Beschreibung
Fähigkeiten
Action
Böse Magi gieren nach arkaner Macht und leben an abgelegenen Orten, wo sie schreckliche magische Experimente durchführen können, ohne dass man sie stört.
Zauberwirken. Der Magus ist ein Zauberwirker der 4. Stufe, der Intelligenz als Attribut zum Zauberwirken verwendet (Zauberrettungswurf-SG 13, +5 zum Treffen mit Zauberangriffen). Der Magus kennt die folgenden Zauber aus der Magier-Zauberliste:
Zaubertricks (beliebig): Licht (light), Magierhand (mage hand), Schockgriff (shocking grasp).
1. Grad (4 Zauberplätze):Person bezaubern (charm person), Magisches Geschoss (magic missile).
2. Grad (3 Zauberplätze): Person festhalten (hold person), Nebelschritt (misty step).
Kampfstab. Nahkampf-Waffenangriff: +1 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel. Treffer: 3 (1d8 - 1)Wuchtschaden.
Goblins haben ein schwarzes Herz. Sie sammeln sich in großer Zahl und gieren nach Macht, die sie stets missbrauchen.
Behändes Entkommen. Der Goblin kann die Rückzug- oder Verstecken-Aktion in jedem seiner Züge als Bonusaktion verwenden.
Krummsäbel. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 5 (1d6 + 2) Hiebschaden.
Kurzbogen. Fernkampf-Waffenangriff: +4 zum Treffen, Reichweite 24 m (80 ft.)/36m (120 ft.)., ein Ziel.
Treffer: 5 (1d6 + 2) Stichschaden.
Grottenschrate sind grausame und wilde Humanoide, die leben, um die Schwachen zu schikanieren und nur sehr ungern herum kommandiert werden. Trotz ihres einschüchternden Körperbaus bewegen sich Grottenschrate mit erstaunlicher Heimlichkeit und legen gerne Hinterhalte.
Wüstling. Wenn der Grottenschrat mit einer Nahkampfwaffe trifft, dann verursacht der Angriff beim Ziel einen zusätzlichen Würfel des Waffenschadens (bereits eingerechnet).
Überraschungsangriff.Wenn der Grottenschrat eine Kreatur überrascht und sie in der ersten Kampfrunde mit einem Angriff trifft, dann erleidet das Ziel zusätzlich 7 (2W6) Schaden durch den Angriff.
Morgenstern. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 11 (2d8 + 2) Stichschaden.
Wurfspeer. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m., ein Ziel.
Treffer: 5 (2d6 + 2) Stichschaden.
Wurfspeer. Fernkampf-Waffenangriff: +4 zum Treffen, Reichweite 9m (40ft.)/36m (120 ft.)., ein Ziel.
Treffer: 5 (1d6 + 2) Stichschaden.
Nothics waren einst Magier, die es wagten, magische Geheimnisse zu entschlüsseln, die sie nicht begreifen konnten. Auch wenn Nothics mit seltsamen kosmischen Einsichten gesegnet sind, die es ihnen erlauben, Wissen aus anderen Kreaturen zu ziehen, sind sie doch nicht mehr die Magier, die sie einmal waren und haben keine Erinnerung an ihr früheres Leben.
Scharfe Sicht. Der Nothic hat einen Vorteil bei Würfen auf Weisheit (Wahrnehmung), die mit Sicht zusammenhängen
Mehrfachangriff. Der Nothic führt zwei Angriffe mit seinen Klauen aus.
Klauen. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 6 (1d6 + 3) Hiebschaden.
Verfaulender Blick. Der Nothic wählt eine Kreatur innerhalb von 9 Metern um sich aus, die er sehen kann. Das Ziel muss einen Konstitutionsrettungswurf gegen SG 12 schaffen, sonst erleidet sie 10 (3W6) nekrotischen Schaden.
Seltsame Einsicht. Der Nothic wählt eine Kreatur innerhalb von 9 Metern um sich aus, die er sehen kann. Das Ziel muss einen vergleichenden Wurf auf Charisma (Täuschung) gegen die Weisheit (Motiv erkennen) des Nothics ablegen. Wenn der Nothic gewinnt, erfährt er auf magische Weise eine Tatsache oder ein Geheimnis über die Kreatur. Das Ziel gewinnt automatisch, wenn es nicht bezaubert werden kann.
Skelette sind Ansammlungen von Knochen, die von dunkler Magie belebt sind. Sie folgen den Befehlen jener, die sie erschaffen haben, oder erheben sich von selbst an Orten, die mit der Magie des Todes erfüllt sind.
Schadensanfälligkeit.Wucht.
Kurzschwert. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 5 (1d6 + 2) Stichschaden.
Kurzbogen. Fernkampf-Waffenangriff: +4 zum Treffen, Reichweite 24m (80 ft.)/96m (120 ft.)., ein Ziel.
Treffer: 5 (1d6 + 2) Stichschaden.
Rotbrenner-Schläger sind Kleinkriminelle und hinterhältige Vollstrecker, deren Spezialität Einschüchterung und Gewalt ist. Sie arbeiten für Geld und haben keine Skrupel.
Mehrfachangriff.Der Rotbrenner führt zwei Nahkampfangriffe durch.
Kurzschwert. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 5 (1d6 + 2) Stichschaden.
These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago.
Untot Fortitude. If damage reduces the zombie to 0 Treffer points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical Treffer. On a success, the zombie drops to 1 Treffer point instead.
Slam. Nahkampf-Waffenangriff: +3 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel. Treffer: 4 (1d6 + 1)Wuchtschaden.
Ash Puff. The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.
Commoners include peasants and serfs, slaves and servants, pilgrims, merchants, artisans, and hermits.
Club. Nahkampf-Waffenangriff: +2 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel. Treffer: 2 (1d4)Wuchtschaden.
Cultists swear allegiance to dark powers. They conceal their activities to avoid being ostracized, imprisoned, or executed for their beliefs.
Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Krummsäbel. Nahkampf-Waffenangriff: +3 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 4 (1d6 + 1) Hiebschaden.
Doppelgangers take on the appearence of other Menschoids, throwing off pursuit or luring victims to their doom with misdirection and disguise.
Shapechanger. The doppelganger can use its action to polymorph into a Klein or Mittelgroßer Humanoider it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and Treffers it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Multiattack. The doppelganger makes two melee attacks.
Slam. Nahkampf-Waffenangriff: +6 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel. Treffer: 7 (1d6 + 4)Wuchtschaden.
Read Thoughts. The doppelganger magically reads the surface thoughts of ein Ziel within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in Reichweite, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Motiv erkennen) and Charisma (Deception,Einschüchtern, and Persuasion) checks against the target.
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Illumination. The flameskull sheds either dim light in a 15-ft. radius, or a bright light in a 15-ft. radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.
Rejuvenation.The the flameskull is destroyed, it regains all its Treffer points in 1 hour unless holy water is sprikled on its remains or a dispel magic or remove curse spell is cast on them.
Multiattack. The flameskull makes two attacks with its Fire Ray.
Fire Ray. Reichweited Spell Attack: +5 zum Treffen, Reichweite 9m (30 ft.)., ein Ziel.
Treffer: 10 (3d6) fire damage.
Zauberwirken. The flameskull is a 5th-level spellcaster that uses Intelligence as its Zauberwirken ability (spell save DC 13, +5 zum Treffen with spell attacks). The flameskull knows the following spells from the wizard's spell list:
- Cantrips (at will): Magierhand (mage hand).
- 1st Level (3 slots): magic missile, Schild.
- 2nd Level (2 slots): blur, flaming sphere.
- 3rd level (1 slot): fireball
Ghouls roam the night in packs, driven by an insatiable hunger for Menschoid flesh. Like the maggots or carrion beetles, they thrive in places rank with decay and death.
Bite. Nahkampf-Waffenangriff: +2 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 9 (2d6 + 2) Stichschaden.
Claws. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 7 (2d4 + 2) Hiebschaden. If the target is a creature other than an elf or Untot, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
Usually found underground, the lair of a giant spider is often festooned with webs holding helpless victims.
Spider klettern. The spider can klettern difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing of any sort.
Bite. Nahkampf-Waffenangriff: +5 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 7 (1d8 + 3) Stichschaden, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) Gift damage on a failed save, or half as much damage on a successful one. If the Gift damage reduces the target to 0 Treffer points, the target is stable but Vergifted for 1 hour, even after regaining Treffer points, and is paralyzed while Vergifted in this way.
Web (Recharge 5–6). Fernkampf-Waffenangriff: +5 zum Treffen, Reichweite 30/60 ft., ein Ziel.
Treffer: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity toWucht, Gift, and psychic damage).
The wormlike grick blends in with the stonework of its lair. Only when prey comes near does it rear up, its four tentacles unfurling to reveal a hungry, snapping beak.
Stone Camouflage. The grick has advantage on its dexterity (Stealth) check when it attempts to hide in rocky terrain.
Multiattack. The grick makes one attack with its tentacles. If that attack Treffers, the grick can make one beak attack against the same target.
Tentacles. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel. Treffer: 9 (2d6 + 2) Hiebschaden.
Beak. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 5 (id6 + 2) Stichschaden.
Hobgoblins are cunning, disciplined warriors who crave conquest. They impose a strict military hierarchy and are often found in the company of goblins and bugbears.
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it Treffers with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
Longsword. Nahkampf-Waffenangriff: +3 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 5 (1d8 + 1) Hiebschaden, or 6 (1d10 + 1) Hiebschaden if used with two hands.
Longbow. Fernkampf-Waffenangriff: +3 zum Treffen, Reichweite 150/600 ft., ein Ziel.
Treffer:5 (1d8 + 1) Stichschaden.
A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral Untot servitors. Mormesk chooses not to, preferring to let the dead stay dead.
Incorporeal Movement. The wraith can move through an object or another creature, but cannot stop there.
Sunlight Sensitivity. Whilke in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Wahrnehmung) checks that rely on sight.
Life Drain. Nahkampf-Waffenangriff: +5 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or its Treffer point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's Treffer point maximum to 0, the target dies. This reduction to the target's Treffer point maximum lasts until the target finishes a long rest.
Drow (dark elves) are a devious, scheming subterranean race that worships Loth, the Demon Queen of Spiders. Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards.
Special Equipment. Nezznar has a spider staff.
Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
Innate Zauberwirken. Nezznar can innately cast the following spells, requiring no material components:
- At will: dancing lights
- 1/day each: darkness, faerie fire (save DC 12)
Spider Staff. Nahkampf-Waffenangriff: +1 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 2 (1d6 - 1)Wuchtschaden plus 3 (1d6) Gift damage.
Zauberwirken. Nezznar is a 4th-level spellcaster that uses Intelligence as its Zauberwirken ability (spell save DC 13, +5 zum Treffen with spell attacks). Nezznar has the following spells from prepared from the wizard's spell list:
- Cantrips (at will): Magierhand (mage hand), ray of frost, shocking grasp
- 1st Level (4 slots): mage armor, magic missile, Schild
- 2nd Level (3 slots): invisibility, suggestion
Ochre jellies stalk and consume organic creatures, and they have enought bestial cunning to avoid Groß groups.
Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider klettern. The jelly can klettern difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 9 (2d6 + 2)Wuchtschaden plus 3 (1d6) acid damage.
Split. When a jelly that is Mittelgroß or Großr is subjected to lightning or Hiebschaden, it splits into two new jellies if it has at least 10 Treffer points. Each new jelly has Treffer points equal to half the original jelly's, rounded down. New jellies are one size Kleiner than the original jelly.
Ogres are lazy, angry, ten-foot-tall giants that live by raiding and scavenging.
Greatclub. Nahkampf-Waffenangriff: +6 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 13 (2d8 + 4)Wuchtschaden.
Javelin. Melee or Fernkampf-Waffenangriff: +6 zum Treffen, Reichweite 1,5m (5 ft.) or Reichweite 30/16m (20 ft.)., ein Ziel.
Treffer: 11 (2d6 + 4) Stichschaden.
Orcs are renowned for their barbarism. They have stooped postures, low foreheads, and piglike faces with prominent lower canines that resemble a boar's tusks.
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Greataxe. Nahkampf-Waffenangriff: +5 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 9 (1d12 + 3) Hiebschaden.
Javelin. Melee or Fernkampf-Waffenangriff: +5 zum Treffen, Reichweite 1,5m (5 ft.) or Reichweite 30/16m (20 ft.)., ein Ziel.
Treffer: 6 (1d6 + 3) Stichschaden.
The owlbear's reputation for ferocity, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears.
Keen Sight and Smell. The owlbear has advantage on Wisdom (Wahrnehmung) checks that rely on sight or smell.
Multiattack. The owlbear makes two attacks, one with its beak and one with its claws.
Beak. Nahkampf-Waffenangriff: +7 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 10 (1d10 + 5) Stichschaden.
Claws. Nahkampf-Waffenangriff: +7 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 14 (2d8 + 5) Hiebschaden.
Sildar Hallwinter is a retired soldier and sellsword who hails from the city of Neverwinter. He is a loyal member of the Lord's Alliance, a political organization that unites the various free cities and towns of the North.
Multiattack. Sildar makes two melee attacks.
Longsword. Nahkampf-Waffenangriff: +3 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 5 (1d8+1) Hiebschaden.
Heavy Crossbow. Fernkampf-Waffenangriff: +2 zum Treffen, Reichweite 100/400 ft., ein Ziel.
Treffer: 5 (1d10) Stichschaden.
A spectator is a spherical monster that can be tasked with guarding a treasure for a period not exceeding 101 years. If the treasure is stolen or destroyed before the spectator's period of service has ended, the creature returns to its home dimension. Otherwise, it never abandons its post.
Hover. The spectator hovers as long as it is alive.
Telepathy. The spectator can communicate telepathically with any creature within 100 feet of it that can understand a language.
Create Food and Water. The spectator creates enought food and water to sustain itself for 24 hours.
Bite. Nahkampf-Waffenangriff: +1 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 2 (1d4 - 1) Stichschaden.
Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.
1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or Reichweited attack agains a randomly determined creature within Reichweite. If the target can't attack, it does nothing on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
4. Wounding Ray. The target must succeed on a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the spectator can choose another creature within 30 feet of it that it can see. The spell affects the chosen creature instead of the spectator.
A stirge is a winged pest that feeds on the blood of living creatures, drawing sustenance through its proboscis, which it uses to pierce a victim's flesh while clutching onto its prey with hooked claws.
Blood Drain. Nahkampf-Waffenangriff: +5 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 5 (1d4 + 3) Stichschaden, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) Treffer points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 Treffer points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
This skittering creature resembles a Klein, leafless, walking plant. Twig blights hide by rooting themselves among ordinary plants.
Damage Vulnerabilities. fire.
False Appearance. The blight resembles a dead shrub. While it remains motionless among vegetation, it can hide without being out of sight.
Claws. Nahkampf-Waffenangriff: +3 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 3 (1d4 + 1) Stichschaden.
Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Wahrnehmung) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Nahkampf-Waffenangriff: +4 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 7 (2d4+2) Stichschaden. If the target is a creature, it must succeed on a DC 11 Strenght saving throw or be knocked prone.
Thoroughly Böse, green dragons delight in subverting and corrupting the Gut-hearted. They prefer to dwell in ancient forests.
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks, one with its bite and two with its claws.
Bite. Nahkampf-Waffenangriff: +7 zum Treffen, Reichweite 3m (10 ft.)., ein Ziel.
Treffer: 15 (2d10 + 4) Stichschaden plus 7 (2d6) Gift damage.
Claw. Nahkampf-Waffenangriff: +7 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 11 (2d6 + 4) Hiebschaden.
Gift Breath (Recharge 5-6). The dragon breathes Giftous gas in a 30-foot cone. Each creature in the cone must make a DC 16 Constitution saving throw, taking 42 (12d6) Gift damage on a failed save, or half as much damage on a successful one.
Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
Untot Fortitude. If damage reduces the zombie to 0 Treffer points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical Treffer. On a success, the zombie drops to 1 Treffer point instead.
Slam. Nahkampf-Waffenangriff: +3 zum Treffen, Reichweite 1,5m (5 ft.), ein Ziel.
Treffer: 4 (1d6 + 1)Wuchtschaden.