Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Grey Ooze

Grey Ooze Medium ooze, unaligned 1/2 100 xp

  • Armor class 8 (natural)
  • Hit points 22 (3d8+9)
  • Speed 10 ft., climb 10 ft.
  • STR 12 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 2 (-4)

Skills: Stealth +2

Damage Resistances: acid, cold, fire

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

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

Languages:

Challenge: 1/2 (100 xp)

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

Corrode Metal. Any non magical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded 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.

Intellect Devourer

Intellect Devourer Tiny aberration, lawful evil 2 450 xp

  • Armor class 12
  • Hit points 21 (6d4+6)
  • Speed 40 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2, Stealth +4

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

Condition Immunities: blinded

Senses: blindsight 60ft. (blind outside this radius), passive Perception 12

Languages: Understands Deep Speech but cannot speak, telepathy 60 ft.

Challenge: 2 (450 xp)

Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Actions

Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.

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

Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the skull, and takes control of the body. While there, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.
If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.

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)

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.

Kenku

Kenku Medium humanoid (kenku), chaotic neutral 1/4 50 xp

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

Skills: Deception +4, Perception +2, Stealth +5

Senses: passive Perception 12

Languages: understands Auran and Common but can only speak through Mimicry

Challenge: 1/4 (50 xp)

Ambusher. In the first round of a combat, the kenku has advantage on attack rolls against any creature it surprised.

Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

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

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Strige

Strige Tiny beast, unaligned 1/8 25 xp

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

Senses: darkvision 60ft., passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

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.

Troll

Troll Large giant, chaotic evil 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Senses: darkvision 60 ft., passive Perception 11

Languages: Giant

Challenge: 5 (1 xp)

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

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the trolls next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

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

Thug

Thug Medium humanoid (any race), any non-good alignment 1/2 100 xp

  • Armor class 11 (leather armor)
  • Hit points 32 (5d8+10)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/2 (100 xp)

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

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Volothamp Geddarm

Volothamp Geddarm Medium humanoid (human), chaotic good 1/4 50 xp

  • Armor class 11 (natural)
  • Hit points 31 (7d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 15 (+2)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: Con +2, Wis +2

Skills: Animal Handling +4, Arcana +4, Deception +5, History +4, Insight +2, Investigation +4, Perception +4, Perception +2, Performance +7, Persuasion +7, Sleight of Hand +3, Survival +2

Senses: passive Perception 12

Languages: Common, Dwarvish, Elvish

Challenge: 1/4 (50 xp)

Spellcasting. Volo is a 1st- level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): friends, mending, prestidigitation
1st level (2 slots): comprehend languages, detect magic,
disguise self

Actions

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

Renaer Neverember

Renaer Neverember Medium humanoid (human), chaotic good 3 700 xp

  • Armor class 17 (leather armor)
  • Hit points 66 (12d8+12)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Acrobatics +8, Athletics +5, Persuasion +6

Senses: passive Perception 10

Languages: Common

Challenge: 3 (700 xp)

Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns

Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

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

Nihiloor, mind flayer

Nihiloor, mind flayer Medium aberration, lawful evil 7 2 xp

  • Armor class 15 (breastplate)
  • Hit points 71 (13d8+13)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 19 (+4)
  • WIS 17 (+3)
  • CHA 17 (+3)

Save Throws: Int +7, Wis +6, Cha +6

Skills: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4

Senses: darkvision 120 ft., passive Perception 16

Languages: Deep Speech, Undercommon, telepathy 120 ft.

Challenge: 7 (2 xp)

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

Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15) . It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)

Actions

Tentacles. Melee Weapon Attack: + 7 to hit, reach 5 ft. , one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to h it, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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.

Gazer

Gazer Tiny aberration, neutral evil 1/2 100 xp

  • Armor class 13
  • Hit points 13 (3d4+6)
  • Speed 0 ft. fly 30 ft. (hover)
  • STR 3 (-4)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Wis +2

Skills: Perception +4, Stealth +5

Condition Immunities: prone

Senses: darkvision 60 ft., passive Perception 14

Languages:

Challenge: 1/2 (100 xp)

Aggressive. As a bonus action, the gazer can move up to its speed towards a hostile creature it can see.

Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that can hear the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

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

Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls .
2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.
3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed o n a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

Durnan

Durnan Medium humanoid (human), neutral 9 5 xp

  • Armor class 16 (elven chain)
  • Hit points 144 (17d8+68)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: Str +8, Con +8

Skills: Athletics +8, Perception +5

Senses: passive Perception 15

Languages: Common, Dwarvish

Challenge: 9 (5 xp)

Special Equipment. Durnan wields a sword of sharpness (greatsword) called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning.

Indomitable (Recharges after a Long Rest). Durnan can reroll a saving throw that he fails. He must use the new roll.

Spell Turning. While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spell casting ability of the caster.

Actions

Multiattack. Durnan makes four melee weapon attacks.

Grimvault. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is an object, the hit instead deals 16 slashing damage. If the target is a creature and Durnan rolls a 20 on the d20 for the attack roll, the target takes an extra 14 slashing damage, and Durnan rolls another d20. On a roll of 20, he lops off one of the target's limbs, or some other part of its body if it is limbless.

Double Crossbow. Ranged Weapon Attack: +6 to hit , range 60/240 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Floon Blagmaar

Floon Blagmaar Medium humanoid (human), chaotic good 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: passive Perception 10

Languages: Common

Challenge: 0 (10 xp)

Actions

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

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: posion

Senses: darkvision 120 ft., passive Perception 10

Languages: Dwarfish, Undercommon

Challenge: 1 (200 xp)

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.

Bandit

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 Common)

Challenge: 1/8 (25 xp)

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 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Barnibus Blastwind

Barnibus Blastwind Medium humanoid (human), Lawful good 2 450 xp

  • Armor class 10 (13) (natural (with mage armor))
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 10 (0)
  • CON 9 (-1)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 11 (0)

Save Throws: Int +5, Wis +4

Skills: Arcana +5, Insight +6, Investigation +7, Perception +4

Senses: passive Perception 14

Languages: Common, Draconic, Dwarfish, Halfling

Challenge: 2 (450 xp)

Special Equipment. Barnibus carries a wand of magic detection.

Spellcasting. Barnibus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): blade ward, light, mage hand, message
1st level (4 slots) : comprehend languages, identify, mage armor, shield
2nd level (3 slots): detect thoughts, suggestion
3rd level (3 slots): clairvoyance, sending
4th level (1 slot): locate creature, Otiluke's resilient sphere

Actions

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

Bard

Bard Medium humanoid (any race), Any alignment 2 450 xp

  • Armor class 15 (chain shirt)
  • Hit points 44 (8d8+8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Dex +4, Wis +3

Skills: Acrobatics +4, Perception +5, Performance +6

Senses: passive Perception 15

Languages: any two languages

Challenge: 2 (450 xp)

Spellcasting. The bard is a 4th level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to spell attacks). It has the following bard spells prepared.

Cantrips (At will): friends, mage hand, vicious mockery.
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave.
2nd level (3 slots): invisibility, shatter.

Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.

Actions

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.

Aurinax, Adult Gold Dragon

Aurinax, Adult Gold Dragon Huge dragon, lawful good 17 18 xp

  • Armor class 19 (natural armor)
  • Hit points 256 (19d12+133)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8)
  • DEX 15 (+2)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 24 (+7)

Save Throws: Dex +8, Con +13, Wis +8, Cha +13

Skills: Insight +8, Perception +14, Persuasion +13, Stealth +8

Damage Immunities: fire

Senses: blindsight 60ft, darkvision 120ft, passive Perception 24

Languages: Common, Draconic

Challenge: 17 (18 xp)

Aurinax is a male adult gold dragon who can freely ignore Ahgharon's dragonward.

Amphibious. The dragon can breathe air and water

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: + 14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is with in 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for
the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature with in 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Apprentice Wizard

Apprentice Wizard Medium humanoid (any race), any alignment 1/4 50 xp

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

Skills: Arcana +4, History +4

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

Spellcasting: The apprentice is a 1st-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): fire bolt, mending, prestidigitation.
1st level (2 slots): burning hands, disguise self, shield.

Actions

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

Ammalia Cassalantar

Ammalia Cassalantar Medium humanoid (human), lawful evil 5 1 xp

  • Armor class 12 (15) (natural (with mage armor))
  • Hit points 45 (10d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: Int +6, Wis +4

Skills: Arcana +6, History +6, Insight +4, Persuasion +5

Damage Immunities: posion

Condition Immunities: posioned

Senses: passive Perception 11

Languages: Common, Draconic, Elvish, Infernal

Challenge: 5 (1 xp)

Spellcasting. Ammalia is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): friends, mage hand, mending, message.
1st level (4 slots): charm person, mage armor, magic missile.
2nd level (3 slots): hold person, invisibility, suggestion.
3rd level (3 slots): fireball, haste, tongues.
4th level (3 slots): confusion, stoneskin
5th level (1 slot): hold monster

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.

Ahmaergo

Ahmaergo Medium humanoid (dwarf), lawful evil 9 5 xp

  • Armor class 18 (plate)
  • Hit points 143 (22d8+44)
  • Speed 25 ft.
  • STR 20 (+5)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 15 (+2)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +9, Con +6

Skills: Athletics +9, Intimidation +5, Perception +6

Damage Resistances: posion

Senses: darkvision 60ft, passive Perception 16

Languages: Common, Dwarfish, Undercommon

Challenge: 9 (5 xp)

Dwarven Resilience. Ahmaergo has advantage on saving throws against being poisioned.

Indomitable (2/day). Ahmaergo can reroll a saving throw that he fails. He must use the new roll.

Second Wind (Recharges after a short or long rest). As a bonus action, Ahmaergo can regain 20 hit points.

Actions

Multiattack. Ahmaergo can make three attacks with his greataxe.

Greataxe. Melee Weapon attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) slashing damage plus 7 (2d6) slashing damage if Ahmaergo has more than half his hit points.

Heavy Crossbow. Ranged Weapon attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10+2) piercing damage.