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QUAGGOTH

Meaium humanoid (quaggoth), chaotic neutral


Armor Class 13 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30ft., climb 30ft.
STR
17 (+3)
DEX
12 (+1)
Skills Athletics +5
CON
16 (+3)
Damage Immunities poison
Condition Immunities poisoned
INT
6 (-2)
WIS
12 (+1)
Senses darkvision 120ft., passive Perception 10
Languages Undercommon
Challenge 2 (450 XP)
CHA
7 (- 2)
Wounded Fury. While it has 10 hit points or fewer, the
quaggoth has advantage on attack rolls. In addition, it deals an
extra 7 (2d6) damage to any target it hits with a melee attack.
ACTIONS
Multiattack. The quaggoth makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) slashing damage.

VARIANT: DROW MAGIC ARMOR AND WEAPONS


Drow often wear magic armor and carry magic weapons that
lose their enhancement bonuses permanently if they are
exposed to sunlight for 1 hour or longer.
A drow wearing a +7 chain shirt and carrying a+ 7
shortsword has AC 19 and a + 1 bonus on attack and damage
rolls with shortsword attacks.
A drow elite warrior wearing +2 studded leather and carrying
a +2 shortsword has AC 20 and a +2 bonus on attack and
, damage rolls with shortsword attacks.
A drow priestess oflolth wearing +3 scale mail has AC 19.

Drow
Medium humanoid (elf), neutral evil
Armor Class 15 {chain shirt)
Hit Points 13 (3d8)
Speed 30ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
Skills Perception +2, Stealth +4
INT
11 (+0)
WIS
11 (+0)
Senses darkvision 120ft ., pass ive Perception 12
Languages Elvish, Undercommon
Challenge 1/4 (50 XP)
CHA
12 (+1)
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drew's spellcasting ability is Charisma
(spell save DC 11). It can innately cast the following spells,
requiring no material components:
At will: dancing lights
1fday each: darkness,faerie fire
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (ld6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1 d6 + 2) piercing damage, and the
target must succeed on a DC 13 Constitutio.n saving throw or
be poisoned for 1 hour. If the saving throw fails by 5 or more,
the target is also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another creature takes
an action to shake it awake.

Drow Elite Warrior


Medium humanoid (elf), neutral evil
Armor Class 18 {studded leather, shield)
Hit Points 71 (lld8 + 22)
Speed 30ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
Saving Throws Dex +7, Con +5, Wis +4
Skills Perception +4, Stealth +10
WIS
13 (+1)
Senses darkvision 120ft., passive Perception 14
Languages Elvish, Undercommon
Challenge 5 (1 ,800 XP)
CHA
12 (+1)
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drew's spellcasting ability is Charisma
(s pell save DC 12). It can innately cast the following spells,
requiring no material components:
At will: dancing lights
1fday each: darkness ,faerie fire , levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Multiattack. The drow makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 10ft.,
one target. Hit: 7 (ld6 + 4) piercing damage plus 10 (3d6)
poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120
ft ., one target. Hit: 7 (ld6 + 4) piercing damage, and the
target must succeed on a DC 13 Constitution saving throw or
be poisoned for 1 hour. If the saving throw fails by 5 or more,
the target is also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another creature takes
an action to shake it awake.
REACTIONS
Parry. The drow adds 3 to its AC against one melee attack that
would hit it. To do so, the drow must see the attacker and be
wielding a melee weapon.

DROW PRIESTESS OF LOLTH


Medium humanoid (elf), neutral evil
Armor Class 16 (scale mail)
Hit Points 71 (13d8 + 13)
Speed 30ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+l)
INT
13 (+1)
Saving Throws Con +4, Wis +6, Cha +7
WIS
17 (+3)
CHA
18 (+4)
Skills Insight +6, Perception +6, Religion +4, Stealth +5
Senses darkvision 120ft., passive Perception 16
Languages Elvish, Undercommon
Challenge 8 (3,900 XP)
Fey Ancestry. The drow has advantage on saving throws aga inst
being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The draw's in nate spellcasting ability
is Charisma (spell save DC 15). She can inn ately cast the
following spells, requiring no material components:
At wi ll : dancing lights
lfday each: darkness,faerie fire, levitate (self only)
Spellcasting. The drow is a lOth -level spellcaster. Her
spellcasting ab ility is Wisdom (save DC 14, +6 to hit with spell
attacks) . The drow has the following cleric spells prepared:
Cantrips (at wi ll) : guidance, poison spray, resistance, spare the
dying, thaumaturgy
lst level (4 slots): anima/friendship, cure wounds, detect poison
and disease, ray of sickness
2nd level (3 slots): lesserrestoratlon, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination ,freedom of movement
5th level (2 slots): insect plague, mass cure wounds
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Multiattack. The drow makes two scourge attacks.
Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage plus 17 (5d6) poison damage.
Summon Demon (1/Day). The drow attempts to magically
summon a yoch lol with a 30 percent chance of success. If
the attempt fails, the drow takes 5 (ldlO) psychic damage.
Otherwise, the summoned demon appears in an unoccupied
space within 60 feet of its summoner, acts as an ally of its
summoner, and can't summon other demons. It remains for 10
minutes, until it or its summoner dies or until its summoner dismisses it as an action.

GIANT SPIDER
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30ft., climb 30ft.
STR
14 (+2)
DEX
16 (+3)
Skills Stealth +7
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
4 (-3)
Senses blindsight 10ft., darkvision 60ft., passive Perception 10
Languages-
Challenge 1 (200 XP)
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused
by webbing.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 9 (2d8) poison damage
on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit,
range 30f60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
12 Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison,
and psychic damage).
To snare its prey, a giant spider spins elaborate webs
or shoots sticky strands of webbing from its abdomen.
Giant spiders are most commonly found underground,
making their lairs on ceilings or in dark, web-filled
crevices. Such lairs are often festooned with web
cocoons holding past victims.

DROKI
Small humanoid (derro), chaotic evil
Armor Class 15 (studded leather)
Hit Points 31 (7d6 + 7)
Speed 30 ft. (60 ft. with boots of speed)
STR
, (+0)
DEX
16 (+3)
Skills Stealth +5
CON
13 (+1)
INT
10 (•0)
WIS
s (-3)
Senses darkvision 120ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 2 (450 XP)
Special Equipment. Droki wears boots of speed.
CHA
16 (-r3)
Insanity. Droki has advantage on saving throws against betng
charmed or frightened.
Innate Spellcasting. Droki's innate spellcast.ng .abilil) IS
Charisma (spell save DC 13). He can .nnatcly cast the following
spells, requiring no material components.
At will: minor illusion
1fday each: darkness.jear, shatter
Magic Resistance. Drol<i has advantage on saving throws
against spells and other magical effects.
Sneak Attock (1{Turn). Droki deals an extra 7 (2d6) damage
when he hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of an
ally of Droki that isn't incapacitated and Droki doesn't have
disadvantage on the attack roll.
Sunlight Sensitivity. While in sunlight, Droki has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight.
ACTIONS
Multiortack. Droki makes two attacks with his shortsword.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (ld6 + 3) piercing damage. The sword is coated
with serpent venom that wears off after the first hit. A target
subjected to the venom must make a DC 11 Constitution
saving throw, taking 10 (3d6) poison damage on a fai led save,
or half as much damage on a successful one.
REACTIONS
Parry. Droki adds 3 to his AC against one melee attack that
would hit him. To do so, Droki must see the attacker and be
wielding a melee weapon.

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