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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: Common understands but can’t speak

Challenge: 1/4 (50 xp)

Proficiency Bonus +2

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.

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: understands Common but can’t speak

Challenge: 1/2 (100 xp)

Proficiency Bonus +2
False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

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 nonplant 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. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Hunter Shark

Hunter Shark Large beast, unaligned 2 450 xp

  • Armor class 12 (Natural Armor)
  • Hit points 45 (6d10 + 12)
  • Speed 0 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2

Senses: Blindsight 30 ft., Passive Perception 12

Languages:

Challenge: 2 (450 xp)

Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

Proficiency Bonus +2

Actions

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

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

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)

A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths.

Proficiency Bonus +2

Actions

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, trying to get within 5 feet. 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, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the 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.

Giant Crab

Giant Crab Medium beast, unaligned 1/8 25 xp

  • Armor class 15 (Natural Armor)
  • Hit points 13 (3d8)
  • Speed 30 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 9 (-1)
  • CHA 3 (-4)

Skills: Stealth +4

Senses: Blindsight 30 ft., Passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

Proficiency Bonus +2

Amphibious. The crab can breathe air and water.

Actions

Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

Giant Rat

Giant Rat Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: Darkvision 60 ft., Passive Perception 10

Languages:

Challenge: 1/8 (25 xp)

Proficiency Bonus +2

Actions

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

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

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

Don-Jon Raskin

Don-Jon Raskin Medium humanoid (human), neutral 1/2 100 xp

  • Armor class 10
  • Hit points 44 (8d8 + 8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 14 (+2)

Save Throws: DEX +2, CON +3

Skills: Deception +4, Persuasion +4

Senses: Passive Perception 10

Languages: Common, Dwarvish

Challenge: 1/2 (100 xp)

Full of bluster and stories of his great exploits, Don-Jon Raskin walks and talks like a giant. He has worked as a gold prospector, miner, fur trader, privateer, and whaler. He even ran a trading post on the outskirts of Neverwinter for a few seasons.

Proficiency Bonus +2
Brave. Don-Jon has advantage on saving throws against being frightened.

A fearless troubleshooter who has experienced more than his fair share of adventures.

Actions

Not Dead Yet (Recharges after a Long Rest). If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn.

Actions
Multiattack. Don-Jon makes three melee attacks.

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

Sling. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Ankheg

Ankheg Large monstrosity, unaligned 2 450 xp

  • Armor class 14 (Natural Armor 11 While Prone)
  • Hit points 39 (6d10 + 6)
  • Speed 30 ft., burrow 10 ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 13 (+1)
  • CHA 6 (-2)

Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11

Languages:

Challenge: 2 (450 xp)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Young White Dragon

Young White Dragon Large dragon , chaotic evil 6 2,300 xp

  • Armor class 17 (Natural Armor)
  • Hit points 133 (14d10 + 56)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: DEX +3, CON +7, WIS +3, CHA +4

Skills: Perception +6, Stealth +3

Damage Immunities: Cold

Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16

Languages: Common, Draconic

Challenge: 6 (2,300 xp)

The large dragon before you has a beaked nose, spiny dewlaps, and a crest supported by a single, back-curving spine. A crisp, faintly chemical odor accompanies the dragon, whose scales glisten like snow.

Proficiency Bonus +3
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Actions

Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Mimic

Mimic Medium monstrosity (shapechanger), neutral 2 450 xp

  • Armor class 12 (Natural Armor)
  • Hit points 58 (9d8 + 18)
  • Speed 15 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 5 (-3)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Stealth +5

Damage Immunities: Acid

Condition Immunities: Prone

Senses: Darkvision 60 ft., Passive Perception 11

Languages:

Challenge: 2 (450 xp)

Proficiency Bonus +2
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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.

Actions

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Rock Gnome Recluse

Rock Gnome Recluse Small humanoid (gnome), chaotic neutral 1/4 50 xp

  • Armor class 10 (13 With Mage Armor)
  • Hit points 7 (2d6)
  • Speed 25 ft.
  • STR 6 (-2)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 15 (+2)
  • WIS 10 (0)
  • CHA 13 (+1)

Skills: Arcana +4, History +4

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Gnomish

Challenge: 1/4 (50 xp)

Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.

Proficiency Bonus +2
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Actions

Spellcasting. The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost (see “Actions” below)

1st level (3 slots): detect magic, mage armor, magic missile (see “Actions” below), shield

Actions
Magic Missile (Expends a 1st-Level Spell Slot). The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1) force damage.

Ray of Frost. Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s speed is reduced by 10 feet until the start of the gnome’s next turn.

Falcon the Hunter

Falcon the Hunter Medium humanoid (human), neutral good 4 1,100 xp

  • Armor class 14 (Studded Leather)
  • Hit points 112 (15d8 + 45)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 16 (+3)
  • CHA 15 (+2)

Save Throws: DEX +4, WIS +5

Skills: Athletics +4, Perception +7, Survival +5

Senses: Passive Perception 17

Languages: Common

Challenge: 4 (1,100 xp)

Falcon the Hunter wears a fur-lined cloak over his studded leather armor.

He stands 6 feet, 6 inches tall, and has black hair and broad shoulders. His eyes are as blue, cold, and sharp as ice, and he sports a neatly trimmed beard. Falcon moves with the casual confidence of one who fears nothing, and he greets every concern with nonplussed indifference. He loves good wine and treats other people as he would like to be treated—fairly and with patience.

Falcon’s real name is Gustaf Stellern, but he has long since abandoned it. His hunting skills have earned him the name he now bears.

Proficiency Bonus +2

Actions

Archer. A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack).

Sharpshooter. Falcon’s ranged weapon attacks ignore half cover and three-quarters cover.

Actions
Multiattack. Falcon makes three melee attacks or two ranged attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Ochre Jelly

Ochre Jelly Large ooze, unaligned 2 450 xp

  • Armor class 8
  • Hit points 45 (6d10 + 12)
  • Speed 10 ft., climb 10 ft.
  • STR 15 (+2)
  • DEX 6 (-2)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Resistances: Acid

Damage Immunities: Lightning, Slashing

Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 8

Languages:

Challenge: 2 (450 xp)

An ochre jelly is a yellowish ooze that can slide under doors and through narrow cracks in pursuit of creatures to devour.

Proficiency Bonus +2

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

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

Actions

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

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

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 Attacks

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)

Actions

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.

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

Condition Immunities: Blinded, Deafened

Senses: Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 9

Languages: understands Common but can’t speak

Challenge: 1/8 (25 xp)

A twig blight is an awakened plant that resembles a woody shrub that can pull its roots free of the ground. Its branches twist together to form a humanoid-looking body with a head and limbs.

Damage Vulnerabilities Fire

Proficiency Bonus +2

Actions

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.

Boar

Boar Medium beast, unaligned 1/4 50 xp

  • Armor class 11 (Natural Armor)
  • Hit points 11 (2d8 + 2)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 9 (-1)
  • CHA 5 (-3)

Senses: Passive Perception 9

Languages:

Challenge: 1/4 (50 xp)

Proficiency Bonus +2

Actions

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Anchorite of Talos

Anchorite of Talos Medium humanoid (half-orc, shapechanger, neutral evil 3 700 xp

  • Armor class 13 (Hide Armor)
  • Hit points 58 (9d8 + 18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 9 (-1)
  • WIS 15 (+2)
  • CHA 12 (+1)

Skills: Nature +1, Stealth +3, Survival +4

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Common, Orc

Challenge: 3 (700 xp)

These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs.

Proficiency Bonus +2

Actions

Innate Spellcasting. The anchorite’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:

1/day each: augury, bless, lightning bolt (8d6 damage), revivify

3/day: thunderwave (2d8 damage)

Shapechanger. The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics 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.

Clawed Gauntlet (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

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

Gorthok the Thunder Boar

Gorthok the Thunder Boar Huge monstrosity , chaotic evil 6 2,300 xp

  • Armor class 15 (Natural Armor)
  • Hit points 73 (7d12 + 28)
  • Speed 50 ft.
  • STR 20 (+5)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 14 (+2)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Lightning, Thunder

Senses: Darkvision 60 ft., Passive Perception 10

Languages:

Challenge: 6 (2,300 xp)

Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos’s evil followers. Like its patron deity, Gorthok revels in destruction.

Proficiency Bonus +3
Relentless (Recharges after a Short or Long Rest). If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves.

Lightning Tusks. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage.

Thunder Hooves. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage.

Lightning Bolt (Recharge 6). Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.

Centaur

Centaur Large monstrosity, neutral good 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10 + 12)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Athletics +6, Perception +3, Survival +3

Senses: Passive Perception 13

Languages: Elvish, Sylvan

Challenge: 2 (450 xp)

A centaur has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed.

Proficiency Bonus +2

Actions

Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

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

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

Banshee

Banshee Medium undead, chaotic evil 4 1,100 xp

  • Armor class 12
  • Hit points 58 (13d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 17 (+3)

Save Throws: WIS +2, CHA +5

Damage Resistances: Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Cold, Necrotic, Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Elvish

Challenge: 4 (1,100 xp)

The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.

Proficiency Bonus +2
Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Actions

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.

Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Commoner

Commoner Medium humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: Passive Perception 10

Languages: Any one language (usually Common)

Challenge: 0 (10 xp)

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Proficiency Bonus +2

Actions

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