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The Fetid Gaze & Minions Scarecrow
Medium construct, chaotic evil
Actions
Multiattack. The gargoyle makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
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Coven Victims Medusa
Medium monstrosity, lawful evil
Spy Armor Class 15 (Natural Armor)
Medium humanoid (any race), any alignment
Hit Points 127 (17d8 + 51)
Speed 30 ft.
Armor Class 12
Hit Points 27 (6d8)
STR DEX CON INT WIS CHA
Speed 30 ft.
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
STR DEX CON INT WIS CHA
Skills Deception +5, Insight +4, Perception +4, Stealth +5
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Senses Darkvision 60 ft., Passive Perception 14
Languages Common
Skills Deception +5, Insight +4, Investigation +5, Perception
Challenge 6 (2,300 XP)
+6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses Passive Perception 16
Languages Any two languages Petrifying Gaze. When a creature that can see the medusa’s
Challenge 1 (200 XP) eyes starts its turn within 30 feet of the medusa, the medusa
can force it to make a DC 14 Constitution saving throw if
the medusa isn’t incapacitated and can see the creature. If
Cunning Action. On each of its turns, the spy can use a
the saving throw fails by 5 or more, the creature is instantly
bonus action to take the Dash, Disengage, or Hide action.
petrified. Otherwise, a creature that fails the save begins to
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) turn to stone and is restrained. The restrained creature must
damage when it hits a target with a weapon attack and has repeat the saving throw at the end of its next turn, becoming
advantage on the attack roll, or when the target is within 5 petrified on a failure or ending the effect on a success. The
feet of an ally of the spy that isn’t incapacitated and the spy petrification lasts until the creature is freed by the greater
doesn’t have disadvantage on the attack roll. restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the
Actions saving throw at the start of its turn. If the creature does so, it
Multiattack. The spy makes two melee attacks. can’t see the medusa until the start of its next turn, when it
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one can avert its eyes again. If the creature looks at the medusa
target. Hit: 5 (1d6 + 2) piercing damage. in the meantime, it must immediately make the save.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range If the medusa sees itself reflected on a polished surface
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. within 30 feet of it and in an area of bright light, the medusa
is, due to its curse, affected by its own gaze.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Scout
Medium humanoid (any race), any alignment
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and
Armor Class 13 (Leather Armor)
the target must succeed on a DC 13 Constitution saving
Hit Points 16 (3d8 + 3)
throw or be poisoned for 1 hour. If the saving throw fails by
Speed 30 ft.
5 or more, the target is also unconscious while poisoned in
this way. The target wakes up if it takes damage or if another
STR DEX CON INT WIS CHA
creature takes an action to shake it awake.
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Parry. The noble adds 2 to its AC against one melee attack
that would hit it. To do so, the noble must see the attacker
and be wielding a melee weapon.
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Knight Assassin
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-good alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
Saving Throws Con +4, Wis +2 Saving Throws DEX +6, INT +4
Senses Passive Perception 10 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Languages Any one language (usually Common) Damage Resistances Poison
Challenge 3 (700 XP) Senses Passive Perception 13
Languages Thieves’ cant plus any two languages
Brave. The knight has advantage on saving throws against Challenge 8 (3,900 XP)
being frightened.
Assassinate. During its first turn, the assassin has advantage
Actions on attack rolls against any creature that hasn’t taken a turn.
Multiattack. The knight makes two melee attacks. Any hit the assassin scores against a surprised creature is a
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one critical hit.
target. Hit: 10 (2d6 + 3) slashing damage. Evasion. If the assassin is subjected to an effect that allows
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range it to make a Dexterity saving throw to take only half damage,
100/400 ft., one target. Hit: 5 (1d10) piercing damage. the assassin instead takes no damage if it succeeds on the
Leadership (Recharges after a Short or Long Rest). For 1 saving throw, and only half damage if it fails.
minute, the knight can utter a special command or warning Sneak Attack. Once per turn, the assassin deals an extra 14
whenever a nonhostile creature that it can see within 30 feet (4d6) damage when it hits a target with a weapon attack and
of it makes an attack roll or a saving throw. The creature can has advantage on the attack roll, or when the target is within
add a d4 to its roll provided it can hear and understand the 5 feet of an ally of the assassin that isn’t incapacitated and
knight. A creature can benefit from only one Leadership die the assassin doesn’t have disadvantage on the attack roll.
at a time. This effect ends if the knight is incapacitated.
Actions
Reactions Multiattack. The assassin makes two shortsword attacks.
Parry. The knight adds 2 to its AC against one melee attack Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
that would hit it. To do so, the knight must see the attacker target. Hit: 6 (1d6 + 3) piercing damage, and the target must
and be wielding a melee weapon. make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on
a successful 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 successful one.
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