These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Ash Puff. The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.
Commoners include peasants and serfs, slaves and servants, pilgrims, merchants, artisans, and hermits.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Evil mages hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.
Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:
- Cantrips (at will): light, mage hand, shocking grasp.
- 1st Level (4 slots): charm person, magic missile.
- 2nd Level (3 slots): hold person, misty step.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage.
The wormlike grick blends in with the stonework of its lair. Only when prey comes near does it rear up, its four tentacles unfurling to reveal a hungry, snapping beak.
Stone Camouflage. The grick has advantage on its dexterity (Stealth) check when it attempts to hide in rocky terrain.
Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (id6 + 2) piercing damage.
Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples.
Multiattack. The ruffian makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Sildar Hallwinter is a retired soldier and sellsword who hails from the city of Neverwinter. He is a loyal member of the Lord's Alliance, a political organization that unites the various free cities and towns of the North.
Multiattack. Sildar makes two melee attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8+1) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit: 5 (1d10) piercing damage.
Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strenght saving throw or be knocked prone.