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Aarakocra

Aarakocra Medium humanoid (aarakocra), neutral good 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 20 ft., fly 50 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Perception +5

Senses: passive Perception 15

Languages: Aarakocra, Auran

Challenge: 1/4 (50 xp)

Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.

Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions

Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

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.

Azer

Azer Medium elemental, lawful neutral 2 450 xp

  • Armor class 17 (natural armor, shield)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 10 (0)

Save Throws: Con +4

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: passive Perception 11

Languages: Ignan

Challenge: 2 (450 xp)

Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Needle Blight

Needle Blight Medium plant, neutral evil 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 9

Languages: understands Common but can't speak

Challenge: 1/4 (50 xp)

In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh.
When needle blights detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes' location, needle blights converge from all sides to drench their roots in blood.


Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage.

Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6+1) piercing damage.

Twig Blight

Twig Blight Small plant, neutral evil 1/8 25 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 20 ft.
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Damage Immunities:
Damage Vulnerabilities: fire

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 9

Languages: understands Common but can't speak

Challenge: 1/8 (25 xp)

Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight's branches twist together to form a humanoid-looking body with a head and limbs.
Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink or rest. Huddled together in groups, twig blights blend in with an area's natural vegetation or with piles of debris or firewood.
Given how dry they are, twig blights are particularly susceptible to fire.


False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Vine Blight

Vine Blight Medium plant, neutral evil 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 26 (4d8+8)
  • Speed 10 ft.
  • STR 15 (+2)
  • DEX 8 (-1)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +1

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages: Common

Challenge: 1/2 (100 xp)

Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their foes before attacking.
Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its dead master's voice, taunting victims or bargaining with powerful foes.


False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.

Entangling Plants (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. Acreature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Bugbear

Bugbear Medium humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 16 (hide armor, shield)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Stealth +6, Survival +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1 (200 xp)

Bugbears are cruel and unruly humanoids that live to bully the weak and dislike being bossed arround. Despite their intimidating builds, bugbears move with surprising stealth and are fond of setting ambushes.

Brute. When the bugbear hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included below).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

Duergar

Duergar Medium humanoid (dwarf), lawful evil 1 200 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120 ft., passive Perception 10

Languages: Dwarvish, Undercommon

Challenge: 1 (200 xp)

The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.


Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, 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.

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.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Air Elemental

Air Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 15
  • Hit points 90 (12d10+24)
  • Speed 0 ft., fly 90 ft. (hover)
  • STR 14 (+2)
  • DEX 20 (+5)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Resistances: lightning, thunder, bludgeoning, piercing, and slashing from nonmagic weapons

Damage Immunities: poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 10

Languages: Auran

Challenge: 5 (1,800 xp)

An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above.
An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.


Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Fire Elemental

Fire Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 13
  • Hit points 102 (12d10+36)
  • Speed 50 ft.
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: fire, poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 10

Languages: Ignan

Challenge: 5 (1,800 xp)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Gargoyle

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Damage Immunities: poison

Condition Immunities: exhaustion, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Terran

Challenge: 2 (450 xp)

The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims.

False Appearance. While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Ghast

Ghast Medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Resistances: necrotic

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 2 (450 xp)

Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed fo r 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ghoul

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.
Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.


Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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 on itself on a success.

Hill Giant

Hill Giant Huge giant, chaotic evil 5 1,800 xp

  • Armor class 13 (natural armor)
  • Hit points 105 (10d12+40)
  • Speed 40 ft.
  • STR 21 (+5)
  • DEX 8 (-1)
  • CON 19 (+4)
  • INT 5 (-3)
  • WIS 9 (-1)
  • CHA 6 (-2)

Skills: Perception +2

Senses: passive Perception 12

Languages: Giant

Challenge: 5 (1,800 xp)

Hill giants are selfish, dimwitted brutes that hunt forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage.

Stone Giant

Stone Giant Huge giant, neutral 7 2,900 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 15 (+2)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Save Throws: Dex +5, Con +8, Wis +4

Skills: Athletics +12, Perception +4

Senses: passive Perception 14

Languages: Giant

Challenge: 7 (2,900 xp)

Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The giant makes two greatclub attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reactions

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Goblin

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large - sometimes overwhelming - numbers.
They crave power and regularly abuse whatever authority they obtain.


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Goblin Boss

Goblin Boss Small humanoid (goblinoid), neutral evil 1 200 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 17 (6d6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large - sometimes overwhelming - numbers.
They crave power and regularly abuse whatever authority they obtain.


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Gnoll

Gnoll Medium humanoid (gnoll), chaotic evil 1/2 100 xp

  • Armor class 15 (hide armor, shield)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 10

Languages: Gnoll

Challenge: 1/2 (100 xp)

Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.

Rampage. When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn, the gnoll can take a bonus
action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.

Gnoll Pack Lord

Gnoll Pack Lord Medium humanoid (gnoll), chaotic evil 2 450 xp

  • Armor class 15 (chain shirt)
  • Hit points 49 (9d8+9)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Gnoll

Challenge: 2 (450 xp)

The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll pack's spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable.

Rampage. When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn , the gnoll can take a bonus
action to move up to half its speed and make a bite attack.

Actions

Multiattack. The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.

Griffon

Griffon Large monstrosity, unaligned 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 30 ft., fly 80 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Senses: darkvision 60 ft., passive Perception 15

Languages:

Challenge: 2 (450 xp)

Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion's savage might and grace.

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Night Hag

Night Hag Medium fiend, neutral evil 5 1,800 xp

  • Armor class 17 (natural armor)
  • Hit points 112 (15d8+45)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +7, Insight +6, Perception +6, Stealth +6

Damage Resistances: cold, fire, bludgeoning, piercing, and slashing from non magical that aren't silvered

Condition Immunities: charmed

Senses: darkvision 120 ft., passive Perception 16

Languages: Abyssal, Common, Infernal, Primordial

Challenge: 5 (1,800 xp)

Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Actions

Claws (Hag Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Harpy

Harpy Medium monstrosity, chaotic evil 1 200 xp

  • Armor class 11
  • Hit points 38 (7d8+7)
  • Speed 20 ft., fly 40 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.
A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.


Actions

Multiattack. The harpy makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.

Hell Hound

Hell Hound Medium fiend, lawful evil 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (7d8+14)
  • Speed 50 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Immunities: fire

Senses: darkvision 60 ft., passive Perception 15

Languages: understands Infernal but can't speak it

Challenge: 3 (700 xp)

Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions.

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5–6). The hound exhales fire in a 15 foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Hippogriff

Hippogriff Large monstrosity, unaligned 1 200 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 40 ft., fly 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Senses: passive Perception 15

Languages:

Challenge: 1 (200 xp)

A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals.
Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don't lay eggs but give birth to live young.
Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures.


Keen Sight. The hippogriff has advantage an Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Invisible Stalker

Invisible Stalker Medium elemental, neutral 6 2,300 xp

  • Armor class 14
  • Hit points 104 (16d8+32)
  • Speed 50 ft., fly 50 ft. (hover)
  • STR 16 (+3)
  • DEX 19 (+4)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Perception +8, Stealth +10

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 18

Languages: Auran, understands Common but doesn't speak it

Challenge: 6 (2,300 xp)

An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures a nd retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.

Invisibility. The stalker is invisible.

Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Actions

Multiattack. The stalker makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

Werewolf - human form

Werewolf - human form Medium humanoid (human, shapechanger), chaotic evil 3 700 xp

  • Armor class 11
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +4, Stealth +3

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses: passive Perception 14

Languages: Common

Challenge: 3 (700 xp)

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The werewolf makes two attacks with its spear.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

Werewolf - hybrid form

Werewolf - hybrid form Medium humanoid (human, shapechanger), chaotic evil 3 700 xp

  • Armor class 12 (natural armor)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +4, Stealth +3

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses: passive Perception 14

Languages: Common

Challenge: 3 (700 xp)

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The werewolf 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: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) slashing damage.

Werewolf - wolf form

Werewolf - wolf form Medium humanoid (human, shapechanger), chaotic evil 3 700 xp

  • Armor class 12 (natural armor)
  • Hit points 58 (9d8+18)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +4, Stealth +3

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses: passive Perception 14

Languages: understands Common but can't speak it

Challenge: 3 (700 xp)

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Magmin

Magmin Small elemental, chaotic neutral 1/2 100 xp

  • Armor class 14 (natural armor)
  • Hit points 9 (2d6+2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: fire

Senses: darkvision 60 ft., passive Perception 10

Languages: Ignan

Challenge: 1/2 (100 xp)

A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.

Manticore

Manticore Large monstrosity, lawful evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 30 ft., fly 50 ft.
  • STR 17 (+3)
  • DEX 16 (+3)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Senses: darkvision 60 ft., passive Perception 11

Languages: Common

Challenge: 3 (700 xp)

A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature's back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range.

Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) piercing damage.

Actions

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Mud Mephit

Mud Mephit Small elemental, neutral evil 1/4 50 xp

  • Armor class 11
  • Hit points 27 (6d6+6)
  • Speed 20 ft., fly 20 ft., swim 20 ft.
  • STR 8 (-1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 7 (-2)

Skills: Stealth +3

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Aquan, Terran

Challenge: 1/4 (50 xp)

Mud mephits are slow, unctuous creatures of earth and water. They drone their complaints to all who will listen, and beg incessantly for attention and treasure.

Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

Actions

Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage.

Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Minotaur

Minotaur Large mosntrosity, chaotic evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 76 (9d10+27)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 16 (+3)
  • CHA 9 (-1)

Skills: Perception +7

Senses: darkvision 60 ft., passive Perception 17

Languages: Abyssal

Challenge: 3 (700 xp)

A minotaur's roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death.

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

Nothic

Nothic Medium aberration, neutral evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Arcana +3, Insight +4, Perception +2, Stealth +5

Senses: truesight 120 ft., passive Perception 12

Languages: Undercommon

Challenge: 2 (450 xp)

A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The nothic makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing dam age.

Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

Ogre

Ogre Large giant, chaotic evil 2 450 xp

  • Armor class 11 (hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Giant

Challenge: 2 (450 xp)

Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds.

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.

Oni

Oni Large Giant, lawful evil 7 2,900 xp

  • Armor class 16 (chain mail)
  • Hit points 110 (13d10+39)
  • Speed 30 ft., fly 30 ft.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: Dex +3, Con +6, Wis +4, Cha +5

Skills: Arcana +5, Deception +8, Perception +4

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Giant

Challenge: 7 (2,900 xp)

In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black.

Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep

Magic Weapons. The oni's weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The oni makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

Black Pudding

Black Pudding Large Ooze, unaligned 4 1,100 xp

  • Armor class 7
  • Hit points 85 (10d10+30)
  • Speed 20 ft., climb 20 ft.
  • STR 16 (+3)
  • DEX 5 (-3)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Immunities: acid, cold, lightning, slashing

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8

Languages:

Challenge: 4 (1,100 xp)

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is eestroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Reactions

Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

Orc

Orc Medium humanoid (orc), chaotic evil 1/2 100 xp

  • Armor class 13 (hide armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Orc War Chief

Orc War Chief Medium humanoid (orc), chaotic evil 4 1,100 xp

  • Armor class 16 (chain mail)
  • Hit points 93 (11d8+44)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: Str +6, Con +6, Wis +2

Skills: Intimidation +5

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Orc

Challenge: 4 (1,100 xp)

The war chief of an orc tribe is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of other tribe members, whose bloodlust must be regularly satisfied lest the chief appear weak.

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Actions

Multiattack. The orc makes two attacks with its greataxe or its spear.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12+4 plus 1d8) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.

Orc Eye of Gruumsh

Orc Eye of Gruumsh Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 16 (ring mail, shield)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Intimidation +3, Religion +1

Senses: darkvision 60 ft., passive Perception 11

Languages: Common, Orc

Challenge: 2 (450 xp)

When an orc slays an elf in Gruumsh's name and offers the corpse of its foe as a sacrifice to the god of slaughter, an aspect of the god might appear. This aspect demands an additional sacrifice: one of the orc's eyes, symbolizing the loss Gruumsh suffered at the hands of his greatest enemy, Corellon Larethian.

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).

Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command
2nd level (2 slots): augury, spiritual weapon (spear)

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack.

Orog

Orog Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 18 (plate)
  • Hit points 42 (5d8+20)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Intimidation +5, Survival +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Orc

Challenge: 2 (450 xp)

Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity of food often brings them to the surface to hunt. Orcs respect an orog's strength and cunning, and a lone orog might command an orc war band.

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Actions

Multiattack. The orc makes two attacks with its greataxe or its spear.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d12+4 plus 1d8) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.

Pseudodragon

Pseudodragon Tiny dragon, neutral good 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 7 (2d4+2)
  • Speed 15 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Perception +3, Stealth +4

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13

Languages: understands Common and Draconic but can't speak

Challenge: 1/4 (50 xp)

The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Legendary Actions

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Sprite

Sprite Tiny fey, neutral good 1/4 50 xp

  • Armor class 15 (leather armor)
  • Hit points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
  • STR 3 (-4)
  • DEX 18 (+4)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Perception +3, Stealth +8

Senses: passive Perception 13

Languages: Common, Elvish, Sylvan

Challenge: 1/4 (50 xp)

In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.

Actions

Longsword. Melee Weapon Attack: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

Stirge

Stirge Tiny beast, unaligned 1/8 25 xp

  • Armor class 14 (natural armor)
  • Hit points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
  • STR 4 (-3)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 6 (-2)

Senses: darkvision 60 ft., passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

This horrid flying creature looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks its next meal.
Stirges feed on the blood of living creatures, attaching and draining them slowly. Although they pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off.


Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, 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) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Blood Hawk

Blood Hawk Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 10 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Skills: Perception +4

Senses: passive Perception 14

Languages:

Challenge: 1/8 (25 xp)

Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Brown Bear

Brown Bear Large beast, unaligned 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 34 (4d10+12)
  • Speed 40 ft., climb 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 10

Languages:

Challenge: 1 (200 xp)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Elk

Elk Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Charge. If the elk moves at least 20 feet straight toward a target and then bits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage.

Giant Bat

Giant Bat Large beast, unaligned 1/4 50 xp

  • Armor class 13
  • Hit points 22 (4d10)
  • Speed 10 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: blindsight 60 ft., passive Perception 11

Languages:

Challenge: 1/4 (50 xp)

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Giant Spider

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1 (200 xp)

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Giant Vulture

Giant Vulture Large beast, neutral evil 1 200 xp

  • Armor class 10
  • Hit points 22 (3d10+6)
  • Speed 10 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: understands Common but can't speak

Challenge: 1 (200 xp)

A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics.. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 9 (2d6+2) slashing damage.

Goat

Goat Medium beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: passive Perception 10

Languages:

Challenge: 0 (10 xp)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Hyena

Hyena Medium beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 5 (1d8+1)
  • Speed 50 ft.
  • STR 11 (0)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge: 0 (10 xp)

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Worg

Worg Large monstrosity, neutral evil 1/2 100 xp

  • Armor class 13 (natural armor)
  • Hit points 26 (4d10+4)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: darkvision 60 ft., passive Perception 14

Languages: Goblin, Worg

Challenge: 1/2 (100 xp)

A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Druid

Druid Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Nature +3, Perception +4

Senses: passive Perception 14

Languages: Druidic plus any two languages

Challenge: 2 (450 xp)

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) if wielded with two hands, or 6 (1d8+2) bludgeoning damage with shillelagh

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions