Conflux Creatures Humanoids-The Homebrewery
Conflux Creatures Humanoids-The Homebrewery
Conflux Creatures Humanoids-The Homebrewery
Humanoids
Find over 700 monsters, plus 2-3 more added every single day at
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Art Credit: Rae Elderidge
Humanoids CR NPCs CR
Aarakocra 4-5 Assassins 8-12
Bugbears 1-6 Bandits 1/8-2
Bullywugs 1/2-7 Blackguard 8
Drow 1/2-7 Commoner 0
Duergar 1 Cultists 1/8-2
Firenewts 1/2 Gladiator 5
Giff 2-6 Guards 1/8-4
Githyanki 3-12 Knights 3-6
Githzerai 2-16 Nobles 1/8-2
Gnolls 1/2-7 Pirates 1/4-8
Goblins 1/4-5 Spies 1-5
Grimlock 1/4 Thugs 1/2-2
Harengon 1/2 Veteran 2
Hobgoblins 1-5
Jackalwere 1
Kenku 1/4
Kobolds 1/4-1/2
Kuo-Toa 1/2-4
Lizardfolk 1-3
Merfolk 1/8
Orcs 1/2-3
Quaggoth 2
Ratfolk 1/8-5
Sahuagin 1/2-15
Shadar-Kai 1-8
Thri-Kreen 1
Troglodyte 1/2
Yuan-ti 1-17
Aarakocra
Aarakocra Skyhunter Aarakocra Gyreguard
Medium humanoid (aarakocra), any alignment Medium humanoid (aarakocra), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 14 (+2) 17 (+3) 15 (+2) 13 (+1) 18 (+4) 14 (+2)
Saving Throws DEX +5, WIS +5 Saving Throws DEX +5, WIS +6
Skills Perception +7, Stealth +5 Skills Perception +8, Stealth +5
Senses Darkvision 120 ft., Passive Perception 16 Senses Darkvision 120 ft., Passive Perception 16
Languages Auran, Common, Giant Eagle Languages Auran, Common, Giant Eagle
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)
Vicious Attack. If the aarakocra is flying and dives at Vicious Attack. If the aarakocra is flying and dives at
least 20 feet straight toward a target and then hits least 20 feet straight toward a target and then hits
it with a melee weapon attack, the attack scores a it with a melee weapon attack, the attack scores a
critical on an 19 or 20. critical on an 19 or 20.
Brittle Bones. If the aarakocra starts its turn Brittle Bones. If the aarakocra starts its turn
grappled, it takes 9 (2d8) bludgeoning damage and grappled, it takes 9 (2d8) bludgeoning damage and
has disadvantage on attack rolls until the beginning has disadvantage on attack rolls until the beginning
of its next turn. of its next turn.
Flyby The aarakocra doesn't provoke Opportunity
Actions Attacks when it flies out of an enemy's reach.
Multiattack. The aarakocra makes three attacks with
its flight lance. Actions
Flight Lance. Melee Weapon Attack: +5 to hit, reach Multiattack. The aarakocra makes three attacks with
10 ft., one target. Hit: 9 (1d12 + 3) slashing its shocking claw.
damage. On a critical hit, the target is knocked Shocking Claw. Melee Spell Attack: +6 to hit, reach
prone if it is a medium or smaller creature. 5 ft., one target. Hit: 13 (3d8) slashing damage. On
a critical hit, the target is stunned until the
Reactions beginning of its next turn.
Take Flight. As a reaction to taking damage from a Fury of the Storm (Recharge 5-6). Each creature
melee attack, the aarakocra moves up to half its fly within 120 ft. that is flying is pushed up to 15 ft. in
speed without provoking attacks of opportunity. a direction of the aarakocra's choice. Then, each
creature in a 10 ft. radius, 100 ft. high cylinder
within 120 ft. must succeed on a DC 15 Dexterity
saving throw or take 22 (4d10) lightning damage,
or half as much on a success.
Reactions
Take Flight. As a reaction to taking damage from a
melee attack, the aarakocra moves up to half its fly
speed without provoking attacks of opportunity.
Bugbears
Bugbear Bugbear Bushwhacker
Medium humanoid (goblinoid), neutral evil Medium humanoid (goblinoid), neutral evil
Armor Class 16 (Hide Armor, Shield) Armor Class 16 (Hide Armor, Shield)
Hit Points 27 (5d8+5) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) 16 (+3) 14 (+2) 14 (+2) 8 (-1) 11 (+0) 9 (-1)
Predatory Eye. The bugbear has advantage on attack Predatory Eye. The bugbear has advantage on attack
rolls against creatures with no adjacent allies. rolls against creatures with no adjacent allies.
Surprise Attack. If the bugbear surprises a creature Surprise Attack. If the bugbear surprises a creature
and hits it with an attack during the first round of and hits it with an attack during the first round of
combat, the target takes an extra 7 (2d6) damage combat, the target takes an extra 7 (2d6) damage
from the attack. from the attack.
Actions Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach Skullthumper. Melee Weapon Attack: +5 to hit,
5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning reach 5 ft., one target. Hit: 12 (2d8 + 3)
damage. bludgeoning damage. If this attack was made with
advantage, the target must make a DC 13
Javelin. Melee or Ranged Weapon Attack: +4 to hit, Constitution Saving Throw or be knocked prone
reach 5 ft. or range 30/120 ft., one target. Hit: 9 and unable to stand on its next turn.
(2d6 + 2) piercing damage.
Hand Axe. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
10 (2d6 + 3) piercing damage.
Bugbear Thicket Shura Bugbear Strangler
Medium humanoid (goblinoid), neutral evil Medium humanoid (goblinoid), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 8 (-1) 11 (+0) 9 (-1) 16 (+3) 14 (+2) 15 (+2) 8 (-1) 11 (+0) 9 (-1)
Predatory Eye. The bugbear has advantage on attack Predatory Eye. The bugbear has advantage on attack
rolls against creatures with no adjacent allies. rolls against creatures with no adjacent allies.
Surprise Attack. If the bugbear surprises a creature Surprise Attack. If the bugbear surprises a creature
and hits it with an attack during the first round of and hits it with an attack during the first round of
combat, the target takes an extra 7 (2d6) damage combat, the target takes an extra 7 (2d6) damage
from the attack. from the attack.
Indistinct. The thicket shura does not reveal its Skilled Ambusher. The bugbear can attempt to hide
position automatically when it is hidden and makes without concealment in natural environments as
a ranged attack. Instead, a creature must discover long as it has 1 minute to prepare.
its position by succeeding on a DC 16 Perception
(Wisdom) check as an action. Actions
Garotte. Melee or Ranged Weapon Attack: +5 to hit,
Actions reach 10 ft., one target. Hit: 8 (2d4 + 3) slashing
Multiattack. The bugbear makes two attacks with its damage and the target is grappled (escape DC 13).
bolas. While grappled in this way, a creature is unable to
speak or breathe. If the attack was made at
Bolas. Melee or Ranged Weapon Attack: +5 to hit, advantage, the target immediately begins to
reach 5 ft. or range 20/60 ft., one target. Hit: 10 suffocate.
(2d6 + 3) bludgeoning damage. If the attack was
made at advantage, the target must succeed on a Throttle. One creature grappled by the bugbear
DC 13 Dexterity Saving Throw or have its must succeed on a DC 13 Constitution saving
movement speed halved until it takes an action to throw or take 28 (8d6) slashing damage, or half as
remove the bolas. much on a success.
Bugbear Tunnel Rat Bugbear Raid Leader
Medium humanoid (goblinoid), neutral evil Medium humanoid (goblinoid), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 19 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Predatory Eye. The bugbear has advantage on attack Predatory Eye. The bugbear has advantage on attack
rolls against creatures with no adjacent allies. rolls against creatures with no adjacent allies.
Surprise Attack. If the bugbear surprises a creature Surprise Attack. If the bugbear surprises a creature
and hits it with an attack during the first round of and hits it with an attack during the first round of
combat, the target takes an extra 7 (2d6) damage combat, the target takes an extra 7 (2d6) damage
from the attack. from the attack.
Trapdoor Tunneler. The bugbear leaves a 5-ft.- Raid Leader. Friendly bugbears witin 30 ft. may use
diameter tunnel in its wake while burrowing. Over the raid leader's attack bonus instead of their own.
the course of an hour, the bugbear can construct a Birdcall Coordination. The bugbear and its allies can
trapdoor of vegetation and debris that makes an communicate simple ideas over up to 120 ft.
opening up to 5 ft. across indistinguishable from without alerting enemies to their presence. On the
natural terrain.. Creatures using the tunnels to hide first turn of combat, each bugbear within 60 ft of
gain advantage on Dexterity (Stealth) checks. the chieftian may act on the highest initiative rolled
among them, rather than on their own.
Actions
Multiattack. The bugbear makes two attacks with its Actions
skullthumper. Multiattack. The bugbear makes two attacks with its
Skullthumper. Melee Weapon Attack: +7 to hit, machete and uses its fade away, if available.
reach 5 ft., one target. Hit: 13 (2d8 + 4) Machete. Melee Weapon Attack: +7 to hit, reach 5
bludgeoning damage. If this attack was made with ft., one target. Hit: 11 (2d6 + 4) bludgeoning
advantage, the target must make a DC 15 damage. If this attack was made with advantage, the
Constitution Saving Throw or be knocked prone target begins to bleed. At the beginning of each of
and unable to stand on its next turn. its turns, an affected creature must make a DC 15
Collapse Tunnel (1/day). The bugbear causes up to Constitution saving throw, losing 1d4 hit points on
20 ft. of a 5 ft. diameter tunnel within 20 ft. to a failure, or ending the effect on a success.
collapse. Creatures inside the collapsed portion are Fade Away (Recharge 5-6). Up to three friendly
blinded, restrained, and cannot speak or breathe. As bugbears within 60 may each use their reactions to
an action, a creature may attempt a DC 15 Strength move up to half their speed and take the Hide
(Athletics) check, clearing 5 ft. of the collapse and action.
freeing any creatures in the cleared area on a
success.
Bullywugs
Bullywug Bullywug Twitcher
Medium humanoid (bullywug), neutral evil Medium humanoid (bullywug), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2) 15 (+2) 14 (+2) 14 (+2) 7 (-2) 11 (+0) 8 (-1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 9 (-1) 16 (+3) 8 (-1) 18 (+4) 14 (+2) 15 (+2) 6 (-2) 17 (+3) 10 (+0)
Swamp Dweller. The bullywug can breathe air and Swamp Dweller. The bullywug can breathe air and
water, and has advantage on Dexterity (Stealth) water, and has advantage on Dexterity (Stealth)
checks made to hide in swampy terrain. checks made to hide in swampy terrain.
Standing Leap. The bullywug's long jump is up to 20 Standing Leap. The bullywug's long jump is up to 20
feet and its high jump is up to 10 feet, with or feet and its high jump is up to 10 feet, with or
without a running start. without a running start.
Rancid Air. A creature that receives magical healing Frog Rider. While riding a Large or larger frog, the
within 5 feet of one or more bullywugs must bullywug acts on its mount's initiative, rather than
succeed on a DC 13 Constitution saving throw or rolling its own, and it has advantage on attack rolls
be Poisoned and Stunned until the end of its next against creatures smaller than its mount.
turn.
Actions
Actions Multiattack. The bullywug makes two attacks with
Foul Croak. Each creature in a 15 foot cone must its waterlogged lance.
succeed on a DC 13 Constitution saving throw or
take 7 (2d6) thunder and 7 (2d6) poison damage Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
and be knocked prone, or half as much damage on one target. Hit: 6 (1d4 + 4) bludgeoning damage.
a success. Waterlogged Lance. Melee Weapon Attack: +7 to
hit, reach 10 ft., one target. Hit: 10 (1d12 + 4)
Bweeie Bw Bwe. A foul miasma boils from the piercing damage. If the target is mounted, it must
ground around the bullywug in a 20 ft. radius. Until succeed on a DC 15 Strength saving throw or be
the end of the bullywug's next turn, each creature knocked prone. On a natural 1, this weapon
with the Swamp Dweller trait that starts its turn in shatters and the bullywug is knocked prone.
the area adds 2 (1d4) to their attack rolls, and each
creature without the trait that starts its turn in the
area subtracts 2 (1d4) from its attack rolls.
Reactions
Berate. As a reaction to an allied creature within 30
Brekekekex, Koax, Koax (Recharge 5-6). The earth ft. missing with an attack, the bullywug berates the
around the bullywug shudders and shifts in a 20 ft. ally. Each other ally of the noble's that can hear and
radius, turning any difficult terrain hazardous. A understand it has advantage on the first attack it
creature not native to a swamp that starts its turn in makes in the next minute.
difficult terrain in the area must succeed on a DC
13 Strength saving throw or be restrained (escape
DC 13).
Bullywug Mud Lord
Medium humanoid (bullywug), neutral evil
Actions
Multiattack. The Mud Lord makes three attacks with
its notched cudgel.
Notched Cudgel. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning
damage. This attack deals an additional 9 (2d8)
damage to a prone creature.
Fiery Croak. Each creature in a 15 foot cone must
succeed on a DC 15 Constitution saving throw or
take 10 (3d6) thunder and 10 (3d6) Fire damage
and be knocked prone, or take half as much
damage on a success.
Electric Reflux (Recharge 5-6). The bullywug retches
a globule of electrochemical mucous that splashes
over a 10 ft. radius within 60 feet. Each creature in
the area must succeed on a DC 15 Constitution
saving throw or take 27 (6d8) lightning damage
and be unable to take reactions until the start of its
next turn, or take half as much damage on a
success.
Drow
Drow Drow Poisoner
Medium humanoid (elf) , neutral evil Medium humanoid (elf) , neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 15 (+2) 11 (+0) 15 (+2) 14 (+2) 13 (+1) 11 (+0) 15 (+2)
Fey Ancestry. The drow has advantage on saving Fey Ancestry. The drow has advantage on saving
throws against being charmed, and magic can’t put throws against being charmed, and magic can’t put
the drow to sleep. the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. (Perception) checks that rely on sight.
Dirty Fighting. Attacks the drow makes at advantage
Actions deal an extra 10 (3d6) damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage Actions
and the target must succeed on a DC 12 Shortsword. Melee Weapon Attack: +4 to hit, reach
Constituiton saving throw or be poisoned until the 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage
end of its next turn. and the target must succeed on a DC 12
Hand Crossbow. Ranged Weapon Attack: +4 to hit, Constituiton saving throw or be poisoned for 1
range 30/120 ft., one target. Hit: 5 (1d6 + 2) hour. If the saving throw fails by 5 or more, the
piercing damage and 3 (1d6) poison damage. 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.
Darkfire Bolt. Ranged Spell Attack: +4 to hit, range
120 ft., one target. Hit: 7 (1d10 + 2) piercing
damage, and the target is wreathed in writhing
shadows for the next minute. As long as the
creature is in dim light or darkness, attacks against
it are made at advantage and the creature can't
benefit from invisibility.
Drow Stalker Drow Blademaster
Medium humanoid (elf) , neutral evil Medium humanoid (elf) , neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 13 (+1) 14 (+2) 11 (+0) 10 (+0) 19 (+4) 15 (+2) 11 (+0) 11 (+0) 15 (+2)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 18 (+4) 15 (+2) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 17 (+3) 18 (+4) 13 (+1) 20 (+5)
Saves DEX +5, CHA +6 Saves DEX +5, CON +6, WIS +5, CHA +8
Skills Perception +5, Persuasion +9 Skills Deception +8, Perception +4, Persuasion +8,
Senses Darkvision 120 ft., Passive Perception 12 Stealth +5
Languages Elvish, Undercommon Senses Darkvision 120 ft., Passive Perception 18
Challenge 7 (2,900 XP) Languages Elvish, Undercommon
Challenge 7 (3,900 XP)
Fey Ancestry. The drow has advantage on saving
throws against being charmed, and magic can’t put Fey Ancestry. The drow has advantage on saving
the drow to sleep. throws against being charmed, and magic can’t put
the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom Sunlight Sensitivity. While in sunlight, the drow has
(Perception) checks that rely on sight. disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Cloak of Spiders. The drow is surrounded by a
swarm of venemous spiders. A creature that starts Venomlink Aura. A Drow, Drider, Spider, or Ettercap
its turn within 5 feet of the drow must succeed on that starts its turn within 60 feet of the drow does
a DC 15 Constitution saving throw or take 7 (2d6) an additional 3 (1d6) poison damage with each of
piercing damage and be Poisoned until the start of its attacks, and its attacks have advantage against
its next turn. If this damage causes a creature to Poisoned creatures.
make a concentration check, the creature makes it
at disadvantage. Actions
Wrack. One creature within 5 feet must succeed on
Actions a DC 15 Constitution saving throw or take 45
Fangblade. Melee Weapon Attack: +6 to hit, reach 5 (10d8) necrotic damage and be Poisoned until the
ft., one target. Hit: 5 (1d4 + 3) piercing damage end of its next turn. While Poisoned in this way, the
and 28 (8d6) poison damage. This attack has creature's movement speed is halved.
advantage against a poisoned creature.
Charnel Haze (concentration). A cloud of viscous
Lolth's Favor (Recharge 5-6). A willing drow, or one black fog spreads from a point within 60 feet to fill
that died since the end of the Arachnomancer's last a 20-foot-radius sphere for the next minute. The
turn, within 60 feet explodes in a torrent of fog is difficult terrain and heavily obscures the area,
venemous spiders. Each creature within 15 feet of though the drow matron's vision is not impaired by
it must succeed on a DC 15 Constitution saving it. The drow may target creatures in or adjacent to
throw or take 14 (3d6) piercing and 14 (4d6) the fog with her Wrack ability as though they were
poison damage. within 5 feet of her.
Tide of Dreams (Recharge 5-6). The drow sends a
Reactions wave of soporific magic out in a 60 foot cone. Each
Painbond. As a reaction to seeing an allied drow, creature in the area must succeed on a DC 15
drider, spider, or ettercap within 60 feet take Wisdom saving throw or fall asleep until the end of
damage, the drow may cause a second such the drow's next turn, the sleeper takes damage, or
creature to take the damage instead. someone uses an action to wake the sleeper. A
Poisoned creature makes this save at disadvantage.
Reactions
Hazy Escape. As a reaction to being targeted with a
harmful spell, the drow teleports to an unoccupied
space within its Charnel Haze. If it is no longer a
valid target for the spell, the spell fails.
Duergar
Duergar
Medium humanoid (dwarf), lawful evil
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) piercing damage, or
11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 5
(1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing
damage while enlarged.
Reaction
Ancestral Rage. As a reaction to succeeding on a
saving throw against a magic or psionic effect, the
duergar flies into a rage for the next minute,
magically increasing its size to Large. While
enraged in this way, the duergar doubles its damage
dice on Strength-based weapon attacks (included in
the attacks), and makes Strength checks and
Strength saving throws with advantage. If the
duergar lacks the room to become Large, it attains
the maximum size possible in the space available.
Firenewts
Firenewt Warrior
Medium humanoid (firenewt), neutral evil
Actions
Multiattack. The firenewt makes two attacks with its
scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Regrow Limb. THe firenewt regrows one missing
limb, which bursts out in a gout of scalding steam.
The firenewt regains the use of its limb, and each
creature in a 15 ft. cone must succeed on a DC 12
Constitution saving throw or take 7 (2d6) fire
damage and be unable to speak or breathe until the
end of its next turn.
Reactions
Drop Limb As a reaction to taking 6 or more
damage, the firenewt drops one of its limbs,
reducing the damage taken to 5. A firenewt that
drops an arm loses the use of either its scimitar or
shield. A firenewt that drops a leg reduces its
maximum speed by half.
Giff
Giff Lance Corporal Giff Leftenant
Medium humanoid (giff), lawful neutral Medium humanoid (giff), lawful neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 12 (+1) 18 (+4) 17 (+3) 19 (+4) 12 (+1) 13 (+1) 15 (+2)
Honourable Fealty. While the giff is within 60 feet of Honourable Fealty. While the giff is within 60 feet of
a giff of higher CR, it may reroll up to two damage a giff of higher CR, it may reroll up to two damage
dice on each of its turns. If it does so, it must use dice on each of its turns. If it does so, it must use
the new roll. the new roll.
Null Hide. The giff has resistance to damage from Null Hide. The giff has resistance to damage from
spells of second level or below. It cannot use or be spells of third level or below. It cannot use or be
targeted by magic items. targeted by magic items.
Danger Close. The Giff lives for the music of battle. Danger Close. The Giff lives for the music of battle.
It has resistance to damage from magical or It has resistance to damage from magical or
nonmagical effects that affect a sphere or cube. If nonmagical effects that affect a sphere or cube. If
the giff fails a saving throw against such an effect, the giff fails a saving throw against such an effect,
its next attack is made at advantage. its next attack is made at advantage.
Actions Actions
Cavalry Saber. Melee Weapon Attack: +6 to hit, Multiattack. The Giff uses its Impact Grenade twice.
reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing It may replace one of these with a use of its
damage. Juggernaut Charge.
Flintlock Pistols. Ranged Weapon Attack: +4 to hit, Impact Grenade. The giff throws a grenade up to 60
range 30/90 ft., one target. Hit: 7 (1d10 + 2) feet. Each creature within 15 feet of the grenade's
piercing damage. The giff has a brace of eight detonation must make a DC 15 Dexterity saving
pistols, each of which may fire once before throw, taking 14 (4d6) piercing damage on a failed
requiring a short rest to fire again. save, or half as much damage on a successful one.
A creature that succeeds on this save by 5 or more
Pack More Powder! The giff overstuffs its musket and has a free hand may use its reaction to catch
with powder. The next shot the giff fires with it the grenade, preventing its detonation. A giff
deals 6 (1d12) additional damage, to a maximum leftenant typically carries eight grenades at a time.
of 13 (2d12) additional damage.
Juggernaut Charge. The giff attempts to shove a
Musket (Recharge 4-6). Ranged Weapon Attack: +4 creature. If it succeeds, it may make another shove
to hit, range 40/120 ft., one target. Hit: 8 (1d12 + attempt against the same target, and continue
2) piercing damage. If this attack deals 20 or more doing so until it fails or runs out of movement. The
damage, the wielder takes half as much damage as target then takes 1d8 damage for each 5 feet it was
fire damage. pushed.
Juggernaut Charge. The giff attempts to shove a
creature. If it succeeds, it may make another shove Reactions
attempt against the same target, and continue Aim, You Buffoons!. As a reaction to seeing a
doing so until it fails or runs out of movement. The friendly creature miss with an attack, the Giff
target then takes 1d8 damage for each 10 feet it berates its allies. Each friendly creature that can
was pushed. hear it gains advantage on the next attack it makes
before the end of its next turn.
Githyanki
Githyanki Warrior Githyanki Mindslicer
Medium humanoid (gith), lawful evil Medium humanoid (gith), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 10 (+0) 14 (+2) 16 (+3) 14 (+2) 17 (+3) 12 (+1) 11 (+0)
Saving Throws CON +3, INT +3, WIS +3 Saving Throws CON +4, INT +5, WIS +3
Senses Passive Perception 11 Senses Passive Perception 11
Languages Common, Gith Languages Common, Gith
Challenge 3 (700 XP) Challenge 4 (1,100 XP)
Psionic Empowerment. As a bonus action, the Psionic Empowerment. As a bonus action, the
githyanki gains one of the following benefits until githyanki gains one of the following benefits until
the beginning of its next turn. the beginning of its next turn.
Telekinetic Leap. The githyanki's standing long Telekinetic Leap. The githyanki's standing long
jump and standing high jump are both equal to jump and standing high jump are both equal to
its movement speed. its movement speed.
Telekinetic Trip. One creature within 60 ft. that Mindslice. The githyanki's melee attacks have a
the githyanki can see must succeed on a DC 11 reach of 60 ft. and deal psychic damage instead
Strength saving throw or be knocked prone. of any other type.
Actions Actions
Multiattack. The githyanki makes two attacks with Multiattack. The githyanki makes two attacks, one of
its greatsword, one of which it may replace with its which it may replace with its psychic feedback, if
psychic feedback, if available. available.
Silver Greatsword. Melee Weapon Attack: +4 to hit, Silver Longsword. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing
damage plus 4 (1d8) psychic damage. damage plus 9 (2d8) psychic damage.
Psychic Feedback (Recharge 6). The githyanki targets Psychic Burst (Recharge 5-6). The githyanki targets
one creature it can see within 30 ft. Until the end each creature in a 5 ft. radius centered on a point
of the githyanki's next turn, whenever that creature within 30 ft. Until the end of the githyanki's next
takes or deals psychic damage it takes an additional turn, whenever a target creature takes or deals
4 (1d8) psychic damage. psychic damage it takes an additional 4 (1d8)
psychic damage.
Reactions
Iron Mind. As a reaction to failing an Intelligence,
Reactions
Wisdom, or Charisma saving throw, the githyanki Iron Mind. As a reaction to failing an Intelligence,
rerolls the save with advantage. Wisdom, or Charisma saving throw, the githyanki
rerolls the save with advantage.
Githyanki Knight Githyanki Gish
Medium humanoid (gith), lawful evil Medium humanoid (gith), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 15 (+2) 17 (+3) 15 (+2) 14 (+2) 16 (+3) 15 (+2) 16 (+3)
Saving Throws CON +5, INT +5, WIS +5 Saving Throws CON +6, INT +7, WIS +6
Senses Passive Perception 12 Skills Insight +6, Perception +6, Stealth +6
Languages Common, Gith Senses Passive Perception 16
Challenge 8 (3,900 XP) Languages Common, Draconic, Gith
Challenge 10 (5,900 XP)
Dragonrider. While riding a dragon or similar
creature, the githyanki acts on its mount's initiative, Psionic Empowerment. As a bonus action, the
rather than rolling its own, and it has advantage on githyanki gains one of the following benefits until
attack rolls against creatures smaller than its the beginning of its next turn.
mount.
Astral Stride. At the end of the githyanki's turn roll
Psionic Empowerment. As a bonus action, the a d20. On an 11 or higher it vanishes into the
githyanki gains one of the following benefits until Ethereal plane, returning to the Material plane at
the beginning of its next turn. the start of its next turn to an unoccupied space
within 10 ft. of its departure.
Telekinetic Leap. The githyanki's standing long
jump and standing high jump are both equal to Teleport. The githyanki teleports up to 30 ft. to a
its movement speed. location it can see.
Telekinetic Shove. One creature within 60 ft. that Psychic Shroud. The githyanki becomes invisible
the githyanki can see must succeed on a DC 13 until the end of its next turn, or until it makes an
Strength saving throw or be pushed 10 ft. away attack or casts a spell.
from the githyanki.
Telekinetic Trip. One creature within 60 ft. that Actions
the githyanki can see must succeed on a DC 13
Strength saving throw or be knocked prone. Multiattack. The githzerai makes two attacks, one of
which it may replace with a spell.
Reactions Reactions
Iron Mind. As a reaction to failing an Intelligence, Iron Mind. As a reaction to failing an Intelligence,
Wisdom, or Charisma saving throw, the githyanki Wisdom, or Charisma saving throw, the githyanki
rerolls the save with advantage. rerolls the save with advantage.
Disrupt Dweomer (2nd level spell). As a reaction to
seeing a creature cast a spell of 3rd level or below
within 60 feet, the githyanki negates the spell.
Githyanki Kith'Rak Telekinetic Thrust. One creature within 60 ft. that the
githyanki can see must succeed on a DC 15 Strength
Medium humanoid (gith), lawful evil
saving throw or be pushed 15 ft. away and knocked
Armor Class 18 (Plate) prone.
Hit Points 246 (29d10 + 87)
Speed 30 ft.
Actions
Multiattack. The githyanki makes three attacks and uses
STR DEX CON INT WIS CHA its psychic burst.
18 (+4) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 17 (+3) Silver Greatsword. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing
Saving Throws CON +7, INT +7, WIS +6 damage plus 9 (2d8) psychic damage.
Skills Intimidation +7, Perception +6
Senses Passive Perception 16 Force Bolt. Ranged Spell Attack: +7 to hit, range 120 ft.,
Languages Common, Draconic, Gith one target. Hit: 11 (2d10) force damage and 9 (2d8)
Challenge 12 (8,400 XP) psychic damage. On a critical hit, the target is knocked
prone.
Dragonrider. While riding a dragon or similar creature, Psychic Burst. The githyanki targets each creature in a
the githyanki acts on its mount's initiative, rather than 10 ft. radius centered on a point within 60 ft. Until the
rolling its own, and it has advantage on attack rolls end of the githyanki's next turn, whenever a target
against creatures smaller than its mount. creature takes or deals psychic damage it takes an
additional 4 (1d8) psychic damage.
Psionic Empowerment. As a bonus action, the githyanki
gains one of the following benefits until the beginning Legion Rift (concentration, 1/day). The githyanki creates
of its next turn. a 20 ft. wide magical portal to a location on this or
another plane centered on a point within 60 ft that
Psychic Rally. The githyanki ends the Charmed and lasts for 1 minute.
Frightened conditions on any number of creatures
within 60 ft. Reactions
Ethereal Shuffle. Up to six creatures within 60 ft. are Telekinetic Blast (1/day). As a reaction to being reduced
each teleported up to 30 ft. to an unoccupied below 124 hit points, the githyanki uses its Telekinetic
location that the githyanki can see. An unwilling Thrust against each creature in range)
creature may make a DC 15 Charisma saving throw,
resisting the effect on a success. Iron Mind. As a reaction to failing an Intelligence,
Wisdom, or Charisma saving throw, the githyanki
rerolls the save with advantage.
Githzerai
Githzerai Cenobite Githzerai Mindmage
Medium humanoid (gith), lawful neutral Medium humanoid (gith), lawful neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 13 (+1) 14 (+2) 10 (+0) 13 (+1) 16 (+3) 15 (+2) 15 (+2) 18 (+4) 10 (+0)
Saving Throws STR +3, DEX +4, INT +3, WIS +4 Saving Throws STR +3, DEX +6, INT +3, WIS +6
Skills Insight +4, Perception +4 Skills Insight +6, Perception +6
Senses Passive Perception 14 Senses Passive Perception 16
Languages Gith Languages Gith
Challenge 2 (450 XP) Challenge 4 (1,100 XP)
Inescapable Fate. Whenever a creature leaves the Psionic Empowerment. As a bonus action, the
githzerai's reach, the githzerai may move up to its githzerai gains one of the following benefits until
speed towards the creature. the beginning of its next turn.
Psionic Empowerment. As a bonus action, the Telekinetic Leap. The githzerai's standing long
githzerai gains one of the following benefits until jump and standing high jump are both equal to
the beginning of its next turn. its movement speed.
Telekinetic Leap. The githzerai's standing long Mind Sniper. The githzerai can sense the precise
jump and standing high jump are both equal to location of each living creature within 30 ft.
its movement speed. Creatures within 30 ft. cannot be hidden from it
and gain no benefit from 1/2 or 3/4 cover.
Forcefield. The githzerai gains +5 AC against
attacks of opportunity and ranged weapon
attacks. Actions
Actions Multiattack. The githzerai uses its elemental Barrage
three times.
Multiattack. The githzerai makes two unarmed
strikes, one of which it may replace with its tame Elemental Barrage. Melee or Ranged Spell Attack: +6
chaos, if available. to hit, reach 5 ft. or range 60 ft., one target. Hit: 11
(2d6 + 4) damage. The githzerai chooses one of
Unarmed Strike. Melee Weapon Attack: +4 to hit, acid, cold, fire or lightning for the damage type.
reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
damage plus 4 (1d8) psychic damage. Mindstrike. Ranged Spell Attack: +6 to hit, range
120 ft., one target. Hit: 31 (6d8 + 4) pyschic
Tame Chaos (Recharge 6). The githzerai targets one damage and the target must make a DC 14
creature it can see within 30 ft. The next attack Intelligence saving throw. On a failure, the target
made against that creature in the next minute is may use an Action or Bonus Action, but not both,
made at advantage. If it hits, it is a critical hit. on its following turn.
Reactions Concussion Orb. Each creature in a 5 ft. radius
within 60 ft. must succeed on a DC 14
Iron Mind. As a reaction to failing an Intelligence, Constitution saving throw or take 14 (4d6) thunder
Wisdom, or Charisma saving throw, the githzerai damage and be knocked prone, or half as much on
rerolls the save with advantage. a success.
Reactions
Iron Mind. As a reaction to failing an Intelligence,
Wisdom, or Charisma saving throw, the githzerai
rerolls the save with advantage.
Githzerai Zerth Githzerai Enlightened
Medium humanoid (gith), lawful neutral Medium humanoid (gith), lawful neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 16 (+3) 13 (+1) 19 (+4) 10 (+0) 14 (+2) 19 (+4) 16 (+3) 17 (+3) 19 (+4) 13 (+1)
Saving Throws STR +3, DEX +6, INT +4, WIS +7 Saving Throws STR +6, DEX +8, INT +7, WIS +8
Skills Insight +7, Perception +7 Skills Arcana +7, Insight +8, Perception +8
Senses Passive Perception 17 Senses Truesight 30 ft., Passive Perception 18
Languages Gith Languages Gith
Challenge 6 (2,300 XP) Challenge 10 (5,900 XP)
Inescapable Fate. Whenever a creature leaves the Psionic Empowerment. As a bonus action, the
githzerai's reach, the githzerai may move up to its githzerai gains one of the following benefits until
speed towards the creature. the beginning of its next turn.
Psionic Empowerment. As a bonus action, the Teleport. Whenever the githzerai makes an attack,
githzerai gains one of the following benefits until it may first teleport up to 15 ft. as part of that
the beginning of its next turn. attack.
Telekinetic Leap. The githzerai's standing long Psionic Strobe. Melee attacks against the
jump and standing high jump are both equal to githzerai are made at disadvantage.
its movement speed.
Forcefield. The githzerai gains +5 AC against
Forcefield. The githzerai gains +5 AC against attacks of opportunity and ranged weapon
attacks of opportunity and ranged weapon attacks.
attacks.
Actions Actions
Multiattack. The githzerai makes three attacks, one Multiattack. The githzerai makes four unarmed
of which it may replace with its tame chaos, if strikes.
available.
Unarmed Strike. Melee Weapon Attack: +8 to hit,
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) psychic damage.
damage plus 9 (2d8) psychic damage. Temporal Strike (Recharge 5-6). Melee Weapon
Reordering Spark. Ranged Spell Attack: +7 to hit, Attack: +8 to hit, reach 5 ft., one creature. Hit: 13
range 60 ft., one target. Hit: 10 (3d6) lightning (2d8 + 4) bludgeoning damage plus 52 (8d12)
damage and the target must succeed on a DC 15 psychic damage and the target must succeed on a
Charisma saving throw or be teleported up to 30 ft. DC 16 Wisdom saving throw or move 1 round
to a location the githzerai can see. forward in time. A target moved forward in time
vanishes for the duration. When the effect ends,
Tame Chaos (Recharge 5-6). The githzerai targets the target reappears in the space it left or in an
one creature it can see within 30 ft. The next attack unoccupied space nearest to that space if it’s
made against that creature in the next minute is occupied.
made at advantage. If it hits, it is a critical hit.
Plane Shift (1/day). The githzerai and up to 8 willing
Reactions adjacent creatures teleport to a location it is
familiar with on this or another plane of existence.
Avenging Wind. As a reaction to being missed with
a ranged attack, the githzerai teleports to an
unoccupied space adjacent to the attacker and
Reactions
makes an unarmed strike against it. Iron Mind. As a reaction to failing an Intelligence,
Wisdom, or Charisma saving throw, the githzerai
Iron Mind. As a reaction to failing an Intelligence, rerolls the save with advantage.
Wisdom, or Charisma saving throw, the githzerai
rerolls the save with advantage.
Githzerai Anarch Actions
Medium humanoid (gith), lawful neutral Multiattack. The githzerai makes three unarmed strikes.
Armor Class 20 (Psychic Defense) Unarmed Strike. Melee Weapon Attack: +10 to hit,
Hit Points 243 (26d10 + 104) reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning
Speed 40 ft., fly 40 ft. (hover) damage plus 9 (2d8) psychic damage.
Mind Strike (Recharge 5-6). Melee Weapon Attack: +10
STR DEX CON INT WIS CHA to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5)
bludgeoning damage plus 45 (10d8) psychic damage.
16 (+3) 21 (+5) 18 (+4) 18 (+4) 20 (+5) 14 (+2)
Plane Shift (1/day). The githzerai and up to 8 willing
Saving Throws STR +8, DEX +10, INT +9, WIS +10 adjacent creatures teleport to a location it is familiar
Skills Arcana +9, Insight +10, Perception +10 with on this or another plane of existence.
Senses Truesight 60 ft., Passive Perception 10
Languages Gith Reactions
Challenge 16 (5,900 XP) Iron Mind. As a reaction to failing an Intelligence,
Wisdom, or Charisma saving throw, the githzerai rerolls
Avoidance. If the githzerai is subjected to an effect that the save with advantage.
allows it to make a saving throw to take only half
damage, it instead takes no damage if it succeeds on Gravity Storm. As a reaction to being reduced below
the saving throw, and only half damage if it fails. 122 hit points, the githzerai uses its Reorient Gravity
against any number of creatures within range.
Psionic Empowerment. As a bonus action, the githzerai
gains one of the following benefits until the beginning Legendary Actions
of its next turn. Tame Chaos. The githzerai targets one creature it can
Telekinetic Extension. The githzerai's melee attacks see within 30 ft. The next attack made against that
have a range of 30 ft. creature in the next minute is made at advantage. If it
hits, it is a critical hit.
Immunity. The githzerai can't be affected by spells of
5th level or below, and has advantage on saving Teleport. The githzerai teleports to an unoccupied
throws against all other spells and magical effects. space it can see within 30 feet of it.
Reorient Gravity. One creature the githzerai can see
Forcefield. The githzerai gains +5 AC.
within 60 ft. must succeed on a DC 18 Strength saving
Augmented Strikes. Whenever the githzerai hits a throw or be pushed 40 ft. in a direction of the
creature with an attack, it does an additonal 4 (1d8) githzerai's choice. A creature pushed into a wall or
psychic damage and pushes the creature 5 ft. away. other solid object takes 14 (4d6) bludgeoning damage.
Gnolls
Gnoll Gnoll Huntmaster
Medium humanoid (gnoll), chaotic evil Medium humanoid (gnoll), chaotic evil
Armor Class 15 (Hide Armor, Shield) Armor Class 16 (Hide Armor, Shield)
Hit Points 22 (5d8) Hit Points 37 (5d8+15)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2) 14 (+2) 15 (+2) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Languages Gnoll Languages Gnoll
Challenge 1/2 (100 XP) Challenge 1 (200 XP)
Rampage. When the gnoll reduces a creature to 0 Rampage. When the gnoll reduces a creature to 0
hit points with a melee attack on its turn, the gnoll hit points with a melee attack on its turn, the gnoll
can take a bonus action to move up to half its can take a bonus action to move up to half its
speed and make a bite attack. speed and make a bite attack.
Sate the Hunger. When the gnoll makes a bite attack Sate the Hunger. When the gnoll makes a bite attack
against a dead or unconscious creature, it gains 5 against a dead or unconscious creature, it gains 5
temporary HP. While it has this temporary HP, its temporary HP. While it has this temporary HP, its
speed is 15 ft. and it can't use its Rampage trait. speed is 15 ft. and it can't use its Rampage trait.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage. one creature. Hit: 4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, Tendon-Ripper Longbow. Ranged Weapon Attack:
reach 5 ft. or range 20/60 ft., one target. Hit: 5 +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8
(1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing + 2) piercing damage and the target has its
damage if used with two hands to make a melee movement speed reduced by 10 until the end of its
attack. next turn.
Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
Gnoll Deathpledged Gnoll Bloodcaller
Medium humanoid (gnoll), chaotic evil Medium humanoid (gnoll), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 16 (+3) 6 (-2) 10 (+0) 7 (-2) 16 (+3) 15 (+2) 16 (+3) 6 (-2) 18 (+4) 7 (-2)
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Languages Gnoll Languages Gnoll
Challenge 1 (200 XP) Challenge 4 (1,100 XP)
Rampage. When the gnoll reduces a creature to 0 Rampage. When the gnoll reduces a creature to 0
hit points with a melee attack on its turn, the gnoll hit points with a melee attack on its turn, the gnoll
can take a bonus action to move up to half its can take a bonus action to move up to half its
speed and make a bite attack. speed and make a bite attack.
Sate the Hunger. When the gnoll makes a bite attack Sate the Hunger. When the gnoll makes a bite attack
against a dead or unconscious creature, it gains 5 against a dead or unconscious creature, it gains 5
temporary HP. While it has this temporary HP, its temporary HP. While it has this temporary HP, its
speed is 15 ft. and it can't use its Rampage trait. speed is 15 ft. and it can't use its Rampage trait.
Demonic Dance. When the gnoll hits a creature with Demonic Dance. When the gnoll hits a creature with
a melee attack, opportunity attacks that creature a melee attack, opportunity attacks that creature
makes are made at disadvantage for the rest of the makes are made at disadvantage for the rest of the
turn. turn.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Multiattack. The gnoll makes three attacks: One
one creature. Hit: 4 (1d4 + 2) piercing damage. with its bite and two with its claws.
Claws of Yeenoghu. Melee Weapon Attack: +4 to hit, Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing one creature. Hit: 5 (1d4+3) piercing damage.
damage and the target begins to bleed for the next Claws of Yeenoghu. Melee Weapon Attack: +5 to hit,
minute. A bleeding creature does not stabilize after reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing
rolling three successful death saves. damage and the target begins to bleed for the next
minute. A bleeding creature does not stabilize after
Reactions rolling three successful death saves.
Relentless. As a reaction to being reduced to 0 HP, Blood Call (Recharge 5-6). Each bleeding creature in
the gnoll may make a single claw attack before a 30 foot radius must make a DC 14 Intelligence
dying. saving throw or take 10 (3d6) psychic damage and
be dragged 15 feet toward the gnoll.
Gnoll Fang of Gnoll Pack Lord
Medium humanoid (gnoll), chaotic evil
Yeenoghu
Medium humanoid (gnoll), chaotic evil Armor Class 17 (Splint Armor)
Hit Points 113 (15d8+45)
Armor Class 14 (Hide Armor) Speed 30ft.
Hit Points 105 (14d8+42)
Speed 30ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 11 (+0) 9 (-1) 7 (-2)
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 6 (-2) 9 (-1) 7 (-2) Senses Darkvision 60 ft., Passive Perception 10
Languages Gnoll
Senses Darkvision 60 ft., Passive Perception 10 Challenge 7 (200 XP)
Languages Gnoll
Challenge 5 (1,800 XP) Rampage. When the gnoll reduces a creature to 0
hit points with a melee attack on its turn, the gnoll
Rampage. When the gnoll reduces a creature to 0 can take a bonus action to move up to half its
hit points with a melee attack on its turn, the gnoll speed and make a bite attack.
can take a bonus action to move up to half its
speed and make a bite attack. Insatiable Hunger. When the gnoll makes a bite
attack against a dead or unconscious creature, it
Insatiable Hunger. When the gnoll makes a bite gains 5 temporary HP. When the gnoll makes a bite
attack against a dead or unconscious creature, it attack against a living gnoll, it gains 10 temporary
gains 5 temporary HP. When the gnoll makes a bite HP.
attack against a living gnoll, it gains 10 temporary Brute. A melee weapon deals one extra die of its
HP. damage when the gnoll hits with it (included in the
attack).
Actions
Frenzied Presence. Gnolls within 30 feet of the Pack
Multiattack. The gnoll makes three attacks: one with
Lord add 1d4 to their attack rolls.
its bite and two with its cudgel.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Actions
one creature. Hit: 5 (1d4+3) piercing damage. Multiattack. The gnoll makes three attacks: one with
Cudgel of Bloody Teeth. Melee Weapon Attack: +6 its bite and two with its cudgel. It may replace its
to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) bite attack with a use of its Pack Cackle ability.
piercing damage and the target is pushed back 5 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
feet. one creature. Hit: 5 (1d4+3) piercing damage.
Howl to the Lord of Ruin (Recharge 5-6). Each other
Spined Halberd. Melee Weapon Attack: +6 to hit,
gnoll within 30 feet may use its reaction to make a
reach 5 ft., one creature. Hit: 14 (2d10+3) piercing
melee attack.
damage and the target must make a DC 15
Strength saving throw or be pushed 10 feet back
and knocked prone.
Pack Cackle (Recharge 5-6). Each other gnoll within
30 feet may use its reaction to move up to half its
speed without provoking attacks of opportunity.
Goblins
Goblin Goblin Skulker
Small humanoid (goblinoid), neutral evil Small humanoid (goblinoid), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 8 (-1)
Nimble Escape. The goblin can take the Disengage Nimble Escape. The goblin can take the Disengage
or Hide action as a bonus action on each of its or Hide action as a bonus action on each of its
turns. turns.
Skulker The Skulker's attacks deal an additional 2
Actions damage for each friendly goblin adjacent to its
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 target.
ft., one target. Hit: 6 (1d6 + 2) slashing damage.
Actions
Shortbow. Ranged Weapon Attack: +4 to hit, reach
80/320 ft., one target. Hit: 6 (1d6 + 2) piercing Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
damage. one target. Hit: 6 (1d4 + 3) slashing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
Reactions reach 80/320 ft., one target. Hit: 8 (1d8 + 3)
Slippery. If an attack misses the goblin, it can move piercing damage.
up to 5 feet as a reaction without provoking attacks
of opportunity. Reactions
Slippery. If an attack misses the goblin, it can move
up to 5 feet as a reaction without provoking attacks
of opportunity.
Goblin Doom Diver Goblin Taunter
Small humanoid (goblinoid), neutral evil Small humanoid (goblinoid), neutral evil
Armor Class 14 (Leather Armor) Armor Class 16 (Studded Leather Armor, Shield)
Hit Points 5 (2d6-2) Hit Points 52 (7d10 + 14)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 8 (-1) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 8 (-1)
Nimble Escape. The goblin can take the Disengage Underfoot. The goblin taunter can take the Dodge
or Hide action as a bonus action on each of its action as a bonus action if it is within 5 feet of at
turns. least two enemies.
Inspiring Demise. When the doom diver dies, up to Attention Grabbing. A creature struck by the goblin
four goblins within 30 feet may use their reaction must succeed on a DC 12 Wisdom saving throw or
to make a melee weapon attack. have disadvantage on all attack rolls against targets
other than the goblin until the end of the creature's
Born to Fall. The doom diver may make attacks next turn.
while falling. Its attacks add an additional die of
weapon damage for each 10 feet it falls, to a Actions
maximum of 3 additional die.
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft.,
Actions one target. Hit: 5 (1d4 + 2) slashing damage.
Doom Dive. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning Reactions
damage. Slippery. If an attack misses the goblin, it can move
up to 5 feet as a reaction without provoking attacks
Reactions of opportunity.
Slippery. If an attack misses the goblin, it can move
up to 5 feet as a reaction without provoking attacks
of opportunity.
Goblin Worg-Rider Goblin Whirlwind
Small humanoid (goblinoid), neutral evil Small humanoid (goblinoid), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (-1)
Nimble Escape. The goblin can take the Disengage Nimble Escape. The goblin can take the Disengage
or Hide action as a bonus action on each of its or Hide action as a bonus action on each of its
turns. turns.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 13 (+1) 14 (+2) 10 (+0) 8 (-1)
Nimble Escape. The goblin can take the Disengage Nimble Escape. The goblin can take the Disengage
or Hide action as a bonus action on each of its or Hide action as a bonus action on each of its
turns. turns.
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Actions
Spiked Bone Club. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing
damage.This attack has advantage against a creature
that relies on darkvision to see.
Harengon
Harengon Lumberjack
Small humanoid (harengon), chaotic neutral
Armor Class 19
Hit Points 88(1d4 + 5)
Speed 40 ft.
Actions
Kick. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2) bludgeoning damage
and the creature is pushed 5 feet away.
Logging Axe. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 7 (1d10 + 2) slashing damage.
This attack deals an extra 3 (1d6) damage to a
prone creature.
Reactions
Borrow Luck. As a reaction to failing a saving throw
or missing with an attack, the harengon may reroll
the triggering roll. If it does, the harengon's next
attack or saving throw is made at disadvantage.
Hobgoblins
Hobgoblin Hobgoblin Phalanxite
Medium humanoid (goblinoid), lawful evil Medium humanoid (goblinoid), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
Martial Advantage. Once per turn, the hobgoblin can Martial Advantage. Once per turn, the hobgoblin can
deal an extra 7 (2d6) damage to a creature it hits deal an extra 7 (2d6) damage to a creature it hits
with a weapon attack if that creature is within 5 with a weapon attack if that creature is within 5
feet of an ally of the hobgoblin that isn't feet of an ally of the hobgoblin that isn't
incapacitated. incapacitated.
Coordinated Advance. The hobgoblin acts on Coordinated Advance. The hobgoblin acts on
initiative count 10, instead of rolling initiative. initiative count 10, instead of rolling initiative.
Creatures with this trait share a turn, taking their Creatures with this trait share a turn, taking their
actions and movement in any order. actions and movement in any order.
Shield Bearer. The Phalanxite grants half cover to
Actions friendly creatures within 5 feet of it that don't have
Flail. Melee Weapon Attack: +3 to hit, reach 5 ft., this trait.
one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Actions
Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing Longspear. Melee Weapon Attack: +3 to hit, reach
damage. 10 ft., one target. Hit: 5 (1d6 + 1) piercing damage.
Reactions
Brace. The Phalanxite may, as a reaction, force a
creature that enters the its reach with its Longspear
to make a DC 11 Dexterity Saving Throw. On a
failed save, its movement is reduced to 0 until the
end of the turn.
Hobgoblin Hobgoblin Warspeaker
Medium humanoid (goblinoid), lawful evil
Longbowman
Medium humanoid (goblinoid), lawful evil Armor Class 16 (Chain Mail)
Hit Points 30 (4d10+8)
Armor Class 16 (Chain Mail) Speed 30ft.
Hit Points 11 (2d8+2)
Speed 30ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 15 (+2) 10 (+0) 10 (+0) 15 (+2)
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 9 (-1) Skills Athletics +3
Senses Darkvision 60 ft., Passive Perception 10
Skills Athletics +3 Languages Common, Goblin
Senses Darkvision 60 ft., Passive Perception 10 Challenge 2 (200 XP)
Languages Common, Goblin
Challenge 1 (200 XP) Martial Advantage. Once per turn, the hobgoblin can
deal an extra 7 (2d6) damage to a creature it hits
Martial Advantage. Once per turn, the hobgoblin can with a weapon attack if that creature is within 5
deal an extra 7 (2d6) damage to a creature it hits feet of an ally of the hobgoblin that isn't
with a weapon attack if that creature is within 5 incapacitated.
feet of an ally of the hobgoblin that isn't
incapacitated. Coordinated Advance. The hobgoblin acts on
initiative count 10, instead of rolling initiative.
Coordinated Advance. The hobgoblin acts on Creatures with this trait share a turn, taking their
initiative count 10, instead of rolling initiative. actions and movement in any order.
Creatures with this trait share a turn, taking their
actions and movement in any order. Actions
Multiattack. The Warspeaker makes two attacks with
Actions either its Flail or its Barked Command.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing Flail. Melee Weapon Attack: +3 to hit, reach 5 ft.,
damage. one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Barked Command. 60 ft range, 1 target. Target
Supressing Fire. 150 ft range. Creatures in a 20 foot
creature must succeed on a DC 12 Wisdom Saving
square within range must succeed on a DC 12
Throw or be forced to use its reaction to make a
Dexterity Saving Throw or have their movement
melee attack against a creature other than itself
speed reduced by 10 and suffer disadvantage on
that the Warspeaker chooses. A willing creature can
ranged attacks until the end of their next turn.
choose to fail this save.
Hobgoblin Hand of Hobgoblin Warlord
Medium humanoid (goblinoid), lawful evil
Bane
Medium humanoid (goblinoid), lawful evil Armor Class 18 (Chain Mail, Shield)
Hit Points 102 (12d10+36)
Armor Class 18 (Chain Mail, Shield) Speed 30ft.
Hit Points 30 (4d10+8)
Speed 30ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 15 (+2)
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 10 (+0) 10 (+0) 15 (+2) Skills Athletics +7
Senses Darkvision 60 ft., Passive Perception 10
Skills Athletics +3 Languages Common, Goblin
Senses Darkvision 60 ft., Passive Perception 10 Challenge 5 (2,900 XP)
Languages Common, Goblin
Challenge 2 (200 XP) Martial Advantage. Once per turn, the hobgoblin can
deal an extra 7 (2d6) damage to a creature it hits
Martial Advantage. Once per turn, the hobgoblin can with a weapon attack if that creature is within 5
deal an extra 7 (2d6) damage to a creature it hits feet of an ally of the hobgoblin that isn't
with a weapon attack if that creature is within 5 incapacitated.
feet of an ally of the hobgoblin that isn't
incapacitated. Coordinated Advance. The hobgoblin acts on
initiative count 10, instead of rolling initiative.
Coordinated Advance. The hobgoblin acts on Creatures with this trait share a turn, taking their
initiative count 10, instead of rolling initiative. actions and movement in any order.
Creatures with this trait share a turn, taking their Indomitable Leader. Friendly hobgoblins within 30
actions and movement in any order. feet of the Warlord have advantage on saving
throws against spells and magical effects.
Actions
Target Priority. Whenever the Warlord hits a creature
Multiattack. The Hand of Bane makes two attacks
with an attack, up to one hobgoblin within 30 feet
with its Flail of Challenge and uses its Bane's
may use its reaction to make a weapon attack
Blessing.
against the same creature.
Flail of Challenge. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning Actions
damage and the target must succeed on a DC 13 Multiattack. The Warlord makes two attacks with its
Wisdom Saving Throw. On a failed save, the target Flail of Terror and uses its Phalanx Shove ability.
has disadvantage on attack rolls that target
creatures other than the Hand of Bane on its next Flail of Terror. Melee Weapon Attack: +6 to hit,
turn. reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage and the target must succeed on a DC 13
Bane's Blessing. 15 ft range, one target. The target Wisdom Saving Throw. On a failed save, the target
gains 1d4 Temporary HP for each Hobgoblin within must use all of its movement on its next turn to
10 feet of it. move away from the Warlord.
Flail of Tyranny (Recharge 6). 5 ft range, one target.
Phalanx Shove. Each enemy creature within 30 feet
The target must succeed at a DC 13 Constitution
that is adjacent to a hobgoblin must make a DC 15
Saving Throw or take 18 (4d8) bludgeoning
Strength save or be shoved 10 feet in a direction of
damage and be stunned until the end of the Hand
the Warlord's choice.
of Bane's next turn.
Iron Resolve (Recharge 6). Up to 3 Hobgoblins with
0 HP within 20 feet regain 1 HP.
Hobgoblin Battle Mind
Medium humanoid (goblinoid), lawful evil
Skills Athletics +7
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 5 (1,800 XP)
Actions
Multiattack. The Battle Mind makes two attacks with
its Bleeding Bow and uses its Bane's Blessing.
Bleeding Bow. Ranged Weapon Attack: +7 to hit,
reach 150/600 ft., one target. Hit: 7 (1d8 + 3)
bludgeoning damage and the target must succeed
on a DC 15 Constitution Saving Throw. On a failed
save, the target has disadvantage on death saves for
the next minute.
Bane's Blessing. 15 ft range, three targets. Each
target gains 1d4 Temporary HP for each Hobgoblin
within 10 feet of it.
Arrow of Destruction (Recharge 6). 150 ft range, 20
ft radius sphere. Creatures in the area must succeed
at a DC 15 Dexterity Saving Throw or take 14 (4d6)
fire damage and be be knocked prone, or half
damage on a success.
Jackalwere
Jackalwere
Medium humanoid (shapechanger), chaotic evil
Armor Class 12
Hit Points 18 (4d8)
Speed 40 ft.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) piercing damage.
Vicious Scimitar. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing
damage. On a critical hit, this attack deals an
additional 7 damage.
Kenku
Kenku
Medium humanoid (kenku), chaotic neutral
Armor Class 13
Hit Points 13 (3d8)
Speed 30 ft.
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
Kobolds
Kobold Winged Kobold (Urd)
Small humanoid (kobold), lawful evil Small humanoid (kobold), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) 7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Sunlight Sensitivity. While in sunlight, the kobold Sunlight Sensitivity. While in sunlight, the kobold
has disadvantage on attack rolls, as well as on has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight. Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack Pack Tactics. The kobold has advantage on an attack
roll against a creature if at least one of the kobold's roll against a creature if at least one of the kobold's
allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally
isn't incapacitated. isn't incapacitated.
Flimsy Bravado. If the kobold misses a creature with Flimsy Bravado. If the kobold misses a creature with
an attack, its speed increases by 15 feet until the an attack, its speed increases by 15 feet until the
end of its turn, and attacks of opportunity are made end of its turn, and attacks of opportunity are made
against it at disadvantage. against it at disadvantage.
Actions Actions
Cutpurse Dagger. Melee Weapon Attack: +4 to hit, Cutpurse Dagger. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
damage. On a critical hit, the target must succeed damage. On a critical hit, the target must succeed
on a DC 12 Dexterity saving throw or have an item on a DC 13 Dexterity saving throw or have an item
that is worn or carried, but not wielded, stolen. that is worn or carried, but not wielded, stolen.
Sling. Ranged Weapon Attack: +4 to hit, range Dropped Rock. Ranged Weapon Attack: +5 to hit,
30/120 ft., one target. Hit: 4 (1d4 + 2) one target directly below the kobold. Hit: 7 (2d6)
bludgeoning damage. bludgeoning damage. If this attack is made from
more than 30 ft. away, it has disadvantage, but does
an additional 7 (2d6) damage.
Kobold Bruiser Kobold Trapsetter
Small humanoid (kobold), lawful evil Small humanoid (kobold), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 10 (+0) 7 (-2) 8 (-1) 7 (-2) 15 (+2) 9 (-1) 14 (+2) 10 (0) 8 (-1)
Sunlight Sensitivity. While in sunlight, the kobold Sunlight Sensitivity. While in sunlight, the kobold
has disadvantage on attack rolls, as well as on has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight. Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack Pack Tactics. The kobold has advantage on an attack
roll against a creature if at least one of the kobold's roll against a creature if at least one of the kobold's
allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally
isn't incapacitated. isn't incapacitated.
Flimsy Bravado. If the kobold misses a creature with Flimsy Bravado. If the kobold misses a creature with
an attack, its speed increases by 15 feet until the an attack, its speed increases by 15 feet until the
end of its turn, and attacks of opportunity are made end of its turn, and attacks of opportunity are made
against it at disadvantage. against it at disadvantage.
Actions Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5 Sling. Ranged Weapon Attack: +4 to hit, range
ft., one target. Hit: 7 (1d8 + 2) piercing damage. 30/120 ft., one target. Hit: 4 (1d4 + 2)
bludgeoning damage.
Sling. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 4 (1d4 + 2) Throw Hunting Trap (3/day). The kobold hurls a saw-
bludgeoning damage. toothed steel ring at a creature within 10 feet. The
creature must succeed on a DC 12 Dexterity Saving
Reactions Throw or suffer 1d4 piercing damage as the trap
snaps shut on them. Until the creature breaks free
The Harder They Fall. When an ally hits a creature of the trap, its movement is reduced by 5 feet and
within 5 feet of the Kobold Bruiser with a melee it can't take reactions. A creature can use its action
attack, the kobold may shove the creature as a to make a DC 12 Strength check, freeing itself or
reaction. The creature must make a DC14 Strength another creature within its reach from a trap on a
Saving Throw or fall prone. success. Each failed check deals 1 piercing damage
to the trapped creature.
Quick Snare (1/day). The kobold rapidly sets a
magical snare, designating a 5 foot radius circle
that it touches. The first time a creature steps into
the circle, the trap is triggered. The triggering
creature must succeed on a DC 12 Dexterity Saving
Throw or or fall prone and be hoisted into the air
where it hangs upside down 3 feet above the
protected surface, where it is restrained.
The restrained creature can make a Dexterity saving
throw with disadvantage at the end of each of its
turns and ends the restrained effect on a success.
Kobold Dragoncaller Kobold Censer Bearer
Small humanoid (kobold), lawful evil Small humanoid (kobold), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 10 (0) 13 (+1) 10 (0) 15 (+2) 10 (+0) 15 (+2) 10 (+0) 8 (-1) 7 (-2) 8 (-1)
Sunlight Sensitivity. While in sunlight, the kobold Sunlight Sensitivity. While in sunlight, the kobold
has disadvantage on attack rolls, as well as on has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight. Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack Pack Tactics. The kobold has advantage on an attack
roll against a creature if at least one of the kobold's roll against a creature if at least one of the kobold's
allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally
isn't incapacitated. isn't incapacitated.
Flimsy Bravado. If the kobold misses a creature with Flimsy Bravado. If the kobold misses a creature with
an attack, its speed increases by 15 feet until the an attack, its speed increases by 15 feet until the
end of its turn, and attacks of opportunity are made end of its turn, and attacks of opportunity are made
against it at disadvantage. against it at disadvantage.
Smoking Censer. A 20 foot radius cloud of hazy
Actions smoke surrounds the kobold, rendering the area
Firebolt. Ranged Spell Attack: +4 to hit, range 120 lightly obscured.
ft., one target. Hit: 5 (1d10) fire damage.
Actions
Fearsome Ventriloquy (3/day). The kobold conjures a
fearsome illusory voice that emanates from a point Censer. Melee Weapon Attack: +2 to hit, reach 5 ft.,
within 120 feet, giving the impression that a one target. Hit: 5 (1d8) bludgeoning damage. On a
powerful creature is about to join the fray. Each critical hit, the target must make a DC 10 Strength
creature of the kobold's choice must succeed on a Saving Throw or be disarmed, dropping a single
DC 12 Intelligence Saving Throw or be Frightened item it's holding.
until the end of the kobold's next turn. A creature Sling. Ranged Weapon Attack: +4 to hit, range
that succeeds on its save is immune to this ability 30/120 ft., one target. Hit: 4 (1d4 + 2)
for the next 24 hours. bludgeoning damage.
Illusory Wyrmling (1/day). The kobold creates a
medium shadowy dragon in an unoccupied space
that it can see within 120 feet. The illusion lasts for
1 minute, or until it loses concentration (as if it
were concentrating on a spell). As a bonus action,
the kobold can move the illusion up to 60 feet. At
any point during its movement, it can cause the
illusion to exhale a blast of energy in a 15-foot
cone originating from its space. Each creature in
the cone must succeed on a DC 12 Intelligence
saving throw, taking 3d6 fire damage, or half as
much damage on a successful one.
Kobold Scalepriest
Small humanoid (kobold), lawful evil
Actions
Inspire Valor (Recharge 6). Each friendly kobold
within 30 feet gains 2d4 temporary HP.
Draconic Blessing. The kobold blesses up to three
target creatures within 30 feet. Whenever a target
makes an attack roll or a saving throw before the
end of the scalepriest's next turn, the target can roll
a d4 and add the number rolled to the attack roll or
saving throw.
Shortbow. Ranged Weapon Attack: +4 to hit, reach
80/320 ft., one target. Hit: (1d6 + 2) piercing
damage.
Kuo-Toa
Kuo-Toa Harpooner Kuo-Toa Cutter
Medium humanoid (kuo-toa), neutral evil Medium humanoid (kuo-toa), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 11 (+0) 13 (+1) 8 (-1) 13 (+1) 17 (+3) 16 (+3) 11 (+0) 15 (+2) 8 (-1)
Amphibious. The kuo-toa can breathe air and water. Amphibious. The kuo-toa can breathe air and water.
Empowered Denial. If the kuo-toa would make a Empowered Denial. If the kuo-toa would make a
saving throw, it may make a Wisdom saving throw saving throw, it may make a Wisdom saving throw
of the same DC instead. On a successful save, the of the same DC instead. On a successful save, the
kuo-toa suffers no harmful effects. kuo-toa suffers no harmful effects.
Unhinged Credulity. A creature within 60 feet of at Unhinged Credulity. A creature within 60 feet of at
least five kuo-toa may cast a spell it knows with a least five kuo-toa may cast a spell it knows with a
successful Charisma (Deception) or Charisma successful Charisma (Deception) or Charisma
(Performance) check, rather than a spell slot. The (Performance) check, rather than a spell slot. The
DC equals 25 plus the spell's level. DC equals 25 plus the spell's level.
Wriggly. The kuo-toa can spend 5 feet of movement
Actions to attempt to escape from nonmagical restraints.
Harpoon. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 Actions
(1d6 + 2) piercing damage. If the target is a Gut Hook. Melee Weapon Attack: +5 to hit, reach 5
Medium or smaller creature, it must succeed on a ft., one target. Hit: 8 (2d4+3) slashing damage and
DC 14 Strength saving throw or be pulled up to 10 the target begins to bleed, losing 2 (1d4) hit points
feet toward the kuo-toa. A creature that succeeds at the start of each of its turns. This effect ends
by 5 or more instead disarms the kuo-toa. when a creature succeeds on a DC 12 medicine
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., check as an action, or when the bleeding creature
one target. Hit: 4 (1d4 + 2) piercing damage. receives magical healing.
Reactions Reactions
Sticky Shield. As a reaction to being missed with a Slippery. As a reaction to being missed by a melee
melee weapon attack, the kuo-toa uses its sticky attack, the kuo-toa can move up to 10 feet without
shield to catch the weapon. The attacker must provoking attacks of opportunity.
succeed on a DC 12 Strength saving throw, or the
weapon becomes stuck to the kuo-toa's shield. A
creature may free its weapon as an action or bonus
action with a successful DC 11 Strength (Athletics)
check. Variant: Insane Credulity. If you really want things to
pop off, you can reduce the threshold to cast a
spell to 15+Spell Level, and change the restriction
to "Spells of a level the caster has slots for". This
probably won't break anything, but it will prompt
questions about why a talented liar has not yet
conquered the world (unless, of course, one has).
Kuo-Toa Drowner Kuo-Toa Monitor
Medium humanoid (kuo-toa), neutral evil Medium humanoid (kuo-toa), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 11 (+0) 15 (+2) 8 (-1) 12 (+1) 14 (+2) 16 (+2) 14 (+2) 16 (+3) 13 (+1)
Amphibious. The kuo-toa can breathe air and water. Amphibious. The kuo-toa can breathe air and water.
Empowered Denial. If the kuo-toa would make a Empowered Denial. If the kuo-toa would make a
saving throw, it may make a Wisdom saving throw saving throw, it may make a Wisdom saving throw
of the same DC instead. On a successful save, the of the same DC instead. On a successful save, the
kuo-toa suffers no harmful effects. kuo-toa suffers no harmful effects.
Unhinged Credulity. A creature within 60 feet of at Unhinged Credulity. A creature within 60 feet of at
least five kuo-toa may cast a spell it knows with a least five kuo-toa may cast a spell it knows with a
successful Charisma (Deception) or Charisma successful Charisma (Deception) or Charisma
(Performance) check, rather than a spell slot. The (Performance) check, rather than a spell slot. The
DC equals 25 plus the spell's level. DC equals 25 plus the spell's level.
Actions Actions
Multiattack. The kuo-toa makes two attacks. Multiattack. The kuo-toa makes two attacks.
Dragging Net. Ranged Weapon Attack: +4 to hit, Lightning Fist. Melee Weapon Attack: +5 to hit,
range 20 ft., one Large or smaller creature. Hit: The reach 10 ft., one target. Hit: 15 (2d10+4) lightning
target is restrained. While the target is restrained in damage and the target must succeed on a DC 13
this way, the kuo-toa can drag the creature with it Constituiton saving throw or suffer disadvantage on
when it moves. A creature can use its action to attack rolls and saving throws that use Dexterity for
make a DC 13 Strength check to free itself or the next minute. An affected creature repeats this
another creature in a net, ending the effect on a saving throw at the end of each of its turns, ending
success. Dealing 5 slashing damage to the net (AC the effect on a success.
10) frees the target without harming it and Crackling Lure. Ranged Weapon Attack: +5 to hit,
destroys the net. range 30 ft., one Large or smaller creature. Hit: 12
Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., (2d8+3) lightning damage and the target is pulled
one target. Hit: 5 (1d4+3) bludgeoning damage. If 10 ft. toward the kuo-toa.
the target is holding its breath, it loses one minute
of held breath. Reactions
Slippery. As a reaction to being missed by a melee
Reactions attack, the kuo-toa can move up to 10 feet without
Slippery. As a reaction to being missed by a melee provoking attacks of opportunity.
attack, the kuo-toa can move up to 10 feet without
provoking attacks of opportunity. Your Eyes Lie! As a reaction to a creature within 60
ft. casting a spell, the kuo-toa makes an attack
Reel. As a reaction to a creature failing an attempt against a friendly creature in range. If the attack
to escape its net, the kuo toa may drag the creature hits, it deals minimum damage instead of rolling,
15 ft. closer to it. and the target has advantage on Wisdom saving
throws it makes this turn.
Lizardfolk
Lizardfolk Lizardfolk Marsh
Medium humanoid (lizardfolk), neutral
Mystic
Armor Class 15 (Natural Armor, Shield) Medium humanoid (lizardfolk), neutral
Hit Points 49 (9d8 + 9)
Speed 30 ft., swim 30 ft. Armor Class 14 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2) STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 17 (+3) 11 (+0) 16 (+3) 9 (-1)
Skills Perception +3, Stealth +4, Survival +5
Senses Passive Perception 13
Languages Draconic Skills Perception +3, Stealth +4, Survival +5
Challenge 1 (200 XP) Senses Passive Perception 13
Languages Draconic
Challenge 3 (700 XP)
Hold Breath. The lizardfolk can hold its breath for
15 minutes. It has advantage on checks made to
hide while submerged. Hold Breath. The lizardfolk can hold its breath for
15 minutes. It has advantage on checks made to
Cold Blooded. If the lizardfolk takes cold damage, it hide while submerged.
cannot make more than one attack on its next turn.
Cold Blooded. If the lizardfolk takes cold damage, it
Feral Bite. If the lizardfolk has fewer than 25 hit cannot make more than one attack on its next turn.
points, it may make a bite attack as a bonus action.
Feral Bite. If the lizardfolk has fewer than 46 hit
Actions points, it may make a bite attack as a bonus action.
Multiattack. The lizardfolk makes two attacks: one Actions
with its javelin and one with its shield.
Multiattack. The lizardfolk makes two attacks: one
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., with its pike and one with its shield. It may use its
one target. Hit: 5 (1d6 + 2) piercing damage. Swamp Tangle in place of its pike, if available.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
reach 5 ft. or range 30/120 ft., one target. Hit: 5 one target. Hit: 5 (1d6 + 2) piercing damage.
(1d6 + 2) piercing damage.
Hooked Pike. Melee: +4 to hit, reach 10 ft., one
Spiked Shield. Melee Weapon Attack: +4 to hit, target. Hit: 7 (1d10 + 2) slashing damage. If the
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing target is mounted, it is dragged from its mount and
damage. takes an additional 3 (1d6) bludgeoning damage.
Swamp Tangle (Recharge 5-6, concentration). The
lizardfolk creates a 20 foot radius of verdant,
swampy growth that thrives on spilled blood for the
next minute. Whenever a hostile creature takes
piercing or slashing damage in the area, it takes a
cumulative minus 10 penalty to its movement
speed until the end of its next turn.
Spiked Shield. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Reactions
Mire Grasp. As a reaction to a creature affected by
the lizardfolk's Swamp Tangle having its movement
speed reduced to 0, the lizardfolk may force the
affected creature to succeed on a DC 13 Strength
saving throw or be restrained (escape DC 13) by
grasping vegetation.
Merfolk
Merfolk
Medium humanoid (merfolk), neutral
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 10 ft., swim 40 ft.
Skills Perception +2
Senses Passive Perception 12
Languages Aquan, Common
Challenge 1/8 (25 XP)
Actions
Spear. Melee or Ranged Weapon Attack: +2 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3
(1d6) piercing damage, or 4 (1d8) piercing damage
if used with two hands to make a melee attack.
Enchanting Lure. One creature within 30 feet that
can see the merfolk must succeed on a DC 9
Wisdom saving throw or be charmed until the
beginning of the merfolk's next turn. While
charmed in this way, the creature must use its
movement to approach the merfolk. If the creature
is holding its breath, it stops holding its breath.
Orcs
Orc Orc Deadeye
Medium humanoid (orc), chaotic evil Medium humanoid (orc), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0) 14 (+2) 16 (+3) 16 (+3) 7 (-2) 11 (+0) 10 (+0)
Aggressive. As a bonus action, the orc can move up Aggressive. As a bonus action, the orc can move up
to its speed toward a hostile creature that it can to its speed toward a hostile creature that it can
see. see.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 11 (+0) 10 (+0)
Skills Athletics +5, Intimidation +2 Skills Athletics +5, Intimidation +2, Survival +2
Senses Darkvision 60 Ft., passive Perception 10 Senses Darkvision 60 Ft., passive Perception 10
Languages Common, Orc Languages Common, Orc
Challenge 1 (200 XP) Challenge 1 (200 XP)
Aggressive. As a bonus action, the orc can move up Aggressive. As a bonus action, the orc can move up
to its speed toward a hostile creature that it can to its speed toward a hostile creature that it can
see. see.
Powerful Strikes. If the orc moved at least 10 feet Powerful Strikes. If the orc moved at least 10 feet
straight toward a target and then hits it with a straight toward a target and then hits it with a
melee weapon attack, the target must succeed on a melee weapon attack, the target must succeed on a
DC 13 Strength Saving Throw or be knocked prone. DC 13 Strength Saving Throw or be knocked prone.
In the Thick If the orc is flanked by two or more Actions
enemies it may make two greataxe attacks with its
action, instead of one. Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6
Actions (1d6 + 3) piercing damage.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 Plant Stakes (3/day). The orc trencher plants stakes
ft., one target. Hit: 9 (1d12 + 3) slashing damage. in a 5 foot radius area. The area becomes difficult
terrain for the duration. When a creature moves
Javelin. Melee or Ranged Weapon Attack: +5 to hit, into or within the area, it takes 5 (2d4) piercing
reach 5 ft. or range 30/120 ft., one target. Hit: 6 damage for every 5 feet it travels.
(1d6 + 3) piercing damage.
Fortify (1/day). The orc trencher raises a 10 foot by
Reactions 10 foot wall that counts as three-quarters cover for
those sheltering behind it, granting a +5 bonus to
Savage Demise. When the orc drops to 0 HP, it may AC and saving throws. The wall has AC 15 and 20
use its reaction to make a single attack before hit points.
falling unconscious.
Reactions
Savage Demise. When the orc drops to 0 HP, it may
use its reaction to make a single attack before
falling unconscious.
Orc Eye of Gruumsh Orc Warboss
Medium humanoid (orc), chaotic evil Medium humanoid (orc), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 12 (+1) 18 (+4) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)
Aggressive. As a bonus action, the orc can move up Aggressive. As a bonus action, the orc can move up
to its speed toward a hostile creature that it can to its speed toward a hostile creature that it can
see. see.
Powerful Strikes. If the orc moved at least 10 feet Powerful Strikes. If the orc moved at least 10 feet
straight toward a target and then hits it with a straight toward a target and then hits it with a
melee weapon attack, the target must succeed on a melee weapon attack, the target must succeed on a
DC 15 Strength Saving Throw or be knocked prone. DC 15 Strength Saving Throw or be knocked prone.
Swift Arm of Vengeance. When the eye of Gruumsh Actions
is reduced below 23 hit points, each friendly orc
within 15 feet may use its reaction to make a single Multiattack The orc warboss makes two greataxe
melee weapon attack. attacks.
Skills Athletics +5
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Undercommon
Challenge 2 (450 XP)
Actions
Multiattack. The quaggoth makes two attacks; one
its Claw and one with its Bite.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage. If this
attack was made at advantage, the target must
succeed on a DC 13 Strength saving throw or be
knocked prone.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage.
Ratfolk
Ratfolk Swarmslave Ratfolk Clanrat
Medium humanoid (ratfolk), any chaotic alignment Medium humanoid (ratfolk), any chaotic alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 9 (-1) 12 (+1) 10 (+0) 9 (-1) 8 (-1) 13 (+1) 10 (+0) 12 (+1) 10 (+0) 9 (-1)
Quick Squeeze. The ratfolk may move through any Quick Squeeze. The ratfolk may move through any
space larger than its skull without squeezing. space larger than its skull without squeezing.
Gnaw Through. The ratfolk can burrow a tiny hole Gnaw Through. The ratfolk can burrow a tiny hole
through one foot of nonmagical wood in ten through one foot of nonmagical wood in ten
minutes, or through one foot of stone or soft metal minutes, or through one foot of stone or soft metal
in one hour. in one hour.
Scurry Away! As a bonus action, the ratfolk can Scurry Away! As a bonus action, the ratfolk can
move up to its speed directly away from a hostile move up to its speed directly away from a hostile
creature that it can see. creature that it can see.
Actions Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage. one target. Hit: 3 (1d4 + 1) piercing damage.
Rusted Blade. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage. On a critical hit, the target is infected with
Lockjaw. An infection stiffens the the creature's Lockjaw. On a natural 1, the blade breaks and
joints, impeding its ability to speak well. The becomes unusable.
creature's movement speed is reduced by 5, it has
disadvantage on Charisma skill checks, and it must
first succeed on a DC 10 Constituion saving throw
to perform the verbal components of a spell. On a Filth Fever. A raging fever sweeps through the
failed save, the action is wasted. creature’s body. The creature has disadvantage on
Strength checks, Strength saving throws, and
attack rolls that use Strength. Every 24 hours that
elapse, the target make a DC 15 Constitution
saving throw, reducing its hit point maximum by 5
(1d10) on a failure. The disease is cured on a
success. The target dies if the disease reduces its
hit point maximum to 0. This reduction to the
target's hit point maximum lasts until the disease
is cured.
Ratfolk Breach Vermin Ratfolk Plaguebearers
Medium humanoid (ratfolk), any chaotic alignment Medium humanoid (ratfolk), any chaotic alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 12 (+1) 10 (+0) 9 (-1) 14 (+2) 17 (+3) 16 (+3) 12 (+1) 10 (+0) 7 (-2)
Saving Throws DEX +3, CON +4 Saving Throws DEX +3, CON +4
Skills Perception +2, Stealth +3 Skills Perception +2, Stealth +3
Senses Darkvision 30 ft., Passive Perception 12 Senses Darkvision 30 ft., Passive Perception 12
Languages Common, Ratfolk Languages Common, Ratfolk
Challenge 2 (450 XP) Challenge 5 (1,800 XP)
Gnaw Through. The ratfolk can burrow a tiny hole Quick Squeeze. The ratfolk may move through any
through one foot of nonmagical wood in ten space larger than its skull without squeezing.
minutes, or through one foot of stone or soft metal
in one hour. Gnaw Through. The ratfolk can burrow a tiny hole
through one foot of nonmagical wood in ten
Scurry Away! As a bonus action, the ratfolk can minutes, or through one foot of stone or soft metal
move up to its speed directly away from a hostile in one hour.
creature that it can see. Scurry Away! As a bonus action, the ratfolk can
Pack Tactics. The ratfolk has advantage on an attack move up to its speed directly away from a hostile
roll against a creature if at least one of the ratfolk’s creature that it can see.
allies is within 5 feet of the creature and the ally Backswing. If the ratfolk misses with a melee attack,
isn't incapacitated. its next melee attack this turn is made at advantage.
Breacher. A creature that is Surprised by one or
more breach vermin must succeed on a DC 12 Actions
Wisdom saving throw or be Frightened. A Multiattack. The ratfolk makes three attacks with its
Frightened creature repeats this save at the end of censer.
each of its turns after the first, ending the effect on
a success. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 3) piercing damage and
Actions 14 (4d6) necrotic damage.
Multiattack. The ratfolk makes three attacks: two Plague Censer. Melee Weapon Attack: +6 to hit,
with its glaive and one with its bite. reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage and the target must succeed on a DC 14
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Constituiton saving throw or take 7 (2d6) poison
one target. Hit: 3 (1d4 + 2) piercing damage. damage and be infected with Filth Fever. On a
Rusted Glaive. Melee Weapon Attack: +4 to hit, natural 1, censer is ripped from the ratfolk's grasp
reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing and flung 15 ft. away.
damage. On a critical hit, the target is infected with
Lockjaw. On a natural 1, the blade breaks and Reactions
becomes unusable. Infected Resilience. As a reaction to being hit with
Brace for Charge (Recharge 6). Until the beginning of an attack, the ratfolk may halve the attack's damage.
the breach vermin's next turn, whenever a creature If the attack dealt slashing or piercing damage, one
enters its melee range it may make a glaive attack creature within 5 feet must succeed on a DC 14
against it. If the attack hits, the creature may not Constituion saving throw or be infected with Filth
move closer to the breach vermin this turn. Fever.
Sahuagin
Sahuagin Sahuagin Hunter Saint
Medium humanoid (sahuagin), lawful evil Medium humanoid (sahuagin), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1) 16 (+3) 14 (+2) 15 (+2) 12 (+1) 15 (+2) 9 (-1)
Blood Frenzy. The sahuagin has advantage on melee Blood Frenzy. The sahuagin has advantage on melee
attack rolls against any creature that doesn't have attack rolls against any creature that doesn't have
all its hit points. all its hit points.
Limited Amphibiousness. The sahuagin can breathe Limited Amphibiousness. The sahuagin can breathe
air and water, but it needs to be submerged at least air and water, but it needs to be submerged at least
once every 4 hours to avoid suffocating. once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically Shark Telepathy. The sahuagin can magically
command any shark within 120 feet of it, using a command any shark within 120 feet of it, using a
limited telepathy. limited telepathy.
Drowner. When the sahuagin scores a critical hit Drowner. When the sahuagin scores a critical hit
against a creature that is holding its breath, the against a creature that is holding its breath, the
creature must make a DC 11 Constitution saving creature must make a DC 12 Constitution saving
throw or lose its held breath. throw or lose its held breath.
Actions Actions
Multiattack. The sahuagin makes two melee attacks: Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one with its bite and one with its spear. one target. Hit: 5 (1d4 + 3) piercing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., Water Bolt. Ranged Spell Attack: +4 to hit, range
one target. Hit: 3 (1d4 + 1) piercing damage. 120 ft., one target. Hit: 16 (3d10) bludgeoning
damage and the target is pushed 10 feet away.
Spear. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 Devouring Maw (Recharge 5-6). A spectral maw
(1d8 + 3) piercing damage. manifests in a 10 foot radius around a point within
60 feet. Each creature in the area must ucceed on a
DC 12 Strength saving throw or be restrained until
the end of the sahuagin's next turn. Any creature
that starts its turn in the maw’s area takes 10 (3d6)
piercing damage and the sahuagin gains an equal
amount of temporary HP.
Sahuagin Baron
Medium humanoid (sahuagin), lawful evil
Skills Perception +6
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Sahuagin
Challenge 5 (1,800 XP)
Actions
Multiattack. The sahuagin makes three attacks: one
with its bite and two with its trident. It may use its
blood in the water ability in place of its bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 (2d4 + 4) piercing damage.
Trident. Melee or Ranged Weapon Attack: +7 to hit,
reach 10 ft. or range 20/60 ft., one target. Hit: 13
(2d8 + 4) piercing damage.
Blood in the Water. Each friendly sahuagin within 15
feet may use its reaction to make a bite attack.
Reactions
Raid Leader. As a reaction to a creature within 10
feet attacking an ally of the sahuagin, the sahuagin
may make a trident attack against the attacker.
Shadar-Kai
Shadar-Kai Warrior Shadar-Kai
Medium humanoid (shadar-kai), any alignment
Shadowdancer
Armor Class 14 (Leather Armor) Medium humanoid (shadar-kai), any alignment
Hit Points 58 (9d8 + 18)
Speed 30 ft. Armor Class 15 (Leather Armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 15 (+2) 11 (+0) 12 (+1) 10 (+0) STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 17 (+3) 12 (+1) 15 (+2) 10 (+0)
Skills Stealth +5
Damage Resistances Necrotic
Condition Immunities Charmed, Exhaustion Skills Acrobatics +5, Perception +4, Stealth +5
Senses Passive Perception 11 Damage Resistances Necrotic
Languages Common, Elvish Condition Immunities Charmed, Exhaustion
Challenge 1 (200 XP) Senses Passive Perception 14
Languages Common, Elvish
Challenge 3 (700 XP)
Pain Focus. While it has fewer than 27 hit points,
the shadar-kai may dash or make a melee attack as
a bonus action. Pain Focus. While it has fewer than 47 hit points,
the shadar-kai may dash or make a melee attack as
Creeping Apathy. If the shadar-kai ends its turn a bonus action.
without dealing or receiving damage, its AC is
reduced by 2 until the beginning of its next turn. Creeping Apathy. If the shadar-kai ends its turn
without dealing or receiving damage, its AC is
Actions reduced by 3 until the beginning of its next turn.
Multiattack. The shadar-kai makes two attacks with Backswing. If the shadar-kai misses with a melee
its sickle and uses its Gloom Cage, if available. attack, its next melee attack this turn is made at
advantage.
Cruel Sickle. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Actions
If this damage triggers a saving throw to maintain Multiattack. The shadar-kai makes two attacks with
Concentration, the save is made at disadvantage. its spiked chain and uses its shadow jump.
Gloom Cage (Recharge 5-6). One creature within 30
ft. in dim light or darkness must succeed on a DC Spiked Chain. Melee Weapon Attack: +6 to hit,
12 Dexterity saving throw or be Restrained (escape reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing
DC 12) as wisps of darkness tether it in place for damage, and the target must succeed on a DC 14
the next minute, or until it is exposed to bright Dexterity saving throw or suffer one additional
light. effect of the shadar-kai's choice. The shadar-kai
may not choose the same effect twice in a turn:
The target is grappled (escape DC 14) and
restrained if it is a medium or smaller creature.
The shadar-kai may grapple only one creature this
way.
The target is knocked prone.
The target is pulled up to 5 ft. toward the shadar-
kai.
Shadow Jump. The shadar-kai magically teleports
up to 30 ft. to an unoccupied space it can see. Both
the space it teleports from and to must be in dim
light or darkness.
Shadar-Kai Witch Shadar-Kai Dawnkiller
Medium humanoid (shadar-kai), any alignment Medium humanoid (shadar-kai), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 17 (+3) 11 (+0) 12 (+1) 17 (+3) 13 (+1) 19 (+4) 17 (+3) 14 (+2) 15 (+2) 10 (+0)
Saving Throws WIS +4, CHA +6 Saving Throws DEX +7, INT +5
Skills Stealth +5 Skills Stealth +5
Damage Resistances Necrotic Damage Resistances Necrotic
Condition Immunities Charmed, Exhaustion Condition Immunities Charmed, Exhaustion
Senses Passive Perception 11 Senses Passive Perception 11
Languages Common, Elvish Languages Common, Elvish
Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)
Pain Focus. While it has fewer than 65 hit points, Pain Focus. While it has fewer than 50 hit points,
the shadar-kai may dash or make a melee attack as the shadar-kai may dash or make a melee attack as
a bonus action. a bonus action.
Creeping Apathy. If the shadar-kai ends its turn Creeping Apathy. If the shadar-kai ends its turn
without dealing or receiving damage, its AC is without dealing or receiving damage, its AC is
reduced by 2 until the beginning of its next turn. reduced by 4 until the beginning of its next turn.
Deep Shadow. Areas of dim light or darkness within Shadows of the Raven Queen. The shadar-kai's
15 ft. of the shadar-kai count as difficult terrain for attacks deal an additional 7 (2d6) damage to a
creatures of its choice. creature that can't see it.
Actions Actions
Multiattack. The shadar-kai makes two attacks with Multiattack. The shadar-kai makes three attacks with
its blackfire touch and uses its Curse of its kukris. If at least two of these attacks hit the
Beshadowed Mind, if available. same creature, the target must succeed on a DC 15
Constitution saving throw or be Blinded until the
Blackfire Touch. Melee Spell Attack: +6 to hit, reach end of the shadar-kai's next turn.
5 ft., one target. Hit: 7 (2d6) fire damage and 5
(1d10) necrotic damage. The target is unaffected Shadestrike Kukris. Melee Weapon Attack: +7 to hit,
by the next source of healing it receives before the reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing
beginning of its next turn. damage.
Curse of Beshadowed Mind (Recharge 5-6). One Reactions
creature within 30 ft. must succeed on a DC 14
Charisma saving throw or be cursed. While cursed Darkened Dodge. As a reaction to being targeted by
in this way, the range of the creature's darkvision, if an attack while in dim light or darkness, the shadar-
it has it, is reduced to 10 ft., and the creature has kai teleports up to 15 ft. to an unoccupied space it
disadvantage on Dexterity and Wisdom saving can see. If this movement makes it an invalid target
throws while in bright light for the triggering attack, the attack misses.
Shadar-Kai Painbearer Shadar-Kai
Medium humanoid (shadar-kai), any alignment
Gloomblade
Armor Class 17 (Natural Armor) Medium humanoid (shadar-kai), any alignment
Hit Points 136 (16d10 + 48)
Speed 30 ft. Armor Class 17 (Half Plate Armor)
Hit Points 178 (17d12 + 68)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 17 (+3) 12 (+1) 16 (+3) 13 (+1) STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 19 (+4) 11 (+0) 12 (+1) 10 (+0)
Saving Throws DEX +6, CHA +9
Skills Acrobatics +7, Perception +6, Stealth +7
Damage Resistances Necrotic Saving Throws STR +7, CON +7
Condition Immunities Charmed, Exhaustion Skills Athletics +7, Stealth +5
Senses Passive Perception 16 Damage Resistances Necrotic
Languages Common, Elvish Condition Immunities Charmed, Exhaustion
Challenge 7 (2,900 XP) Senses Passive Perception 11
Languages Common, Elvish
Challenge 8 (3,900 XP)
Pain Focus. While it has fewer than 69 hit points,
the shadar-kai may dash or make a melee attack as
a bonus action. Pain Focus. While it has fewer than 90 hit points,
the shadar-kai may dash or make a melee attack as
Creeping Apathy. If the shadar-kai ends its turn a bonus action.
without dealing or receiving damage, its AC is
reduced by 4 until the beginning of its next turn. Creeping Apathy. If the shadar-kai ends its turn
without dealing or receiving damage, its AC is
Backswing. If the shadar-kai misses with a melee reduced by 2 until the beginning of its next turn.
attack, its next melee attack this turn is made at
advantage. Veil of Shadows. The shadar-kai is invisible while in
dim light or darkness.
Shadow Portals. The shadar-kai treates any two areas
of dim light or darkness within 30 ft. as adjacent to Shadow Weft. A shadar-kai within 30 ft. that hits
each other for the purposes of making attacks, with a melee attack increases its movement by 5
linked by portals that appear as the shadar-kai and doesn't provoke attacks of opportunity until
attacks with its chain sickle and disappear as the the end of its turn.
chain sickle is retracted through them.
Actions
Actions Multiattack. The shadar-kai makes two attacks with
Multiattack. The shadar-kai makes three attacks with its blade and uses its Gloom Cage, if available.
its spiked chain and uses its shadow jump. Blackened Blade. Melee Weapon Attack: +7 to hit,
Chain Sickle. Melee Weapon Attack: +7 to hit, reach reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing
15 ft., one target. Hit: 11 (2d6 + 4) piercing damage and 11 (2d10) necrotic damage, and the
damage, and the target must succeed on a DC 15 creature must succeed on a DC 17 Constituion
Dexterity saving throw or suffer one additional saving throw or be Blinded while in Bright Light for
effect of the shadar-kai's choice. The shadar-kai the next minute. An affected creature repeats this
may not choose the same effect twice in a turn: saving throw at the end of each of its turns, ending
the effect on a success.
The target is grappled (escape DC 15) and
restrained if it is a medium or smaller creature. Gloom Cage (Recharge 5-6). Up to two creatures
The shadar-kai may grapple only one creature this within 30 ft. in dim light or darkness must succeed
way. on a DC 15 Dexterity saving throw or be Restrained
The target is knocked prone. (escape DC 15) as wisps of darkness tether it in
The target is pulled up to 10 ft. toward the place for the next minute, or until it is exposed to
shadar-kai. If this movement pulls the creature bright light.
through one of the shadar-kai's shadow portals,
the creature takes an additional 22 (4d10)
necrotic damage.
Shadow Jump. The shadar-kai magically teleports
up to 30 ft. to an unoccupied space it can see. Both
the space it teleports from and to must be in dim
light or darkness.
Shadar-Kai Gloom
Weaver
Medium humanoid (shadar-kai), any alignment
Actions
Multiattack. The shadar-kai makes two attacks with
its darkspear.
Darkspear. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 13 (2d8 + 4) piercing
damage and 11 (2d10) necrotic damage, and the
target must succeed on a DC 15 Wisdom saving
throw or be disoriented, making attacks at
disadvantage until the end of its next turn.
Additionally, a creature that fail this save falls prone
if it misses with a melee attack on its next turn.
Reactions
Shadow Juant. As a reaction to taking damage, the
shadar-kai magically teleports up to 30 ft. to an
unoccupied space it can see. Both the space it
teleports from and to must be in dim light or
darkness. Until the beginning of its next turn, the
shadar-kai has resistance to nonmagical
bludgeoning, piercing, and slashing damage.
Shadar-Kai Blacksoul Actions
Medium humanoid (shadar-kai), any alignment Multiattack. The shadar-kai makes two attacks with its
sickle and uses either its Curse of Beshadowed Mind or
Armor Class 17 (Mage Armor) Curse of the Bloody Tongue.
Hit Points 153 (18d10 + 54)
Speed 30 ft. Corrupting Blackfire. Melee Spell Attack: +9 to hit, reach
15 ft., one target. Hit: 7 (2d6) fire damage and 5
(1d10) necrotic damage and catch fire; until someone
STR DEX CON INT WIS CHA takes an action to douse the fire, the creature takes 5
13 (+1) 15 (+2) 17 (+3) 13 (+1) 14 (+2) 21 (+5) (1d10) fire damage at the start of each of its turns and
can't benefit from healing magic.
Saving Throws DEX +6, WIS +6, CHA +9 Curse of Beshadowed Mind. One creature within 30 ft.
Skills Perception +6, Stealth +5 must succeed on a DC 17 Charisma saving throw or be
Damage Resistances Necrotic cursed. While cursed in this way, the range of the
Condition Immunities Charmed, Exhaustion creature's darkvision, if it has it, is reduced to 10 ft.,
Senses Passive Perception 16 and the creature has disadvantage on Dexterity and
Languages Common, Elvish Wisdom saving throws while in bright light
Challenge 11 (7,200 XP)
Curse of the Bloody Tongue. One creature within 30 ft.
must succeed on a DC 14 Charisma saving throw or be
Pain Focus. While it has fewer than 65 hit points, the cursed. While cursed in this way, whenever the
shadar-kai may dash or make a melee attack as a bonus creature attempts to speak or cast a spell it must first
action. succeed on a DC 16 Consitution saving throw or be
Creeping Apathy. If the shadar-kai ends its turn without unable to speak or breathe this turn.
dealing or receiving damage, its AC is reduced by 2
until the beginning of its next turn. Reactions
Deep Shadow. Areas of dim light or darkness within 15 Snuff. As a reaction to a source of light entering the
ft. of the shadar-kai count as difficult terrain for radius of its Deep Shadow trait, the shadar-kai
creatures of its choice. Hostile creatures that start their extinguishes it.
turn in the area, or enter the area for the first time on a
turn, must succeed on a Wisdom saving throw or take
18 (4d8) necrotic damage, or half as much on a
success.
Thri-Kreen
Thri-Kreen
Medium humanoid (thri-kreen), chaotic neutral
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 4 (1d6+1) piercing damage, and
the target must succeed on a DC 11 Constitution
saving throw or be poisoned for 1 minute. While
poisoned in this way, the target suffers a critical hit
on a roll of 11-20. The poisoned target can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Claws. Melee Weapon Attack: +3 to hit, reach 10 ft.,
one target. Hit: 6 (2d4+1) slashing damage. Instead
of dealing damage, the thri-kreen can grapple the
target (escape DC 11) and pull the target 5 ft.
towards it.
Troglodyte
Troglodyte
Medium humanoid (troglodyte), chaotic evil)
Actions
Multiattack. The troglodyte 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: 4 (1d4 + 2) piercing damage and
the target can't benefit from magical healing until
the start of the troglodyte's next turn.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
Instead of dealing damage, the troglodyte can
grapple the target (escape DC 12).
Yuan-ti
Yuan-ti Pureblood Yuan-ti Broodguard
Medium humanoid (yuan-ti), neutral evil Medium humanoid (yuan-ti), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 13 (+1) 13 (+1) 12 (+1) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 6 (-2) 4 (-3)
Skills Deception +6, Perception +3, Stealth +3 Saving Throws STR +4, DEX +4, WIS +2
Damage Immunities Poison Skills Athletics +4, Perception +2
Condition Immunities Poisoned Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 13 Condition Immunities Charmed, Poisoned
Languages Abyssal, Common, Draconic, Snake Senses Darkvision 60 ft., Passive Perception 12
Challenge 1 (200 XP) Languages Abyssal, Common, Draconic, Snake
Challenge 2 (450 XP)
Blessed by the Sun. While in sunlight, the yuan-ti
adds 1d4 to the result of any attack roll or Charisma Blessed by the Sun. While in sunlight, the yuan-ti
check it makes. adds 1d4 to the result of any attack roll or Charisma
check it makes.
Cold Reading. The yuan-ti has advantage on
Charisma (Deception) checks made to present Hooked Teeth. The broodguard can maintain a
themselves as a forgotten friendly acquaintance. grapple even while incapacitated or dead. A
creature that fails an attempt to escape the
Actions broodguard's grapple takes 4 (1d8) piercing
damage.
Multiattack. The yuan-ti makes two melee attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 Actions
ft., one target. Hit: 5 (1d6 + 2) slashing damage. Multiattack. The broodguard makes three attacks:
Shortbow. Ranged Weapon Attack: +4 to hit, range one with its bite and two with its claws.
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
damage plus 7 (2d6) poison damage. one target. Hit: 6 (1d8 + 2) piercing damage. If the
target is a Medium or smaller creature, it is
Grappled (escape DC 12).
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Gnaw. A creature grappled by the broodguard must
succeed on a DC 12 Constitution saving throw or
take 17 (5d6) piercing damage, or half as much on
a success. A creature that fails this save by 5 or
more has disadvantage on attack rolls that use
Strength until it completes a short or long rest.
Yuan-ti Malison Yuan-ti Mind
Medium humanoid (yuan-ti), neutral evil
Whisperer
Armor Class 12 Medium humanoid (yuan-ti), neutral evil
Hit Points 105 (14d10+28)
Speed 30 ft. Armor Class 14 (Natural Armor)
Hit Points 97 (13d10+26)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 16 (+3) STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 15 (+2) 12 (+1) 16 (+3)
Skills Deception +5, Stealth +4
Damage Immunities Poison
Condition Immunities Poisoned Saving Throws WIS +3, CHA +5
Senses Darkvision 60 ft., Passive Perception 11 Skills Deception +5, Perception +3, Stealth +4
Languages Abyssal, Common, Draconic, Snake Damage Immunities Poison
Challenge 3 (700 XP) Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Common, Draconic, Snake
Blessed by the Sun. While in sunlight, the yuan-ti
Challenge 4 (1,100 XP)
adds 1d4 to the result of any attack roll or Charisma
check it makes.
Blessed by the Sun. While in sunlight, the yuan-ti
Magic Resistance. The yuan-ti has advantage on adds 1d4 to the result of any attack roll or Charisma
saving throws against spells and other magical check it makes.
effects.
Magic Resistance. The yuan-ti has advantage on
Slither Strike. Other creatures can't take reactions saving throws against spells and other magical
on the yuan-ti's turn. effects.
Actions Envenomed Trance. A poisoned creature that starts
its turn within 60 feet of the yuan-ti is Charmed by
Multiattack. The yuan-ti makes two attacks, one of the yuan-ti until the beginning of its next turn.
which may be with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Actions
one creature. Hit: 5 (1d4 + 3) piercing damage plus Multiattack. The yuan-ti makes two attacks, one of
7 (2d6) poison damage. which may be with its bite.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
ft., one target. Hit: 6 (1d6 + 3) slashing damage. one creature. Hit: 5 (1d4 + 3) piercing damage plus
Longbow. Ranged Weapon Attack: +4 to hit, range 7 (2d6) poison damage.
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing Glass Dagger. Melee Weapon Attack: +5 to hit,
damage plus 3 (1d6) poison damage. reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing
damage and 7 (2d6) poison damage.
Reactions Atlatl. Ranged Weapon Attack: +5 to hit, range
Deflect. As a reaction to being hit with a weapon 30/120 ft., one target. Hit: 8 (1d10 + 3) piercing
attack, the malison may increase its AC by 4 against damage plus 7 (2d6) poison damage and the target
the triggering attack. must succeed on a DC 13 Constitution saving
throw or be Poisoned for 1 minute. The creature
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Subtle Shift. One creature within 60 feet that is
Poisoned must make a DC 13 Wisdom saving
throw. On a failed save, the creature's perceives
one ally in range as an enemy, or one enemy in
range as an ally, for as long as it remains Poisoned.
Yuan-ti Nightmare Yuan-ti Pit Master
Medium humanoid (yuan-ti), neutral evil
Speaker
Medium humanoid (yuan-ti), neutral evil Armor Class 15 (Natural Armor)
Hit Points 136 (16d10+48)
Armor Class 14 (Natural Armor) Speed 30 ft.
Hit Points 91 (14d10+14)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 14 (+2) 14 (+2) 17 (+3)
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 13(+1) 15 (+2) 12 (+1) 16 (+3) Saving Throws DEX +7, WIS +4, CHA +6
Skills Deception +6, Stealth +7
Saving Throws WIS +3, CHA +5 Damage Immunities Poison
Skills Deception +5, Perception +3, Stealth +4 Condition Immunities Charmed, Poisoned
Damage Immunities Poison Senses Darkvision 60 ft., Passive Perception 11
Condition Immunities Poisoned Languages Abyssal, Common, Draconic, Snake
Senses Darkvision 60 ft., Passive Perception 13 Challenge 6 (2,300 XP)
Languages Abyssal, Common, Draconic, Snake
Challenge 4 (1,100 XP) Blessed by the Sun. While in sunlight, the yuan-ti
adds 1d4 to the result of any attack roll or Charisma
Blessed by the Sun. While in sunlight, the yuan-ti check it makes.
adds 1d4 to the result of any attack roll or Charisma
check it makes. Magic Resistance. The yuan-ti has advantage on
saving throws against spells and other magical
Magic Resistance. The yuan-ti has advantage on effects.
saving throws against spells and other magical Serpent's Glory. Friendly yuan-ti within 30 feet of
effects. the Pit Master may use its attack bonus, rather than
Fed by Terror. At the beginning of its turn, if one their own.
creature within 60 feet is Frightened of it, the yuan-
ti increases its size to Large. If two or more Actions
creatures within 60 feet are Frightened of it, the
Multiattack. The yuan-ti attacks once with its Flurry
yuan-ti instead increases its size to Huge. If no
of Bites and uses its Sinuous Command. If it has
creatures within 60 feet are Frightened of it, it
fewer than 69 hit points, it may instead attack
reverts to its normal size.
twice with its Flurry of Bites.
Actions Flurry of Bites. Melee Weapon Attack: +7 to hit,
Multiattack. The yuan-ti makes two melee attacks if reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing
it is size Medium, three attacks if it is size Large, damage plus 10 (3d6) poison damage.
and four attacks if it is size Huge, one of which may Sinuous Command. One friendly yuan-ti may use its
be with its Bite. reaction to move up to half its speed and take an
action. If it does, it can't take actions on its
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., following turn, other than to disengage.
one creature. Hit: 5 (1d4 + 3) piercing damage plus
7 (2d6) poison damage.
Reactions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Embrace the Swarm. As a reaction to being reduced
one target. Hit: 7 (1d8 + 3) slashing damage.
below 69 hit points, the yuan-ti transforms into a
Invoke Nightmare. The yuan-ti evokes the swarm of venemous snakes. Its statistics remain
nightmares of a creature it can see within 60 feet, the same, except it can occupy another creature's
appearing to that creature as a manifestation of its space and it has resistance to blugeoning, piercing,
deepest fears. The target must succeed on a DC 13 and slashing damage.
Wisdom saving throw or take 22 (4d10) psychic
damage and be Frightened for the next minute. The
target can repeat the saving throw at the end of
each of its turns. ending the effect on a success.
Yuan-ti Abomination Actions
Large monstrosity, neutral evil Multiattack. The abomination makes two attacks, one of
which may be with its bite.
Armor Class 15 (Natural Armor)
Hit Points 170 (20d10 + 60) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 40 ft. creature. Hit: 7 (1d6 + 4) piercing damage plus 10
(3d6) poison damage and the target must succeed on
a DC 15 Constituiton saving throw or be poisoned for
STR DEX CON INT WIS CHA 1 minute. The target can repeat the saving throw at the
19 (+4) 16 (+3) 17 (+3) 17 (+3) 15 (+2) 18 (+4) end of each of its turns, ending the effect on a success.
Longbow. Ranged Weapon Attack: +6 to hit, range
Skills Perception +5, Stealth +6 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing
Damage Immunities Poison damage plus 10 (3d6) poison damage.
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 15 Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Languages Abyssal, Common, Draconic, Snake one creature. Hit: 13 (2d8 + 4) bludgeoning damage. If
Challenge 7 (2900 XP) the target is Medium or smaller, it is grappled (escape
DC 14). Until this grapple ends, the target is restrained
and can't breathe, and the yuan-ti can't constrict
Blessed by the Sun. While in sunlight, the yuan-ti adds another targets.
1d4 to the result of any attack roll or Charisma check it
makes. Reactions
Magic Resistance. The yuan-ti has advantage on saving Tail Lash. As a reaction to a creature entering the yuan-
throws against spells and other magical effects. ti's reach, the yuan-ti may force the creature to
Slither Strike. Other creatures can't take reactions on succeed on a DC 15 Strength saving throw or be
the yuan-ti's turn. pushed 10 feet backwards and knocked prone. A
creature has advantage on this save if the yuan-ti has a
Coils of Despair. A creature that starts its turn grappled creature grappled with its Constrict ability.
by the yuan-ti must succced on a DC 15 Wisdom
saving throw or be Frightened unti the beginning of its Crush. As a reaction to a creature the yuan-ti has
next turn. grappled with its Constrict ability speaking or casting a
spell with a verbal component, the yuan-ti crushes the
air out of its lungs. The creature immediately begins to
suffocate.
Anathema Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 13 (2d6+6) slashing damage.
Huge monstrosity, neutral evil
Constrict. Melee Weapon Attack: +10 to hit, reach 15
Armor Class 16 (natural armor) ft., one Large or smaller creature. Hit: 16 (3d6+6)
Hit Points 189 (18d12+72) bludgeoning damage plus 7 (2d6) acid damage, and
Speed 40 ft., swim 30 ft. the target is grappled (escape DC 16). Until this
grapple ends, the target is restrained and takes 16
(3d6+6) bludgeoning damage plus 7 (2d6) acid
STR DEX CON INT WIS CHA damage at the start of each of its turns, and the
23 (+6) 13 (+1) 19 (+4) 17 (+3) 19 (+4) 20 (+5) anathema can't constrict another target.
Flurry of Bites. Melee Weapon Attack: +10 to hit, reach
Saving Throws WIS +7, CHA +9 10 ft., one creature. Hit: 27 (6d6+6) piercing damage
Skills Perception +7 plus 14 (4d6) poison damage.
Senses Darkvision 60 ft, Passive Perception 17
Languages Abyssal, Common, Draconic Drain Essence (Recharge 5-6). One target creature
Challenge 12 (8,400 XP) within 10 feet must make a DC17 Constitution Saving
Throw. On a failed save, the target takes 55 (10d10)
necrotic damage, or half as much on a success. If the
Magic Resistance. The anathema has advantage on target is reduced to 0 HP, they also have their
saving throws against spells and other magical effects. constitution score reduced by 3d6. If the target is a
Blessed and Chosen. When the anathema dies, its six Yuan Ti, it makes the saving throw with disadvantage.
heads each tear away from the body and immediately Compel Submission (1/day). Each creature within 30
travel 15 feet. They act on the anathema's initiative, feet must make a DC17 Wisdom Save or be charmed
have AC 17 and 1 HP, and can't take actions other than and compelled to kneel before the anathema. This
to dash. If any remain alive after 24 hours, one reforms effect ends if the anathema takes any hostile action
into a new body for the anathema, regaining all its hit toward a charmed creature or or someone uses an
points and becoming active again. action to shake the charmed creature out of its stupor.
Actions Reactions
Multiattack. The anathema makes two claw attacks, one Divine Backlash. When the anathema passes a saving
constrict attack, and one Flurry of Bites attack. throw against a magical effect, it may use its reaction
to deal 7 (2d6) radiant damage to the spellcaster.
The Sun That Empties Drain Essence (Recharge 5-6). One target creature
within 10 feet must make a DC17 Constitution Saving
Hell, Anathema Throw. On a failed save, the target takes 55 (10d10)
necrotic damage, or half as much on a success. If the
Ascendant target is reduced to 0 HP, they also have their
Huge monstrosity, neutral evil constitution score reduced by 3d6. If the target is a
Yuan Ti, it makes the saving throw with disadvantage.
Armor Class 19 (natural armor) Compel Submission (1/day). Each creature within 30
Hit Points 189 (18d12+72) feet must make a DC17 Wisdom Save or be charmed
Speed 40 ft., swim 30 ft. and compelled to kneel before the anathema. This
effect ends if the anathema takes any hostile action
STR DEX CON INT WIS CHA toward a charmed creature or or someone uses an
action to shake the charmed creature out of its stupor.
23 (+6) 13 (+1) 19 (+4) 17 (+3) 19 (+4) 20 (+5)
Reactions
Saving Throws WIS +7, CHA +9 Divine Backlash. When the anathema passes a saving
Skills Perception +7 throw against a magical effect, it may use its reaction
Senses Darkvision 60 ft, Passive Perception 17 to deal 7 (2d6) radiant damage to the spellcaster.
Languages Abyssal, Common, Draconic
Challenge 17 (8,400 XP)
Legendary Actions
Magic Resistance. The anathema has advantage on The anathema can take 3 legendary actions, choosing
saving throws against spells and other magical effects. from the options below. Only one legendary action
option can be used at a time and only at the end of
Blessed and Chosen. When the anathema dies, its six another creature's turn. The anathema regains spent
heads each tear away from the body and immediately legendary actions at the start of its turn.
travel 15 feet. They act on the anathema's initiative,
have AC 17 and 1 HP, and can't take actions other than Claw (1 Action): Xibalbabalaam moves up to half his
to dash. If any remain alive after 24 hours, one reforms speed and makes a claw attack.
into a new body for the anathema, regaining all its hit Secrete Acid. Xibalbabalaam coats himself in acid. The
points and becoming active again. next creature to start its turn grappled by the anathema
Ascended Soul (Mythic Trait, recharges after a Short or must make a DC 19 Constitution Saving Throw or
Long rest). When the anathema is reduced to 0 hit suffer vulnerability to the next source of radiant
points, it doesn't die or fall unconscious. Instead, it damage it takes.
gains 189 temp HP and sprouts wings of light, gaining Burst with Light (Costs 2 Actions). Each creature within
an 80 foot fly speed, a fourth legendary action each 30 feet must make a DC 19 Constitution Saving Throw
round, and it immediately regains all spent legendary or be take 4d8 radiant damage and be blinded until the
actions. end of their next turn. A grappled creature has
disadvantage on this save.
Actions
Solar Flare (Costs 2 Actions). Each creature in a 5 foot
Multiattack. The anathema makes two claw attacks, one wide, 60 foot long line must make a DC 19
constrict attack, and one Flurry of Bites attack. Constitution Saving Throw or suffer 5d8 radiant
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., damage and be blinded until the end of their next turn,
one target. Hit: 13 (2d6+6) slashing damage. or half as much on a success.
Constrict. Melee Weapon Attack: +10 to hit, reach 15 Mythic Actions
ft., one Large or smaller creature. Hit: 16 (3d6+6)
bludgeoning damage plus 7 (2d6) acid damage, and If the anathema's mythic trait is active, it may use the
the target is grappled (escape DC 16). Until this options below as legendary actions for one hour after
grapple ends, the target is restrained and takes 16 using its ascended soul ability.
(3d6+6) bludgeoning damage plus 7 (2d6) acid Divine Utterance (Costs 3 Actions). Each creature of the
damage at the start of each of its turns, and the anathema's choice that can hear it must make a DC 19
anathema can't constrict another target. Charisma save or be knocked prone and deafened for
Flurry of Bites. Melee Weapon Attack: +10 to hit, reach one minute. A creature that fails this save by 5 or more
10 ft., one creature. Hit: 27 (6d6+6) piercing damage is also Blinded and Frightened for the next minute. A
plus 14 (4d6) poison damage. creature that fails this save by 10 or more also drops to
0 HP.
Breath of Dawn (Costs 4 Actions). Six 5 foot wide, 60
foot long lines emanate from the anathema. Each
creature in at least one of them must make a DC 19
Constitution Saving Throw or suffer 42 (12d6) radiant
damage and be blinded until the end of their next turn,
or half as much on a success.
Assassins
Assassin Actions
Medium humanoid (any race), any non-good alignment Multiattack. The assassin makes two longblade sica
attacks.
Armor Class 15 (Studded Leather)
Hit Points 143 (22d8 + 44) Longblade Sica. Melee Weapon Attack: +6 to hit, reach
Speed 30 ft. 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and
17 (5d6) poison damage. Attacks with this weapon
ignore any AC benefit granted by a shield.
STR DEX CON INT WIS CHA
Light Crossbow. Ranged Weapon Attack: +6 to hit,
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing
damage and 17 (5d6) poison damage.
Saving Throws DEX +6, INT +4
Skills Acrobatics +6, Deception +3, Perception +3, Study Mark. The assassin examines the vulnerabilities of
Stealth +9 a creature it is hidden from. The assassin's critical
Senses Passive Perception 14 range for attacks made against the target increases by
Languages Thieves' cant plus any two languages 3 for the next minute, to a minimum of 11. As a
Challenge 8 (3,900 XP) reaction, the target may attempt a Wisdom
(Perception) check to spot the assassin.
Evasion. If the assassin is subjected to an effect that Behead. The assassin removes the head from a corpse
allows it to make a Dexterity saving throw to take only within 5 ft. to prevent its resurrection.
half damage, the assassin instead takes no damage if it
succeeds on the saving throw, and only half damage if Reactions
it fails. Uncanny Dodge. As a reaction to being hit with an
attack by an attacker that it can see, the assassin halves
Cunnning Action. The assassin can take the Dash,
the attack’s damage against it.
Disengage or Hide action as a bonus action on each of
its turns.
Mageslayer Assassin Actions
Medium humanoid (any race), any non-good alignment Multiattack. The assassin makes two longblade sica
attacks.
Armor Class 18 (Mage Armor)
Hit Points 195 (26d8 + 78) Longblade Sica. Melee Weapon Attack: +9 to hit, reach
Speed 30 ft. 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage and
28 (8d6) poison damage. Attacks with this weapon
ignore any AC benefit granted by a shield.
STR DEX CON INT WIS CHA
Light Crossbow. Ranged Weapon Attack: +9 to hit,
12 (+1) 20 (+5) 16 (+3) 13 (+1) 15 (+2) 11 (+0) range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing
damage and 28 (8d6) poison damage.
Saving Throws DEX +9, INT +5
Skills Acrobatics +9, Deception +4, Perception +6, Study Mark. The assassin examines the vulnerabilities of
Stealth +13 a creature it is hidden from. The assassin's critical
Senses Passive Perception 16 range for attacks made against the target increases by
Languages Thieves' cant plus any two languages 3 for the next minute, to a minimum of 11. As a
Challenge 12 (8,400 XP) reaction, the target may attempt a Wisdom
(Perception) check to spot the assassin.
Evasion. If the assassin is subjected to an effect that Behead. The assassin removes the head from a corpse
allows it to make a Dexterity saving throw to take only within 5 ft. to prevent its resurrection.
half damage, the assassin instead takes no damage if it
succeeds on the saving throw, and only half damage if Reactions
it fails. Uncanny Dodge. As a reaction to being hit with an
attack by an attacker that it can see, the assassin halves
Limited Magic Immunity. The asssassin can't be affected
the attack’s damage against it.
or detected by spells of 2nd level or lower unless it
wishes to be. It has advantage on saving throws against Spell Denial. As a reaction to a creature within 5 ft.
all other spells and magical effects. attempting to cast a spell, the assassin makes a melee
Cunnning Action. The assassin can take the Dash, attack against it. If the attack hits, the target must
Disengage or Hide action as a bonus action on each of succeed on a DC 15 Constitution saving throw or have
its turns. the spell fail.
Bandits
Bandit Bandit Instigator
Medium humanoid (any race), any non-lawful Medium humanoid (any race), any non-lawful
alignment alignment
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) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Senses Passive Perception 10 Saving Throws STR +4, DEX +5, WIS +2
Languages Any one language (usually Common) Skills Athletics +4, Deception +4
Challenge 1/8 (25 XP) Senses Passive Perception 10
Languages Any Two Languages
Thieves' Bravado. While the bandit has more allies Challenge 2 (450 XP)
than enemies within 30 feet, it has advantage on
attacks and Wisdom saving throws. While it has Thieves' Bravado. While the bandit has more allies
fewer allies than enemies within 30 feet, it has than enemies within 30 feet, it has advantage on
disadvantage on attacks and Wisdom saving attacks and Wisdom saving throws. While it has
throws. fewer allies than enemies within 30 feet, it has
disadvantage on attacks and Wisdom saving
Pocket Sand. When the bandit misses with a melee throws.
attack it may hurl sand at the same target as a
bonus action. The target must succeed on a DC 10 Hostage Taker. While the bandit has a creature
Constitution saving throw or be blinded until the grappled, it has +2 to its AC and advantage on
end of the bandit's next turn. attacks against the grappled creature.
Actions Actions
Cutpurse Dagger. Melee Weapon Attack: +3 to hit, Multiattack. The captain makes three attacks with its
reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing dagger, or two with its crossbow.
damage. On a critical hit, the target must succeed
on a DC 11 Dexterity Saving Throw or have an item Hooked Dagger. Melee Weapon Attack: +5 to hit,
that is worn or carried, but not wielded, stolen. reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
damage and 3 (1d6) poison damage. Instead of
Light Crossbow. Ranged Weapon Attack: +3 to hit, dealing damage, the bandit can grapple the target
range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) (escape DC 13).
piercing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80 ft./320 ft., one target. Hit: 8 (1d8 + 3)
piercing damage.
Reactions
I'm Serious! As a reaction to seeing a creature make
an attack against the bandit or its allies, the bandit
may make a dagger attack against a grappled
creature.
Blackguard
Blackguard
Medium humanoid (any race), lawful evil
Actions
Multiattack. The blackguard uses its Fearsome Gaze
and makes three glaive attacks, one of which it may
replace with a Blackguard's Challenge, if available.
Glaive. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Blackguard's Challenge (Recharge 5-6). One creature
within 60 ft. must succeed on a DC 15 Wisdom
saving throw or be forced to meet the blackguard
in melee combat. On its following turn, the
creature must use its full movement to move
directly toward the blackguard.
Fearsome Gaze. One creature within 30 feet must
succeed on a DC 15 Wisdom saving throw or
become Frightened for 1 minute. The Frightened
target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
Reactions
Counterattack. The blackguard adds 3 to its AC
against one melee attack that would hit it. If this
causes the attack to miss, the blackguard may make
a glaive attack as part of this reaction.
Commoner
Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30ft.
Actions
Improvised Weapon. Melee Weapon Attack: +2 to
hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
damage.
Trample. Target prone creature within 5 feet of the
commoner takes 1 bludgeoning damage for each
commoner adjacent to the target.
Cultists
Cultist of The Depths Cult Fanatic of The
Medium humanoid (any), chaotic evil
Depths
Armor Class 11 Medium humanoid (any), chaotic evil
Hit Points 16 (3d6 + 6)
Speed 30 ft., swim 30 ft. Armor Class 11
Hit Points 55 (10d6 + 20)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 12 (+1) 12 (+1) 12 (+1) STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 12 (+1) 12 (+1) 15 (+2)
Skills Athletics +4
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 11 Skills Athletics +5
Languages Common Condition Immunities Charmed, Frightened
Challenge 1/8 (25 XP) Senses Darkvision 60 ft., Passive Perception 11
Languages Common
Challenge 1 (200 XP)
Leviathan's Anchor. Whenever the cultist hits a
creature that is submerged in water but does not
have a swim speed with an attack, the target is Leviathan's Anchor. Whenever the fanatic hits a
dragged 5 ft. deeper underwater. creature that is submerged in water but does not
have a swim speed with an attack, the target is
Brinewarded. Aquatic creatures with an Intelligence dragged 5 ft. deeper underwater.
score of 3 or less are indifferent to the cultist.
Brinewarded. Aquatic creatures with an Intelligence
Actions score of 3 or less are indifferent to the fanatic.
Ritual Dagger. Melee Weapon Attack: +4 to hit, Curse of Buoyancy. A creature that reduces the
reach 5ft., one target. Hit 4 (1d4 + 2) piercing fanatic to 0 hit points must make a DC 12
damage. On a critical hit, one friendly aquatic Charisma saving throw or be cursed. A cursed
creature within 60 ft. gains 10 (3d6) temporary hit creature that is submerged in water ascends 20 ft.
points. While it has these temporary hit points, the at the beginning of each of its turns if it is holding
creature has advantage on attack rolls. its breath.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 13 (+1) 12 (+1) 12 (+1) 12 (+1) 11 (+0) 16 (+3) 13 (+1) 14 (+2) 12 (+1) 15 (+2)
Solipsistic. The cultist may treat illusions that it and Solipsistic. The fanatic may treat illusions that it and
its allies create as real. its allies create as real.
Dark Grace. If the cultist would take half damage Dark Grace. If the fanatic would take half damage
due to succeeding on a saving throw while in dim due to succeeding on a saving throw while in dim
light or darkness, it takes no damage instead. light or darkness, it takes no damage instead.
Devil's Sight. Magical darkness doesn't impede the Devil's Sight. Magical darkness doesn't impede the
cultist's darkvision. fanatic's darkvision.
Actions Actions
Ritual Dagger. Melee Weapon Attack: +4 to hit, Multiattack. The fanatic makes two melee attacks.
reach 5ft., one target. Hit 4 (1d4 + 2) piercing
damage. On a critical hit, one extraplanar ally within Ritual Dagger. Melee Weapon Attack: +5 to hit,
60 ft. gains 10 (3d6) temporary hit points. While it reach 5ft., one target. Hit 5 (1d4 + 3) piercing
has these temporary hit points, the ally has damage. On a critical hit, one extraplanar ally within
advantage on attack rolls. 60 ft. gains 21 (6d6) temporary hit points. While it
has these, the ally has advantage on attack rolls.
Umbral Binding. One creature within 60 ft. that is Umbral Binding. One creature within 60 ft. that is
engulfed in magical darkness must succeed on a engulfed in magical darkness must succeed on a
DC 11 Dexterity saving throw or have its DC 12 Dexterity saving throw or have its
movement reduced by 10 ft. until the end of its movement reduced by 10 ft. until the end of its
next turn. A creature whose movement is reduced next turn. A creature whose movement is reduced
to 0 in this way is Paralyzed. to 0 in this way is Paralyzed.
Reactions
Shroud of Night (3rd level spell, concentration). As a
reaction to seeing an friendly creature within 60 ft.
reduced to 0 hit points, the fanatic causes the
creature's body to burst into a 20 ft. radius cloud of
magical darkness that lasts for 1 minute.
Cultist of The Tyrant Cult Fanatic of The
Medium humanoid (any), lawful evil
Tyrant
Armor Class 12 Medium humanoid (any), lawful evil
Hit Points 13 (3d6 + 3)
Speed 30 ft. Armor Class 13
Hit Points 62 (16d6 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 12 (+1) 11 (+0) 12 (+1) STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 14 (+2) 12 (+1) 15 (+2)
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 10
Languages Common Damage Resistances Fire
Challenge 1/8 (25 XP) Condition Immunities Charmed, Frightened
Senses Passive Perception 11
Languages Common
Fiendmarked. The cultist appears fiendish to any
Challenge 2 (450 XP)
ability that can detect extraplanar essences.
Devil's Sight. Magical darkness doesn't impede the Fiendmarked. The fanatic appears fiendish to any
cultist's darkvision. ability that can detect extraplanar essences.
Actions
Multiattack. The gladiator makes three attacks, one
of which it may replace with a use of its Rile, if
available.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 13
(2d8 + 4) piercing damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach
5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning
damage and the target must succeed on a DC 15
Strength saving throw or be knocked prone.
Rile (Recharge 5-6). The gladiator attempts a DC 15
Charisma (Performance) check. On a success, the
gladiator gains the favor of the crowd.
Reactions
Parry. The gladiator adds 3 to its AC against one
melee attack that would hit it. To do so, the
gladiator must see the attacker and be wielding a
melee weapon.
Guards
Guard Guard Magehunter
Medium human, any lawful alignment Medium human, any lawful alignment
Armor Class 16 (Chain Shirt, Shield) Armor Class 16 (Chain Shirt, Shield)
Hit Points 11 (2d8 + 2) Hit Points 46 (7d10 + 7)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Strike to Subdue. The guard's attacks are nonlethal. Strike to Subdue. The guard's attacks are nonlethal.
Antimage Training. Friendly guards within 30 feet
Actions have advantage on saving throws against spells. If
Truncheon. Melee Weapon Attack. +3 to hit, reach the guard would take half damage from succeeding
5 ft., one target. Hit: 4 (1d4 + 1) bludgeoning on a saving throw against a spell, it takes no
damage. damage instead.
Authoritative Command. The guard speaks a Muffling Grapple. A creature grappled by the guard
command of up to three words to a creature within cannot perform the somatic components of spells.
30 feet. The creature must succeed on a DC 10
Wisdom saving throw or be frightened until the end Actions
of its next turn. While frightened in this way, it can't Multiattack. The guard makes two attacks with its
take actions other than to dash or to follow the truncheon, either of which it may replace with a
command. grapple or shove attempt.
Whistle. The guard produces a series of loud coded Truncheon. Melee Weapon Attack. +4 to hit, reach
whistles that communicate basic details to all 5 ft., one target. Hit: 5 (1d4 + 2) bludgeoning
friendly guards within 500 feet. damage.
Authoritative Command. The guard speaks a
command of up to three words to a creature within
30 feet. The creature must succeed on a DC 10
Wisdom saving throw or be frightened until the end
of its next turn. While frightened in this way, it can't
take actions other than to dash or to follow the
command.
Whistle. The guard produces a series of loud coded
whistles that communicate basic details to all
friendly guards within 500 feet.
Guard Peacekeeper Guard Redhand
Medium human, any lawful alignment Medium human, any lawful alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 17 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 13 (+1)
Strike to Subdue. The guard's attacks are nonlethal. Strike to Subdue. The guard's attacks are nonlethal.
Rapid Assessment. The guard rolls initiative at
Actions advantage.
Multiattack. The guard makes two attacks with its
truncheon and uses its Voice of Commmand. Actions
Truncheon. Melee Weapon Attack. +4 to hit, reach Multiattack. The guard makes three attacks with its
5 ft., one target. Hit: 5 (1d4 + 2) bludgeoning poleaxe, one of which it may replace with a
damage. stunning slam, if available.
Voice of Command. The guard speaks a command Poleaxe. Melee Weapon Attack. +6 to hit, reach 10
of up to three words. Each creature of the guard's ft., one target. Hit: 8 (2d4 + 3) bludgeoning
choice within 30 feet must succeed on a DC 12 damage. This attack deals an additional 7 (2d6)
Wisdom saving throw or be frightened until the end damage if made with advantage.
of its next turn. While frightened in this way, it can't Stunning Slam (Recharge 5-6). One creature within
take actions other than to dash or to follow the 10 feet must make a DC 14 Constitution saving
command. throw or be stunned until the end of the guard's
Whistle. The guard produces a series of loud coded next turn and knocked prone.
whistles that communicate basic details to all Authoritative Command. The guard speaks a
friendly guards within 500 feet. command of up to three words to a creature within
30 feet. The creature must succeed on a DC 11
Wisdom saving throw or be frightened until the end
of its next turn. While frightened in this way, it can't
take actions other than to dash or to follow the
command.
Knights
Knight Retainer Knight-Errant
Medium humanoid (any race), any alignment Medium humanoid (any race), any 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) 18 (+4) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 16 (+3)
Saving Throws CON +4, WIS +2 Saving Throws CON +6, WIS +5, CHA +6
Skills Athletics +5, Perception +2, Persuasion +5 Skills Athletics +7, Perception +5, Persuasion +6
Senses Passive Perception 12 Damage Resistances Slashing; Piercing from Ranged
Languages Any one language Weapons
Challenge 3 (700 XP) Condition Immunities Frightened
Senses Passive Perception 15
Ransom. A captured knight can be ransomed to its Languages Any three languages
family or patron, typically for a sum between 50 gp Challenge 6 (2,300 XP)
and 1,000 gp, depending on the knight's wealth
and social standing. Ransom. A captured knight can be ransomed to its
family or patron, typically for a sum between 50 gp
Honorable Fealty. The knight has advantage on and 1,000 gp, depending on the knight's wealth
saving throws against being Frightened while its and social standing.
liege lord can see it.
Inspiring Stand. Whenever the knight passes a
Cavalier. While riding a warhorse or similar beast, saving throw, each other creature that made a
the knight acts on its mount's initiative, rather than saving throw against the same effect may reroll its
rolling its own, and it has advantage on attack rolls result, taking the higher of the two.
against creatures smaller than its mount.
Cavalier. While riding a warhorse or similar beast,
Actions the knight acts on its mount's initiative, rather than
rolling its own, and it has advantage on attack rolls
Multiattack. The knight makes two melee attacks. against creatures smaller than its mount.
Lance. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 9 (1d12 + 3) piercing damage. If Actions
the target is mounted, it must succeed on a DC 13 Multiattack. The knight makes two melee attacks.
Strength saving throw or be knocked prone.
Lance. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Greatsword. Melee Weapon Attack: +5 to hit, reach one target. Hit: 16 (2d12 + 3) piercing damage. If
5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. the target is mounted, it must succeed on a DC 15
On a critical hit, the target must suceed on a DC 13 Strength saving throw or be knocked prone.
Strength saving throw or drop one item it is
holding. Greatsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 16 (2d12 + 3) slashing
Reactions damage. On a critical hit, the target must suceed on
a DC 15 Strength saving throw or drop one item it
Parry. The knight adds 2 to its AC against one melee is holding.
attack that would hit it. To do so, the knight must
see the attacker and be wielding its sword. Reactions
Counterattack. The knight adds 3 to its AC against
one melee attack that would hit it. If this causes the
attack to miss, the knight may make a greatsword
attack as part of this reaction.
Nobles
Noble Noble Duelist
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 11 (+0) 17 (+3) 13 (+1) 12 (+1) 14 (+2) 16 (+3)
Skills Deception +5, Insight +4, Persuasion +5 Skills Deception +5, Insight +4, Persuasion +5
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
Challenge 1/8 (25 XP) Challenge 2 (450 XP)
Silver Tongue. The noble has advantage on Charisma Silver Tongue. The noble has advantage on Charisma
based skill checks to interact with guards or other based skill checks to interact with guards or other
figures of authority. figures of authority.
Ransom. A captured noble can be ransomed to its Ransom. A captured noble can be ransomed to its
family or patron, typically for a sum between 1,000 family or patron, typically for a sum between 1,000
gp and 30,000 gp, depending on the noble's gp and 30,000 gp, depending on the noble's
wealth and social standing. wealth and social standing.
Duelist's Eye. The noble can make two reactions
Actions each round, as long as it is not flanked. It may not
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., make more than one reaction in response to a
one target. Hit: 5 (1d8 + 1) piercing damage. On a single trigger.
critical hit, the target must suceed on a DC 12
Strength saving throw or drop one item it is Actions
holding. Multiattack. The noble makes two attacks with its
rapier.
Reactions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Parry. The noble adds 2 to its AC against one melee one target. Hit: 9 (1d8 + 5) piercing damage. On a
attack that would hit it. To do so, the noble must critical hit, the target must suceed on a DC 13
see the attacker and be wielding a melee weapon. Strength saving throw or drop one item it is
Bon Mot. As a reaction to being missed with a holding.
melee attack, the noble makes a cutting remark.
The attacker must succeed on a DC 13 Wisdom Reactions
saving throw or suffer disadvantage on attack rolls Parry. The noble adds 2 to its AC against one melee
that target the noble until the end of the attacker's attack that would hit it. To do so, the noble must
next turn. see the attacker and be wielding a melee weapon.
Bon Mot. As a reaction to being missed with a
melee attack, the noble makes a cutting remark.
The attacker must succeed on a DC 13 Wisdom
saving throw or suffer disadvantage on attack rolls
that target the noble until the end of the attacker's
next turn.
Pirates
Pirate Swabbie Pirate Brute
Medium humanoid (any race), any non-lawful Medium humanoid (any race), any non-lawful
alignment alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 15 (+2) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
Skills Acrobatics +4, Athletics +3, Perception +3, Skills Acrobatics +4, Athletics +6, Perception +4
Survival +3 Senses Passive Perception 14
Senses Passive Perception 13 Languages Any two languages
Languages Any two languages Challenge 2 (450 XP)
Challenge 1/4 (50 XP)
Pirate's Panache. If the pirate makes a successful DC
Pirate's Panache. If the pirate makes a successful DC 15 Athletics or Acrobatics check as part of its
15 Athletics or Acrobatics check as part of its movement, its gains Panache until the end of its
movement, its gains Panache until the end of its turn. While the pirate has panache, it makes attacks
turn. While the pirate has panache, it makes attacks at advantage and a creature it hits with an attack is
at advantage and a creature it hits with an attack is pushed 5 ft. away.
pushed 5 ft. away.
Brute Strength. The pirate may attempt to Shove a
creature as a bonus action. If the pirate has
Actions Panache, a creature successfully shoved by it is
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., both pushed 5 ft. away and knocked prone.
one target. Hit: 5 (1d6 + 2) slashing damage. On a
critical hit, the target must succeed on a DC 12 Actions
Strength saving throw or drop one item is is Multiattack. The pirate makes two attacks with its
holding. cutlass.
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) slashing damage. On a
critical hit, the target must succeed on a DC 12
Strength saving throw or drop one item is is
holding.
Brace of Flintlocks. Ranged Weapon Attack: +4 to
hit, range 30/90 ft., one target. Hit: 13 (2d10 + 2)
piercing damage. The pirate has four pistols that
each contain one shot and can be reloaded on a
short or long rest.
Pirate Musiker Pirate Gunner
Medium humanoid (any race), any non-lawful Medium humanoid (any race), any non-lawful
alignment alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 16 (+3) 15 (+2) 18 (+4) 15 (+2) 10 (+0) 15 (+2) 10 (+0)
Actions Actions
Battleshanty. One friendly creature within 60 ft. may Cutlass. Melee Weapon Attack: +7 to hit, reach 5 ft.,
move up to half its speed and make an attack. If the one target. Hit: 11 (2d6 + 4) slashing damage. On a
pirate has Panache, the target may instead move its critical hit, the target must succeed on a DC 12
full speed and take an Action. Strength saving throw or drop one item is is
holding.
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) slashing damage. On a Brace of Flintlocks. Ranged Weapon Attack: +7 to
critical hit, the target must succeed on a DC 12 hit, range 30/90 ft., one target. Hit: 15 (2d10 + 4)
Strength saving throw or drop one item is is piercing damage. The pirate has six pistols that
holding. each contain one shot and can be reloaded on a
short or long rest.
Reactions Aim! The pirate gains Panache if it did not have it,
Dancing Lead. As a reaction to being missed with a and does not lose Panache at the end of this turn.
melee attack, the pirate causes the attacker to While the pirate has Panache, each friendly creature
move up to 5 ft. and reroll the attack against within 30 ft. can use the pirate's attack bonus for
another target in range of the pirate's choice. ranged weapon attacks, rather than its own.
Fire! Up to two friendly creatures within 30 ft. may
use their reaction to make a ranged weapon attack.
If the pirate has Panache, it may instead target up
to four friendly creatures.
Pirate Boatswain Pirate Captain
Medium humanoid (any race), any non-lawful Medium humanoid (any race), any non-lawful
alignment alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 17 (+3) 20 (+5) 17 (+3) 13 (+1) 15 (+2) 14 (+2)
Skills Acrobatics +4, Athletics +6, Perception +4 Skills Acrobatics +9, Athletics +11, Perception +4
Senses Passive Perception 14 Senses Passive Perception 14
Languages Any two languages Languages Any two languages
Challenge 6 (450 XP) Challenge 8 (450 XP)
Pirate's Panache. If the pirate makes a successful DC Pirate's Panache. If the pirate makes a successful DC
15 Athletics or Acrobatics check as part of its 15 Athletics or Acrobatics check as part of its
movement, its gains Panache until the end of its movement, its gains Panache until the end of its
turn. While the pirate has panache, it makes attacks turn. While the pirate has panache, it makes attacks
at advantage and a creature it hits with an attack is at advantage and a creature it hits with an attack is
pushed 5 ft. away. pushed 5 ft. away.
Bravado. While the pirate is not incapacitated, it
Actions always appears to succeed on saving throws, even
Multiattack. The pirate makes two attacks with its when it fails.
cutlass. Then, if the pirate has Panache, it may use Fearsome Reputation. The pirate's reputation for
its Split the Shares ability. mercy to those who surrender and ruthlessness to
Cutlass. Melee Weapon Attack: +7 to hit, reach 5 ft., those who resist is known to any creature with
one target. Hit: 11 (2d6 + 4) slashing damage. On a proficiency in History.
critical hit, the target must succeed on a DC 15
Strength saving throw or drop one item is is Actions
holding. Multiattack. The pirate makes three attacks with its
Brace of Flintlocks. Ranged Weapon Attack: +7 to cutlass. Then, if the pirate has Panache, it may use
hit, range 30/90 ft., one target. Hit: 15 (2d10 + 4) its Inspiring Advance ability.
piercing damage. The pirate has four pistols that Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft.,
each contain one shot and can be reloaded on a one target. Hit: 12 (2d6 + 5) slashing damage. On a
short or long rest. critical hit, the target must succeed on a DC 15
Split the Shares. Each friendly pirate within 30 ft. Strength saving throw or drop one item is is
that has fewer than half it's maximum hit points holding.
gains 10 temporary hit points. Brace of Flintlocks. Ranged Weapon Attack: +8 to
hit, range 30/90 ft., one target. Hit: 16 (2d10 + 5)
Reactions piercing damage. The pirate has four pistols that
Belay That! As a reaction to a creature within 30 ft. each contain one shot and can be reloaded on a
making an attack, the pirate causes the creature to short or long rest.
reroll the attack, taking the second result. Inspiring Advance. Each friendly pirate within 30 ft.
Riposte. As a reaction to being missed with a melee increases its movement speed by 10 ft. and has
attack, the pirate makes a melee attack against the advantage on Strength (Athletics) and Dexterity
attacker. (Acrobatics) checks until the beginning of the
captain's next turn.
Reactions
Riposte. As a reaction to being missed with a melee
attack, the pirate makes a melee attack against the
attacker.
Spies
Spy Agent Spy Officer
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 11 (+0) 17 (+3) 15 (+2) 16 (+3) 14 (+2) 17 (+3)
Skills Deception +7, Insight +4, Investigation +5, Skills Deception +9, Insight +5, Investigation +9,
Perception +6, Persuasion +5, Sleight Of Hand Perception +8, Persuasion +6, Sleight Of Hand
+6, Stealth +4 +9, Stealth +6
Senses Passive Perception 14 Senses Passive Perception 18
Languages Any four languages Languages Any four languages
Challenge 1 (200 XP) Challenge 5 (1,800 XP)
Impostor. The spy has advantage on Charisma Impostor. The spy has advantage on Charisma
(Deception) checks to pass itself off as a different (Deception) checks to pass itself off as a different
person. It adds its deception bonus to initiative person. It adds its deception bonus to initiative
rolls. rolls.
Cunning Action On each of its turns, the spy can Cunning Action On each of its turns, the spy can
use a Bonus Action to take the Dash, Disengage, or use a Bonus Action to take the Dash, Disengage, or
Hide action. Hide action.
Actions Actions
Multiattack. The spy attacks once with its Multiattack. The spy attacks twice with its
shortsword and uses its Sabotage, if available. shortsword and uses its Sabotage, if available.
Shortsword. Melee Weapon Attack: +4 to hit, reach Shortsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage
On a critical hit, the target must suceed on a DC 12 On a critical hit, the target must suceed on a DC 14
Strength saving throw or drop one item it is Strength saving throw or drop one item it is
holding. holding.
Sabotage (Recharge 5-6). The spy attempts a Sabotage (Recharge 5-6). The spy attempts a
Dexterity (Sleight of Hand) roll against the Passive Dexterity (Sleight of Hand) roll against the Passive
Perception of a creature within 5 ft. that is wielding Perception of a creature within 5 ft. that is wielding
a crossbow, firearm, or spell focus. On a success, a crossbow, firearm, or spell focus. On a success,
the next attack the creature makes with that the next attack the creature makes with that
crossbow, firearm or spell focus backfires, targeting crossbow, firearm or spell focus backfires, targeting
the creature. the creature.
Reactions Reactions
Fake Out (2/day). As a reaction to missing with an Fake Out (3/day). As a reaction to missing with an
attack, the spy adds its Deception bonus to the attack, the spy adds its Deception bonus to the
attack roll. attack roll. If this bonus causes the attack to beat
the target's AC by 5 or more, the attack scores a
critical.
Feign Death. As a reaction to taking damage, the spy
appears to die, collapsing and slowing its heart rate.
A creature may detect that it is still alive with a
successful DC 19 Wisdom (Medicine) check.
Thugs
Thug Thug Enforcer
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 15 (+2) 10 (+0) 10 (+0) 11 (+0) 17 (+3) 14 (+2) 17 (+3) 13 (+1) 14 (+2) 15 (+2)
Skills Athletics +4, Deception +2, Intimidation +4 Skills Athletics +7, Deception +4, Intimidation +6,
Senses Passive Perception 10 Perception +4
Languages Common Senses Passive Perception 14
Challenge 1/2 (100 XP) Languages Common
Challenge 2 (450 XP)
Hireling. The thug is often willing to accept a bribe
rather than fight. A group of thugs will usually Hireling. The thug is often willing to accept a bribe
accept a rate of 10 gp per thug, though it may rather than fight. A group of thugs will usually
accept less. accept a rate of 10 gp per thug, though it may
accept less.
Ruffian's Code. Unless it has a compelling reason to
do otherwise, the thug makes melee attacks Ruffian's Code. Unless it has a compelling reason to
nonlethally. do otherwise, the thug makes melee attacks
nonlethally.
Actions Dirty Fighting. Whenevever the thug makes a
Multiattack. The thug makes two melee attacks, successful grapple or shove attempt, it may make a
either of which it may replace with a shove or melee attack at advantage as a bonus action this
grapple attempt. turn.
Actions
Multiattack. The veteran makes two longsword
attacks, or makes one crossbow attack and takes
the Dash or Disengage action.
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
reach 100/400 ft., one target. Hit: (1d10 + 1)
piercing damage.
Reactions
Pommel Bash. As a reaction to being missed with a
melee attack, the veteran may attempt a contested
Strength (Athletics) check to shove the attacker
prone or push it 5 ft. away.