


Hit Points 11 (2d8 +2) Hit Points 22 (5d6 + 5)
Speed 30ft. Speed 30ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 10 (+0) 11 (+0) 12 (+1) 8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)

Condition Immunities sleep Skills Stealth +3


Senses Darkvision 60ft., passive Perception 10 Damage Vulnerabilities cold
Languages Common, Elvish Damage Immunities fire, poison
Challenge 1/2 (100 XP) Condition Immunities poisoned
Senses Darkvision 60ft., passive Perception 10
Focus. If Laraelra damages a creature with an attack, Languages Ignan, Terran
she can choose to gain advantage on her next Challenge 1/2 (100 XP)
attack roll made against that ceature. Laraelra can
use this once, and regains one use after a short or Death Burst. When the mephit dies, it explodes in a
long rest. burst of lava. Each creature within 5 feet of it must
make a DC 11 Dexterity saving throw, taking 7
Opportunistic. If Laraelra has advantage on an (2d6) fire damage on a failed save, or half as much
attack roll, she can give up the advantage to make on successful one.
two attacks instead.
False Appearance. While the mephit remains
Sneak. Laraelra has advantage on Dexterity (Stealth) motionless, it is indistinguishable from an ordinary
checks. mound of magma.
Fey Ancestry. Laraelra has advantage on saves Innate Spellcasting. (1/day) The mephit can
against being charmed, and cannot be magically put innately cast heat metal (spell save DC 10),
to sleep. requiring no material components. Its innate
spellcasting ability is Charisma.
Actions Summon Mephits. (1/day) As an action, the mephit
Dagger. Melee or Ranged Weapon Attack: +5 to hit, can attempt to summon more of its kind. The
reach 5ft. or range 20/80ft., one target. magma mephit has a 25% chance to summon 1d4
Hit: 5 (1d4 + 3) piercing damage. The taget cannot magma mephits within 60 feet of it. The
make opportunity attacks against Laraelra until the summoned mephits cannot summon more
start of her next turn. mephits, and they remain for 1 minute, or until
their summoner dies, or until the summoner
dismisses them as an action.

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target.
Hit: 3 (1d4 + 1) slashing damage, plus 2 (1d4) fire
damage.
Fire Breath. (Recharge 6) The mephit exhales a 15-
foot cone of fire. Each creature in that area must
make a DC 11 Dexterity saving throw, taking 7
(2d6) fire damage on a failed save, or half as much
on a successful one.

BESTIARY
8
Nant Thangol Nine-Fingers
Medium humanoid (dwarf), neutral Medium humanoid (human), neutral

Armor Class 13 (studded leather armour) Armor Class 15 (leather armour)


Hit Points 22 (3d8 + 9) Hit Points 39 (6d8 + 12)
Speed 25ft. Speed 30ft.

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

Damage Resistances poison Senses passive Perception 13


Senses Darkvision 60ft., passive Perception 13 Languages Common, Dwarvish
Languages Common, Dwarvish Challenge 2 (450 XP)
Challenge 1 (200 XP)
Acrobatic Escape. While Nine-Fingers is moving
Dwarven Resilience. Nant has advantage on saving during her turn, she gains a +3 bonus to AC.
throws against poison and resistance to poison
damage. Focus. Recharge 6. If Nine-Fingers damages a
creature, she can choose to gain advantage on her
Sneak Attack. When Nant hits a target when he has next attack roll made against that creature for 1
advantage on the attack roll, the attack deals 7 minute.
(2d6) extra damage of the same type as the Sneak Attack. When Nine-Fingers hits a target
weapon. Nant doesn’t need advantage if the target when she has advantage on the attack roll, the
is within 5 feet of an enemy of the target, that attack deals 7 (2d6) extra damage of the same type
enemy isn’t incapacitated, and Nant doesn’t have as the weapon. Nine-Fingers doesn’t need
disadvantage on the attack. advantage if the target is within 5 feet of an enemy
Cunning Action. On Nant's turn, as a bonus action, of the target, that enemy isn’t incapacitated, and
Nant can take either the dash, the disengage, or the Nine-Fingers doesn’t have disadvantage on the
hide action. attack.
Cunning Action. On Nine-Fingers' turn, as a bonus
Actions action, she can take either the dash, the disengage,
or the hide action.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or range 20/80ft., one target.
Hit: 5 (1d4 + 3) piercing damage. Actions
Multiattack. Nine-Fingers makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +7 to hit,
reach 5ft. or range 20/80ft., one target.
Hit: 6 (1d4 + 4) piercing damage.

BESTIARY
9
Patriar Duelist Patriar Youth
Medium humanoid (human), lawful neutral Medium humanoid (human), neutral

Armor Class 15 (breastplate) Armor Class 10


Hit Points 9 (2d8) Hit Points 5 (1d8 + 1)
Speed 30ft. Speed 30ft.

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

Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 10


Senses passive Perception 12 Languages Common
Languages Common Challenge 0 (0-10 XP)
Challenge 1/8 (25 XP)
Actions
Actions Improvised Weapon. Melee Weapon Attack: +0 to
Rapier. Melee Weapon Attack: +3 to hit, reach 5ft., hit, reach 5ft., one target.
one target. Hit: 2 (1d4) bludgeoning damage.
Hit: 5 (1d8 + 1) piercing damage.

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

Patriar Retainer
Medium humanoid (human), neutral

Armor Class 12 (leather armour)


Hit Points 11 (2d8 + 2)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages Common
Challenge 1/4 (50 XP)
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach
5ft., one target.
Hit: 7 (1d10 + 2) damage. If the retainer deals 8 or
more damage, it can push the target 5 feet and
move 5 feet to remain within 5 feet of the target.
This movement does not provoke opportunity
attacks.

BESTIARY
10
Rat Rilsa Rael
Tiny beast, unaligned Medium humanoid (human), neutral

Armor Class 10 Armor Class 15 (leather armour)


Hit Points 1(1d4 - 1) Hit Points 39 (6d8 + 12)
Speed 20ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 15 (+2)

Senses Darkvision 30ft., passive Perception 10 Skills Deception +6, Insight +4, Perception +6
Languages -- Senses passive Perception 16
Challenge 0 (10 XP) Languages Common, Dwarvish
Challenge 2 (450 XP)
Keen Smell. The rat has advantage on Wisdom
(Perception) checks that rely on smell. Focus. Recharge 6. If Rilsa damages a creature, she
can choose to gain advantage on her next attack
Actions roll made against that creature for 1 minute.
Slick. Rilsa has advantage on ability checks made to
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., persuade, sense motive, and sneak.
one target. Sneak Attack. When Rilsa hits a target when she
Hit: 1 piercing damage. The target must succeed has advantage on the attack roll, the attack deals 7
on a DC 11 Constitution saving throw or contract (2d6) extra damage of the same type as the
sewer plague. weapon. Rilsa doesn’t need advantage if the target
is within 5 feet of an enemy of the target, that
enemy isn’t incapacitated, and Rilsa doesn’t have
disadvantage on the attack.
Tactical Acumen. The first 15 feet of movement
Rilsa makes during her turn does not provoke
opportunity attacks.
Tactical Commands. Any friendly creature that can
hear Rilsa and is within 30 feet of her can move 15
feet or fewer on its turn, and this movement does
not provoke opportunity attacks.

Actions
Slash and Dash. Rilsa makes a short sword attack
against one creature and then moves, using Tactical
Acumen. She can then make a dagger attack. Her
turn then ends.
Short Sword. Melee Weapon Attack: +7 to hit,
reach 5ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit,
reach 5ft. or range 20/80ft., one target.
Hit: 6 (1d4 + 4) piercing damage.

BESTIARY
11
S m o k e p ow d e r M a k e r Street Sorcerer
Medium humanoid (human), neutral Medium humanoid (human), neutral evil

Armor Class 13 Armor Class 14 (dragon scales)


Hit Points 22 (4d6 + 8) Hit Points 28 (4d8 + 10)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 16 (+3)

Senses passive Perception 11 Skills Deception +5, Insight +3, Persuasion +5


Languages Common, Goblin Senses passive Perception 11
Challenge 1/2 (100 XP) Languages Common, Draconic, Dwarven
Challenge 1 (200 XP)
Spellcasting. The maker is a 1st-level spellcaster.
His spellcasting ability is Intelligence (spell save DC Draconic Resilience. The sorcerer gains an
13, spell attack +5). The maker has the following additional 2 hit points. As well, while not wearing
spells prepared: armour, the sorcerer's AC is equal to 13 + Dex
modifier as their body is covered in a thin sheen of
• Cantrips: ray of frost, poison spray black dragon-like scales.
• 1st level (2/day): acid spray (see below)
Potent Spellcaster. The sorcerer adds their
Actions Charisma modifier (+3) to spell damage rolls.
Quarterstaff. Melee Weapon Attack: +3 to hit, Spellcasting. The sorcerer is a 2nd-level spellcaster.
reach 5ft., one target. Their spellcasting modifier is Charisma (spell save
Hit: 5 (1d8 + 1) bludgeoning damage. DC 13, spell attack +5). The sorcerer has the
Acid Spray. (2/day) Each creature in a 15-foot following spells prepared:
cone originating from the maker must make a
DC 13 Dexterity saving throw. On a failed save • Cantrips: acid splash, chill touch, ray of frost,
the target takes 13 (3d8) acid damage, or half as shocking grasp
much on a successful save. • 1st level (4 slots): colour spray, magic missile,
ray of sickness
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to
hit, reach 5ft. or ranged 20/60ft., one target.
Hit: 3 (1d4 + 1) piercing damage.

BESTIARY
12
Swarm of Rats "The Bloodhound"
Medium swarm of Tiny beasts, unaligned
Ardo Grimms
Armor Class 10 Medium humanoid (mountain dwarf), lawful neutral
Hit Points 24 (7d8 - 7)
Speed 30ft. Armor Class 14 (chain shirt)
Hit Points 37 (5d8 + 15)
Speed 25ft.
STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4) STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 15 (+2) 12 (+1) 10 (+0)
Damage Resistances bludgeoning, piercing,
slashing
Condition Immunities charmed, frightened, Damage Resistances poison
paralyzed, petrified, prone, restrained, stunned Skills Athletics +4, Insight +3, Perception +3
Senses Darkvision 30ft., passive Perception 10 Senses darkvision 60ft., passive Perception 13
Languages -- Languages Common, Dwarven
Challenge 1/4 (50 XP) Challenge 1 (200 XP)

Keen Smell. The swarm has advantage on Wisdom Dwarven Resilience. Grimms has advantage on
(Perception) checks that rely on smell. saving throws against poison, and has resistance to
Swarm. The swarm can occupy another creature's poison damage.
space and vice versa, and the swarm can move Spellcasting. Grimms is a 2nd-level spellcaster. His
through any opening large enough for a Tiny rat. spellcasting modifier is Intelligence (spell save DC
The swarm can't regain hit points or gain temporary 12, spell attack +4). Grimms has the following
hit points. spells prepared:
• Cantrips: booming blade, lightning lure,
Actions message, ray of frost
Bite. Melee Weapon Attack: +2 to hit, reach 0ft., • 1st level (3 slots): colour spray, grease, sleep,
one target in the swarm's square. tasha's hideous laughter
Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing
damage if the swarm has half of its hit points or
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit,
fewer. The target must succeed on a DC 11
reach 5ft., one target.
Constitution saving throw or contract sewer plague.
Hit: 6 (1d8 + 2) bludgeoning damage.

BESTIARY
13
Thug Tough Thug
Medium humanoid (human), neutral Medium humanoid (human), neutral evil

Armor Class 12 (leather armour) Armor Class 11 (leather armour)


Hit Points 11 (2d8 + 2) Hit Points 32 (5d8 + 10)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Senses passive Perception 10 Skills Intimidation +2


Languages Common Senses passive Perception 10
Challenge 1/8 (25 XP) Languages Common, Thieve's Cant
Challenge 1/2 (100 XP)
Deft Coordination. While the thug is within 5 feet
of a hostile creature, and an ally of the thug that Pack Tactics. The thug has advantage on any attack
isn't incapacitated is also within 5 feet of that roll against a creature if it has at least one of the
hostile creature, the thug can take a bonus action thug’s allies within 5 feet of the creature, and if the
to Disengage. ally isn’t incapacitated.

Actions Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Shortsword. Melee Weapon Attack: +4 to hit, reach
Hit: 4 (1d6 + 1) slashing damage. 5ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320ft., one target. Heavy Crossbow. Ranged Weapon Attack: +2 to
Hit: 5 (1d8 + 1) piercing damage. hit, range 100/400ft., one target.
Hit: 5 (1d10) piercing damage.

BESTIARY
14
Thurgo Songbuckle Torlin Silvershield
Small humanoid (halfling, wererat), neutral Medium humanoid (human), neutral

Armor Class 13 Armor Class 17 (chain mail, soul of the forge)


Hit Points 17 (5d6) Hit Points 39 (6d8 + 12)
Speed 35ft., climb 15ft. (rat or hybrid only) Speed 30ft.

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

Damage Immunities bludgeoning, piercing, and Damage Resistances fire


slashing damage from non-magical weapons that Skills Persuasion +6, Religion +4
aren't silvered. Senses passive Perception 12
Senses Darkvision 30ft., passive Perception 13 Languages Common
Languages Common, Halfling Challenge 2 (450 XP)
Challenge 1/4 (50 XP)
Blessing of the Forge. Once per day, as an action,
Cunning. Thurgo has advantage on ability checks Torlin can make a weapon or a set of armour
made to bluff, listen, sneak, and spot. magical for 8 hours. Such a weapon gains a +1
bonus to attack and damage rolls, and such armour
Opportunist. If Thurgo has advantage on an attack gains a +1 bonus to AC. Torlin typically uses this
roll, he can give up the advantage to instead make feature to enchant his holy symbol-morningstar.
two attacks. Soul of the Forge. Torlin has the following benefits:
Rat Scurry. In rat form, Thurgo can take either the
• +1 bonus to AC while wearing heavy armour
Disengage action or the Dash action as a bonus
action. • Resistance to fire damage.

Shapechange. Thurgo can use his action to Spellcasting. Torlin is a 6th-level spellcaster. His
polymorph into a Small rat-humanoid hybrid or into spellcasting ability is Wisdom (spell save DC 13,
a Small giant rat, or back to his true form, which is a spell attack +5). Torlin has the following spells
halfling. His statistics are the same in each form. prepared:
Any equipment he is wearing or carrying isn't
transformed. He reverts to his true form if he dies. • Cantrips (at-will): light, resistance, sacred flame,
spare the dying
Actions • 1st level (4 slots): bane, command, cure
wounds, guiding bolt, identify, searing smite,
Bite. (Rat or hybrid form only) Melee Weapon shield of faith
Attack: +5 to hit, reach 5ft., one target. • 2nd level (3 slots): heat metal, hold person,
Hit: 6 (1d6 + 3) piercing damage, and the target magic weapon, spiritual weapon
must succeed on a DC 11 Constitution saving • 3rd level (3 slots): beacon of hope, dispel magic,
throw or be cursed with wererat lycanthropy. elemental weapon, protection from energy
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Actions
reach 5ft. or range 20/80ft., one target. Multiattack. Torlin makes two melee attacks.
Hit: 5 (1d4 + 3) piercing damage.
Morningstar. Melee Weapon Attack: +6 to hit,
reach 5ft., one target.
Hit: 7 (1d8 + 3) piercing damage. This damage
counts as magical for the purposes of overcoming
immunity and resistance to nonmagical weapon
damage.

BESTIARY
15
V i e k a ng Ulder Ravengard
Medium humanoid (human), chaotic evil Medium humanoid (human), neutral

Armor Class 15 (leather armour) Armor Class 20 (plate mail, shield)


Hit Points 26 (4d8 + 8) Hit Points 45 (7d8 + 14)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 14 (+2) 13 (+1) 15 (+2) 14 (+2) 17 (+3) 14 (+2) 14 (+2) 11 (+0) 10 (+) 15 (+2)

Senses passive Perception 12 Senses passive Perception 10


Languages Common, Elvish, Thieves Cant Languages Common
Challenge 2 (450 XP) Challenge 2 (450 XP)

Blade in the Dark. While Viekang is within his Veil Iron Commander. While Ulder is not incapacitated,
of Shadow, he can take a bonus action to Hide. friendly creatures within 15 feet who can see or
When Viekang is hidden from a creature and hits it hear Ulder gain advantage on saving throws against
with a melee weapon attack, that attack being charmed or frightened.
automatically becomes a critical hit.
Actions
Actions Multiattack Ulder makes two melee weapon
attacks, only one of which can be a shield bash.
Scimitar. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Bastard Sword. Melee Weapon Attack: +6 to hit,
Hit 7 (1d6 + 4) slashing damage. reach 5ft., one target.
Hit: 8 (1d10 + 3) slashing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit,
range 80/320ft., one target. Shield Bash. (Recharge 6) Melee Weapon Attack:
Hit 8 (1d8 + 4) piercing damage. +6 to hit, reach 5ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage. Ulder pushes
Veil of Shadow. (Recharge 4-6) A 10-foot radius the target up to 10 feet in a straight line, then can
sphere of magical darkness extends from Viekang, move up to 10 feet to be within 5 feet of the
moves with him, and spreads around corners. The target. This movement from Ulder does not
darkness lasts as long as Viekang maintains provoke opportunity attacks. If the target ends the
concentration, up to 1 minute (as if concentrating movement within 5 feet of a creature friendly to
on a spell). Darkvision can't penetrate this darkness, Ulder, the target provokes an opportunity attack
and no natural light can illuminate it, but Viekang from that creature.
can see in it. If any of the darkness overlaps with an
area of light created by a spell of 2nd level or lower,
the spell creating the light is dispelled. Reactions
Guardian. If an enemy within 5 feet of Ulder attacks
a target other than him, that enemy provokes an
opportunity attack from Ulder.

BESTIARY
17
Watch Sergeant Yssra Brackrel
Medium humanoid (human), neutral Medium humanoid (half-elf), neutral

Armor Class 16 (chain mail) Armor Class 12


Hit Points 32 (5d8 + 10) Hit Points 18 (4d6 + 4)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 17 (+3) 15 (+2) 12 (+1)

Skills Perception +2, Intimidation +4 Senses Darkvision 60ft., passive Perception 12


Senses passive Perception 12 Languages Common, Elvish
Languages Common Challenge 1 (200 XP)
Challenge 1/2 (100 XP)
Spellcasting. Yssra is a 4th-level spellcaster. Her
Actions spellcasting ability is Intelligence (spell save DC 13,
spell attack +5). Yssra has the following spells
Multiattack. The sergeant makes two melee attacks. prepared:
Halberd. Melee Weapon Attack: +4 to hit, reach • Cantrips: dancing lights, mage hand,
10ft., one target. prestidigitation, ray of frost
Hit 7 (1d10 + 2) slashing damage. If the sergeant • 1st level (4 slots): burning hands, magic missile,
deals 8 or more damage, the target is knocked shield, sleep
prone. • 2nd level (3 slots): cloud of daggers, hold
person, misty step
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit,
Watch Soldier reach 5ft., one target.
Hit: 4 (1d8) bludgeoning damage.
Medium humanoid (human), neutral

Armor Class 16 (chain mail)


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

STR DEX CON INT WIS CHA


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

Skills Perception +2
Senses passive Perception 12
Languages Common
Challenge 1/8 (25 XP)

Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5ft. or range 20/60ft., one target.
Hit 5 (1d8 + 1) piercing damage. If the soldier
deals 6 or more damage, the target is knocked
prone.

BESTIARY
17

You might also like