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Redux
Monster Statistics for Dungeons & Dragons Fifth Edition
Conversions made by Mike Harvey
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)
BESTIARY
1
Bha alspawn Slayer Bomber
Medium fiend, chaotic evil Medium humanoid (dwarf), neutral
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)
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.
BESTIARY
4
Flaming Fist Corporal Flaming Fist Private
Medium humanoid (human), neutral Medium humanoid (human), neutral
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)
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
BESTIARY
5
Fire Snake G h ou l
Medium elemental, neutral evil Medium undead, chaotic evil
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)
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
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)
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.
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
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)
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
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)
BESTIARY
9
Patriar Duelist Patriar Youth
Medium humanoid (human), lawful neutral Medium humanoid (human), neutral
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)
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
BESTIARY
10
Rat Rilsa Rael
Tiny beast, unaligned Medium humanoid (human), neutral
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
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)
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
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)
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
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)
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
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)
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
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
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