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.
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.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) piercing damage.
Cultists swear allegiance to dark powers. They conceal their activities to avoid being ostracized, imprisoned, or executed for their beliefs.
Devotion. The cultist has advantage on saving throws against being charmed or frightened.,
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Like the maggots or carrion beetles, they thrive in places rank with decay and death.
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Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
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 creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
Usually found underground, the lair of a giant spider is often festooned with webs holding helpless victims.
Spider 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 of any sort.
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).
Goblins are black-hearted, gather in overwhelming numbers, and crave power, which they abuse.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.,,
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
Ogres are lazy, angry, ten-foot-tall giants that live by raiding and scavenging.
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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.
Orcs are renowned for their barbarism. They have stooped postures, low foreheads, and piglike faces with prominent lower canines that resemble a boar's tusks.
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Greataxe. 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.
The owlbear's reputation for ferocity, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears.
Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.,,
Multiattack. The owlbear makes two attacks, one with its beak and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage.
Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples.
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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.
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Damage Vulnerabilities. bludgeoning.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
A stirge is a winged pest that feeds on the blood of living creatures, drawing sustenance through its proboscis, which it uses to pierce a victim's flesh while clutching onto its prey with hooked claws.
Blood Drain. 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.
This skittering creature resembles a small, leafless, walking plant. Twig blights hide by rooting themselves among ordinary plants.
Damage Vulnerabilities. fire.
False Appearance. The blight resembles a dead shrub. While it remains motionless among vegetation, it can hide without being out of sight.,,
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) 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.
Thoroughly evil, green dragons delight in subverting and corrupting the good-hearted. They prefer to dwell in ancient forests.
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks, one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Poison Breath (Recharge 5-6). The dragon breathes poisonous gas in a 30-foot cone. Each creature in the cone must make a DC 16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
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.