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The Fetid Gaze & Minions Hell Hound

Medium fiend, lawful evil

Hag of the Fetid Gaze Armor Class 15 (Natural Armor)


Medium fey, neutral evil Hit Points 45 (7d8 + 14)
Speed 50 ft.
Armor Class 17 (Natural Armor)
Hit Points 82 (11d8 + 33) STR DEX CON INT WIS CHA
Speed 30 ft. 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)

STR DEX CON INT WIS CHA Skills Perception +5


18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 15
Skills Arcana +3, Deception +4, Perception +4, Stealth +4 Languages Understands Infernal but can’t speak it
Senses Darkvision 60 ft., Passive Perception 14 Challenge 3 (700 XP)
Languages Common, Draconic, Sylvan
Challenge 5 (1,800 XP) Keen Hearing and Smell. The hound has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Amphibious. The hag can breathe air and water. Pack Tactics. The hound has advantage on an attack roll
Innate Spellcasting. The hag’s innate spellcasting ability against a creature if at least one of the hound’s allies is
is Charisma (spell save DC 12). She can innately cast the within 5 feet of the creature and the ally isn’t incapacitated.
following spells, requiring no material components:
Actions
• At will: dancing lights, minor illusion, vicious mockery
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Mimicry. The hag can mimic animal sounds and humanoid Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
voices. A creature that hears the sounds can tell they are Fire Breath (Recharge 5–6). The hound exhales fire in a
imitations with a successful DC 14 Wisdom (Insight) check. 15-foot cone. Each creature in that area must make a DC
Shared Spellcasting. While all three members of the Fetid 12 Dexterity saving throw, taking 21 (6d6) fire damage on a
Gaze are within 30 feet of one another, they can each cast failed save, or half as much damage on a successful one.
the following spells from the wizard’s spell list but must
share the spell slots among themselves:


1st level (4 slots): charm person, witch bolt
2nd level (3 slots): alter self, suggestion
Awakened Tree
Huge plant, unaligned
• 3rd level (3 slots): dispel magic, glyph of warding, slow
• 4th level (3 slots): blight, polymorph
Armor Class 13 (Natural Armor)
• 5th level (2 slots): dominate person, seeming
Hit Points 59 (7d12 + 14)
• 6th level (1 slot): Otto’s irresistible dance
Speed 20 ft.
For casting these spells, each hag is a 12th-level spellcaster
that uses Intelligence as her spellcasting ability. The spell STR DEX CON INT WIS CHA
save DC is 12 + the hag’s Intelligence modifier, and the spell 19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2)
attack bonus is 4 + the hag’s Intelligence modifier.
Damage Vulnerabilities Fire
Actions Damage Resistances Bludgeoning, Piercing
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one Senses Passive Perception 10
target. Hit: 13 (2d8 + 4) slashing damage. Languages One language known by its creator
Illusory Appearance. The hag covers herself and anything Challenge 2 (450 XP)
she is wearing or carrying with a magical illusion that
makes her look like another creature of her general size and False Appearance. While the tree remains motionless, it is
humanoid shape. The illusion ends if the hag takes a bonus indistinguishable from a normal tree.
action to end it or if she dies.
The changes wrought by this effect fail to hold up to Actions
physical inspection. For example, the hag could appear to Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one
have smooth skin, but someone touching her would feel target. Hit: 14 (3d6 + 4) bludgeoning damage.
her rough flesh. Otherwise, a creature must take an action
to visually inspect the illusion and succeed on a DC 20
Intelligence (Investigation) check to discern that the hag is
disguised.
Invisible Passage. The hag magically turns invisible until she
attacks or casts a spell, or until her concentration ends (as
if concentrating on a spell). While invisible, she leaves no
physical evidence of her passage, so she can be tracked only
by magic. Any equipment she wears or carries is invisible
with her.

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The Fetid Gaze & Minions Scarecrow
Medium construct, chaotic evil

Cambion Armor Class 11


Medium fiend, any evil alignment Hit Points 36 (8d8)
Speed 30 ft.
Armor Class 19 (Scale Mail)
Hit Points 82 (11d8 + 33) STR DEX CON INT WIS CHA
Speed 30 ft., fly 60 ft. 11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1)

STR DEX CON INT WIS CHA Damage Vulnerabilities Fire


18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3) Damage Resistances Bludgeoning, Piercing, and Slashing
from Nonmagical Attacks
Saving Throws Str +7, Con +6, Int +5, Cha +6 Damage Immunities Poison
Skills Deception +6, Intimidation +6, Perception +4, Stealth Condition Immunities Charmed, Exhaustion, Frightened,
+7 Paralyzed, Poisoned, Unconscious
Damage Resistances cold, fire, lightning, poison; Senses Darkvision 60 ft., Passive Perception 10
bludgeoning, piercing, and slashing from nonmagical Languages understands the languages of its creator but
attacks can’t speak
Senses Darkvision 60 ft., passive Perception 14 Challenge 1 (200 XP)
Languages Abyssal, Common, Infernal
Challenge 5 (1,800 XP)
False Appearance. While the scarecrow remains motionless,
it is indistinguishable from an ordinary, inanimate
Fiendish Blessing. The AC of the cambion includes its scarecrow.
Charisma bonus.
Innate Spellcasting. The cambion’s spellcasting ability is Actions
Charisma (spell save DC 14). The cambion can innately cast Multiattack. The scarecrow makes two claw attacks.
the following spells, requiring no material components: Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
• 3/day each: alter self, command, detect magic Hit: 6 (2d4 + 1) slashing damage. If the target is a creature,
• 1/day: plane shift (self only) it must succeed on a DC 11 Wisdom saving throw or be
frightened until the end of the scarecrow’s next turn.
Actions Terrifying Glare. The scarecrow targets one creature it can
see within 30 feet of it. If the target can see the scarecrow,
Multiattack. The cambion makes two melee attacks or uses
the target must succeed on a DC 11 Wisdom saving throw or
its Fire Ray twice.
be magically frightened until the end of the scarecrow’s next
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 turn. The frightened target is paralyzed.
ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing
damage, or 8 (1d8 + 4) piercing damage if used with two
hands to make a melee attack, plus 3 (1d6) fire damage. Gargoyle
Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one Medium elemental, chaotic evil
target. Hit: 10 (3d6) fire damage.
Fiendish Charm. One humanoid the cambion can see within Armor Class 15 (Natural Armor)
30 feet of it must succeed on a DC 14 Wisdom saving throw Hit Points 52 (7d8 + 21)
or be magically charmed for 1 day. The charmed target Speed 30 ft., fly 60 ft.
obeys the cambion’s spoken commands. If the target suffers
any harm from the cambion or another creature or receives STR DEX CON INT WIS CHA
a suicidal command from the cambion, the target can repeat 15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)
the saving throw, ending the effect on itself on a success. If a
target’s saving throw is successful, or if the effect ends for it, Damage Resistances Bludgeoning, Piercing, and Slashing
the creature is immune to the cambion’s Fiendish Charm for from Nonmagical Attacks that aren’t Adamantine
the next 24 hours. Damage Immunities Poison
Condition Immunities Exhaustion, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Terran
Challenge 2 (450 XP)

False Appearance. While the gargoyle remains motionless, it


is indistinguishable from an inanimate statue.

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.

Water Weird Actions


Large elemental, neutral Multiattack. The medusa makes either three melee attacks-
-one with its snake hair and two with its shortsword--or two
Armor Class 13 ranged attacks with its longbow.
Hit Points 58 (9d10 + 9) Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 0 ft., swim 60 ft. creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6)
poison damage.
STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
17 (+3) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0) target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
Damage Resistances Fire; Bludgeoning, Piercing, and
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6)
Slashing from Nonmagical Attacks
poison damage.
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed,
Poisoned, Prone, Restrained, Unconscious Commoner
Senses Blindsight 30 ft., Passive Perception 10 Medium humanoid (any race), any alignment
Languages Aquan understands but doesn’t speak
Challenge 3 (700 XP) Armor Class 10
Hit Points 4 (1d8)
Invisible in Water. The water weird is invisible while fully Speed 30 ft.
immersed in water.
STR DEX CON INT WIS CHA
Water Bound. The water weird dies if it leaves the water to
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
which it is bound or if that water is destroyed.

Actions Senses Passive Perception 10


Languages Any one language (usually Common)
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Challenge 0 (10 XP)
creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target
is Medium or smaller, it is grappled (escape DC 13) and
pulled 5 feet toward the water weird. Until this grapple ends,
the target is restrained, the water weird tries to drown it, and
Actions
the water weird can’t constrict another target. Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
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Guests Veteran
Medium humanoid (any race), any alignment
Drow Armor Class 17 (Splint)
Medium humanoid (elf ), neutral evil
Hit Points 58 (9d8 + 18)
Speed 30 ft.
Armor Class 15 (Chain Shirt)
Hit Points 13 (3d8)
STR DEX CON INT WIS CHA
Speed 30 ft.
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Skills Athletics +5, Perception +2
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)
Senses Passive Perception 12
Languages Any one language (usually Common)
Skills Perception +2, Stealth +4
Challenge 3 (700 XP)
Senses Darkvision 120 ft., Passive Perception 12
Languages Elvish, Undercommon
Challenge 1/4 (50 XP)
Actions
Multiattack. The veteran makes two longsword attacks. If
Fey Ancestry. The drow has advantage on saving throws
it has a shortsword drawn, it can also make a shortsword
against being charmed, and magic can’t put the drow to
attack.
sleep.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Innate Spellcasting. The drow’s spellcasting ability is
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
Charisma (spell save DC 11). It can innately cast the
slashing damage if used with two hands.
following spells, requiring no material components:
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
• At will: dancing lights target. Hit: 6 (1d6 + 3) piercing damage.
• 1/day each: darkness, faerie fire
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
Sunlight Sensitivity. While in sunlight, the drow has 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

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)

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


Senses Passive Perception 15
Medium humanoid (any race), any alignment
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Armor Class 15 (Breastplate)
Hit Points 9 (2d8)
Speed 30 ft. Keen Hearing and Sight. The scout has advantage on
Wisdom (Perception) checks that rely on hearing or sight.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) Actions
Multiattack. The scout makes two melee attacks or two
Skills Deception +5, Insight +4, Persuasion +5 ranged attacks.
Senses Passive Perception 12 Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages Any two languages target. Hit: 5 (1d6 + 2) piercing damage.
Challenge 1/8 (25 XP)
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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

Armor Class 18 (Plate) Armor Class 15 (Studded Leather)


Hit Points 52 (8d8 + 16) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 30 ft.

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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