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Peryton medium monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 20 ft., fly 60 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 9 (-1)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Perception +5

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical weapons

Senses: Passive Perception 15

Languages: Understands Common and Elvish but can't speak

Challenge: 2 (450 xp)


Dive Attack. If the peryton 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 9 (2d8) damage to the target.

Flyby. The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.

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

Actions


Multiattack. The peryton makes one gore attack and one talon attack.

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

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.












   Although this monstrous carnivore feeds on any creature, it prefers humanoids, especially elves, half-elves, and humans. When it kills a humanoid, a peryton rips out its prey's heart and takes it back to its nest to be devoured.
   The  peryton is a bizarre creature that blends the body and wings of a bird of prey with the head of a stag. Its strangest feature is its shadow, which appears humanoid rather than reflecting the creature's physical form.
   Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband's heart. The ritual succeeded until the woman's villainy was exposed. She was hanged for her crime, but the lingering magic of her foul ritual caused the carrion birds that feasted on her corpse to transform into the first perytons.

Peryton

Bearded Devil medium fiend (devil), lawful evil 3 700 xp

  • Armor class 13 (natural)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 11 (0)

Save Throws: Str +5, Con +4, Wis +2

Damage Resistances: Cold. Also, Bludgeoning/Piercing/ Slashing from nonmagical weapons that aren't silvered

Damage Immunities: Fire, Poison

Condition Immunities: Poisoned

Senses: Darkvision 120 ft., Passive Perception 10

Languages: Infernal, Telepathy 120 ft

Challenge: 3 (700 xp)


   Bearded devils (barbazu) serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes.
   A bearded ·devil is humanoid in form, with ·pointed ears, scaly skln, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom.

Actions


Multiattack. The devil makes two attacks: one with its beard and one with its glaive.

Beard. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or loose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to staunch the wound with a successful DC 12 Wisdon (Medicine) check. The wound also closes if the taregt receives magical healing.



Traits


Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.

Bearded Devil

Wererat medium humanoid (human, shape changer), lawful evil 2 450 xp

  • Armor class 12
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2, Stealth +4

Damage Immunities: Bludgeoning/Piercing/Slashing damage from nonmagical weapons that aren't silvered

Senses: Darkvision 60 ft. (rat form only), Passive Perception 12

Languages: Common (can't speak in rat form)

Challenge: 2 (450 xp)


Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Actions


Multiattack (Humanoid or Hybrid Form Only). The were rat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing
damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with were rat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Wererat

Swarm of Rats medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 30 ft., Passive Perception 10

Languages: -

Challenge: 1/4 (50 xp)


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

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions


Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Rats

Deep Scion medium humanoid (shapechanger), neutral evil 3 700 xp

  • Armor class 11
  • Hit points 67 (9d8+27)
  • Speed 30 ft. (20ft. and swim 40 ft. in hybrid form)
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Wis +3, Cha +4

Skills: Deception +6, Insight +3, Slight of Hand +3, Stealth +3

Senses: Darkvision 120 ft., Passive Perception 11

Languages: Aquan, Common, Thieves' Cant

Challenge: 3 (700 xp)


   Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual that transforms them into a shapechanger that is fully at home beneath the waves. A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master's desires. (VGM 135)

Shapechanger. The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.

Amphibious (Hybrid Form Only). The deep scion can breathe air and water.

Actions


Multiattack. In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.

Battleaxe (Humanoid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Bite (Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Claw (Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Psychic Screech (Hybrid form only, recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end ofthe deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.

Deep Scion

Sea Hag medium fey, chaotic evil 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 52-77 (7d8+21)
  • Speed 30 ft., swim 40 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 13 (+1)

Damage Resistances: Darkvision 60 ft., Passive Perception 11

Languages: Aquan, Common, Giant

Challenge: 2 (450 xp)


Amphibious. The hag can breathe air and water.

Horrific Appearance. Any hum anoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. Acreature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.
   Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions


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

Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
   The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

Sea Hag

Sahuagin Priestess medium humanoid (sahuagin), lawful evil 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft., swim 40 ft.
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 13 (+1)

Skills: Perception +6, Religion +3

Damage Resistances: Darkvision 120 ft., Passive Perception 16

Languages: Sahuagin

Challenge: 2 (450 xp)


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

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions


Multiattack. The sahuagin makes two melee attacks: one with her bite and one with her claws.

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

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

Spellcasting. The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared:
   Cantrips (at will): guidance, thaumaturgy
   1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing word, tongues

Sahuagin Priestess

Sahuagin medium humanoid (sahuagin), lawful evil 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (4d8+4)
  • Speed 30 ft., swim 40 ft.
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 9 (-1)

Skills: Perception +5

Damage Resistances: Darkvision 120 ft., Passive Perception 15

Languages: Sahuagin

Challenge: 1/2 (100 xp)


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

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions


Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

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

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

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:4 (1d6 + 1) piercing damage, or 5 (1d8 +1) piercing damage if used with two hands to make a melee attack.

Sahuagin

Diviner medium humanoid (human), lawful evil 3 700 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 21-48 (6d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +7, Wis +4

Skills: Arcana +7, History +7

Damage Resistances: Passive Perception 11

Languages: any four languages

Challenge: 3 (700 xp)

Actions


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

Spellcasting. The diviner is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The diviner has the following wizard spells prepared:

   Cantrips (at will): fire bolt, light, mage hand, shocking grasp
   1st level (4 slots): detect magic*, featherfall, fog cloud, mage armor, shield
   2nd level (3 slots): detect thoughts*, locate object*, scorching ray
   3rd level (2 slots): clairvoyance*, fly

Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher). When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of thattack roll, saving throw, or ability check.

Diviner

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


Blood Frenzy. The shark has advantage on melee attak 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.

Hunter Shark

Bandit medium humanoid (any race), any non-lawful alignment 1/8 25 xp

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

Senses: Passive Perception 10

Languages: Any one language (usually Comnmon)

Challenge: 1/8 (25 xp)


Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Actions


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

Light Crossbow. Ranged Weapon Attack +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bandit

Bandit Captain medium humanoid (any race), any non-lawful alignment 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4

Senses: Passive Perception 10

Languages: Any two language

Challenge: 2 (450 xp)


It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.
In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.
More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

Actions


Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Reactions

Parry. The captain adds 2 to its AC agains one melee attack that would hit it. To do so, the captain must see the attacker and be weilding a melee weapon.

Bandit Captain

0 Guidance (c), Divination cantrip 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S (Concentration, up to 1 minute)
  • Speed
       You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
  • STR Cleric, Druid (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Thaumaturgy, Transmutation cantrip 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V (Up to 1 minute)
  • Speed
       You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.

    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.

    If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
  • STR Cleric (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Vicious Mockery, Enchantment cantrip 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V (Instantaneous)
  • Speed
       You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

       This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  • STR Bard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

1 Feather Fall, 1st-level transmutation 0 xp

  • Armor class 1 reaction, which you take when you or a creature within 60 feet of you falls (60 feet)
  • Hit points V, M (a small feather or piece of down) (1 minute)
  • Speed
       Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  • STR Bard, Sorcerer, Wizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

0 Firebolt, Evocation cantrip 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S (Instantaneous)
  • Speed
       You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

       This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • STR Sorcerer, Wizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

3 Fly, 3rd-level transmutation 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S, M (a wing feather from any bird) (Concentration, up to 10 minutes)
  • Speed
       You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
       At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • STR Sorcerer, Warlock (-5)
  • DEX Wizard (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

3

1 Fog Cloud (c), 1st-level Conjuration 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S (Concentration, up to 1 hour)
  • Speed
       You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

       At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
  • STR Druid, Ranger, Sorcerer, Wizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

1 Mage Armor, 1st-level abjuration 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S, M (a piece of cured leather) (8 hours)
  • Speed
       You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13+ its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  • STR Sorcerer, Wizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

2 Scorching Ray, 2nd-level Evocation 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S (Instantaneous)
  • Speed
       You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

       At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
  • STR Sorcerer, Wizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

2

1 Shield, 1st-level abjuration 0 xp

  • Armor class 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell (Self)
  • Hit points V, S (1 round)
  • Speed
       An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    'Protegas mia'
  • STR Sorcerer, Wizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

0 Shocking Grasp, Evocation cantrip 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S (Instantaneous)
  • Speed
       Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

       The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    'Fulgur manibus'
  • STR Sorcerer, Wizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0