D&D Next - Starter Set - Lost Mine of Phandelver (Appendix B, Monsters) (d20) (Ingles) (OCR)

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ApPENDIX B: MONSTERS

This section contains stat blocks and short descriptions for Undead. Once-living creatures brought to a horrifying
the creatures that appear in Lost Mine ofPhandelver. state of undeath through the practice of necromantic
magic or some unholy curse.
STATISTICS TAGS
A creature's stat block provides the essential information A creature might have one or more tags appended to
that you, as the OM, need to run the creature. its type, in parentheses. For example, an orc has the
humanoid (orc) type . These parenthetical tags provide an
SIZE additional layer of categorization for certain monsters, but
Each creature takes up a different amount of space. The they have no bearing on how a monster is used in combat.
Size Categories table shows how much space a creature
of a particular size controls in combat. Objects sometimes ALIGNMENT
use the same size categories. A creature's alignment provides a clue to its disposition .
For example, a chaotic evil creature might be difficult to
SIZE CATEGORIES reason with and might attack characters on sight, whereas
Size Space a neutral creature might be willing to negotiate. Alignment
Tiny 21/2 by 21/2 ft. indicates whether a creature leans toward law or chaos
Small 5 by 5 ft. and good or evil or whether a creature is neutral.
Medium 5 by 5 ft. Any Alignment. Some creatures, such as the warrior,
can have any alignment. In other words, you choose the
Large 10 by 10 ft .
creature's alignment. Depending on the creature, its
alignment entry might indicate a tendency or aversion
SPACE
toward law, chaos, good, or evil.
A creature's space is the area in feet that it effectively
Unaligned. Many creatures of low intelligence have no
controls in combat, not an expression of its physical
comprehension of law or chaos, good or evil. They don't
dimensions. A typical Medium creature isn't 5 feet wide,
make moral or ethical choices, but rather act on instinct.
for example, but it does control a space that wide. If a
These creatures are unaligned, which means they don't
Medium hobgoblin stands in a 5-foot-wide doorway, other
have an alignment.
creatures can't get through unless the hobgoblin lets them.

SQUEEZING INTO A SMALLER SPACE ARMOR CLASS


A creature can squeeze through a space large enough for A creature that wears armor or carries a shield has an AC
a creature one size smaller than itself. When squeezing that takes its armor, shield, and Dexterity into account.
through such a space, the creature's speed is halved. Otherwise, a creature's AC is based on its Dexterity
While squeezing, a creature has disadvantage on attack modifier and any natural armor or supernatural resilience
rolls and Dexterity saving throws, and attack rolls against it might possess.
it have advantage. If a creature wears armor or carries a shield , the kind of
armor it wears or shield it carries is noted in parentheses
TYPE after its AC value.
A creature's type speaks to its fundamental nature.
The following types of monsters can be encountered in
HIT POINTS
this adventure. A creature usually dies or is destroyed when its hit points
Aberrations. Utterly alien beings that have no place in the drop to O. For more on hit points, see the rule book.
natural world.
Beasts. Nonhumanoid creatures that, like real-world
SPEED
animals, are a normal part of the world's ecology. A creature's speed tells you how far it can move on its turn .
Dragons. Large, winged, reptilian creatures of ancient For more information on speed, see the rulebook.
origin and tremendous power. All creatures have a walking speed; creatures that
Giants. Humanoid-like creatures that tower over humans have no form of ground-based locomotion have a
and their kin. speed of 0 feet.
Humanoids. Bipedal peoples of the civilized and savage Many of the creatures herein have one or more
world, including humans and a tremendous variety of additional movement modes.
other races, including dwarves and elves. Climb. A creature that has a climbing speed can use all
Monstrosities. Frightening creatures that sometimes or part of its movement to move on vertical surfaces. The
resemble beasts but that are often touched by magic and creature doesn't need to spend extra movement to climb.
almost never benign. Fly. A creature that has a flying speed can use all or part
Oozes. Gelatinous creatures that generally have no fixed of its movement to fly. If the creature is incapacitated or
shape. They are mostly subterranean, dwelling in caves knocked prone while flying, it falls unless it can hover.
and dungeons. Swim. A creature that has a swimming speed doesn't
Plants. Plant creatures, as opposed to ordinary plants, need to spend extra movement to swim.
have some degree of sentience and mobility.
54
APPI:. IlIX 8 . MONSTERS
ABI LITY S CORES C HA LLENGE
Every creature has six ability scores (Strength, Dexterity, An appropriately equipped and well-rested party of four
Constitution, Intelligence, Wisdom, and Charisma) and adventurers should be able to defeat a creature that has
corresponding modifiers. For more information on ability a challenge rating equal to their level without suffering
scores and how they're used in play, see the rule book. any casualties.
Monsters that are significantly weaker than 1st-level
S AVI NG THROWS characters have challenge ratings lower than 1.
~---------------
The Saving Throws entry is reserved for creatures that
E XPE RIEN CE POINTS (XP)

are particularly adept at resisting certain kinds of effects.


The number of experience points a creature is worth

is based on its Challenge. Typically, XP is awarded for

S KI LLS
defeating the monster.

The Skills entry is reserved for creatures that are


proficient in one or more skills. For example, a creature T R AIT S
that is very perceptive and stealthy might have higher­
Traits are special characteristics of the creature that are
than-normal bonuses to Wisdom (Perception) and
likely to be relevant in a combat encounter.
Dexterity (Stealth) checks.
Skills in a monster's stat block are shown with the total
ACTIONS
modifier-the monster's ability modifier plus its proficiency
bonus. If a monster's stat block says "Stealth +6," roll a When a creature takes its action, it can choose from
d20 and add 6 when the monster makes an ability check the options in the "Actions" section of its stat block. The
using Stealth.
.oil.
ARMOR, WEAPON, AND TOOL PROFICIENCIES
. rulebook describes olher actions available to all creatures.

MELEE AND RANGED ATTACKS


The most common actions that a creature will take in
Assume that a creature is proficient with its armor, weapons, combat are melee and ranged attacks. These can be spell
and tools. If you swap out a creature's armor and weapons, attacks or weapon attacks, where the "weapon" might be a
you must decide whether the creature is proficient with its new manufactured item or a natural weapon, such as a claw.
equipment. See the rulebook for what happens when you use
Hit. Any damage or other effects that occur as a result of
these items without proficiency.
an attack hitting a target are described here. As the DM,
~ ~ you have the option of taking average damage or rolling
VULNE R A BILIT IE S, R ESISTA NC E S, the damage; for this reason, both the average damage and
the die expression are presented. For example, a monster
A ND IM MU N ITI E S might deal 4 (ld8) slashing damage with its longsword.
Some creatures have vulnerability, resistance, or That notation means you can have the monster deal 4
immunity to certain types of damage. Additionally, some damage or you can roll 1d8 to determine the damage.
creatures are immune to certain conditions and other
game effects. These immunities are also noted here. REACT IONS
If a creature can do something unusual with its reaction,
SENSES
------- that information is contained here. Most creatures do
The Senses entry notes a creature's passive Wisdom not have special reactions, in which case this section is
(Perception) score, as well as any special senses the absent. Reactions are explained in the rulebook.
creature might have, such as the following senses.
Blindsight. A creature with blindsight can perceive its LIMITED USAGE
surroundings without having to rely on sight, within a Some special abilities-whether they are traits, actions,
specific radius. or reactions-have restrictions on the number of times
Darkvision. A creature with darkvision can see in the they can be used.
dark within a specific radius. The creature can see in dim X/Day. The notation "X/ Day" means a special ability
light within the radius as if it were bright light, and in can be used a certain number of times and that a monster
darkness as if it were dim light. The creature can't discern must finish a long rest to regain expended uses. For
color in darkness, only shades of gray. example, "l/Day" means a special ability canbe used once
Truesight. A creature with truesight can see in normal and that the monster must finish a long rest to use it again.
and magical darkness, see invisible creatures and objects, Recharge X-YO The notation "Recharge X-Y" means a
automatically detect visual illusions and succeed on saving monster can use a special ability once and that the ability
throws against them, and perceive the original form of a then has a random chance of recharging during each
shapechanger or a creature that is transformed by magic. subsequent round of combat. At the start of each of the
Furthermore, the creature can see into the Ethereal Plane. monster's turns, roll a d6. If the roll is one of the numbers
in the recharge notation, the monster regains the use of
LANGUAGES the special ability. The ability also recharges when the
The languages that a creature can speak are listed in monster finishes a short or long rest.
alphabetical order. Sometimes a creature can understand For example, "Recharge 6" means a monster can use
a language but not speak it, and this is noted in its entry. the special ability once. Then, at the start of the monster's
turn, it regains the use of that ability if it rolls a 6 on a d6.

55
.\J>I'I:NOIX 1\: MOJl:STERS
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
MONSTER DESCRIPTIONS range 30 ft./120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage,
The monsters appearing in the adventure are presented in or 9 (2d6 + 2) piercing damage in melee.
this section in alphabetical order.
Bugbears are cruel and unruly humanoids that live to
bully the weak and dislike being bossed around. Despite
BUGBEAR their intimidating builds, bugbears move with surprising
Medium humanoid (goblinoid), chaotic evil
stealth and are fond of setting ambushes.
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5) COMMONER
Speed 30 ft. Medium humanoid (any race), any alignment

STR DEX CON INT WIS CHA Armor Class 10


15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) Hit Points 4 (1d8)
Speed 30 ft.
Skills Stealth +6, Survival +2
Senses darkvision 60 ft. , passive Perception 10 STR DEX CON INT WIS CHA
Languages Common, Goblin 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Challenge 1 (200 XP)
Senses passive Perception 10
Languages anyone (usually Common)
Brute. When the bugbear hits with a melee weapon attack, the
Challenge 0 (l0 XP)
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 ACTIO NS
with an attack during the first round of combat, the target takes Club. Melee Weapon Attack: +2 to hit, reach 5 ft. , one target. Hit: 2
an extra 7 (2d6) damage from the attack. (ld4) bludgeoning damage.

ACTIONS Commoners include peasants and serfs, slaves and


servants, pilgrims, merchants , artisans, and hermits.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage .
CULTIST
Medium humanoid (any race), any nongood alignment

Armor Class 12 (leather armor)

Hit Points 9 (2d8)

Speed 30 ft .

STR DEX CON INT WIS CHA

11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 ( 0) 10 (+0)

Skills Deception +2, Religion +2


Senses passive Pe rception 10
Languages anyone (usually Common)
Challenge 1/8 (25 XP)

Devotion. The cultist has advantage on saving throws against


being charmed or frightened.

ACTIONS
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (ld6 + 1) slashing damage.

Cultists swear allegiance to dark powers. They conceal


their activities to avoid being ostracized, imprisoned, or
executed for their beliefs.

DOPPELGANGER
Medium monstrosity (shapechanger), neutral

Armor Class 14

Hit Points 52 (8 d8 + 16)

Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

['PL UI. l1 MUN 1 ~RS


Skills Decepti on +6, Insight +3
Condition Immunities charmed
Senses darkvisio n 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Shapechanger. The doppe l:ganger can use its action to polymorph


into a Small or Medium humanoid it has seen, or back into its
natural form. Its statistics, other than its size, are the same
in each form. I'ts equipment is not transformed . If slain, the
doppelganger reverts to its natural form.
Ambusher. The doppelganger ha s advantage on attack rolls
against any creature it ha s surprised.
Surprise Attack. If the doppelganger surpri ses a creature and hits
it with an attack during the first round of combat, the target takes
an extra 10 (3d6) damage from the attack .

A CT IO NS
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface
thoughts of one creature within 60 feet of it . The effect can
penetrate bar riers, but 3 fe et of wood or dirt, 2 feet of stone,
D OP PELG A NG E R
2 inches of metal , or a thin sheet of lead bloc ks it . While the
target is within range, the doppelganger can continue reading
its th oughts as long as the doppelganger's concentration isn't Evil mages hunger for arca ne power and dwell in
bro ken . While reading th e target's mind , the doppelganger has is olated places , where they can perform terrible magical
advantage on Wisdom (Insight) and Cha risma (Deception , experiments without interfe rence.
Intimidati on, and Persu asio n) checks against the target.

Doppelgangers take on the appearance of other FLAMESKULL


huma noids, throwing off purs uit or luring victims to their Tiny undead, neutral evil
doom with misdirection and dis guise.
Armor Class 13

Hit Points 40 (9d 4 + 18)

EVIL MAGE Speed 0 ft ., fly 40 ft.

Medium humanoid (human), lawful evil


STR DEX CON INT WIS CHA

Armor Class 12
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)

Hit Poi nts 22 (5d8)

Speed 30 ft.
Skills Arcan a +5, Perception +2
Damage Resistances li gh tning, necrotic, piercing
STR DEX CON INT WI S CHA
Damage Immunities cold, fire, poison
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Cond ition Immunities charmed, frighte ned , paralyzed, poisoned
Senses darkvi sion 60 ft., passive Perception 12
Saving Throws Int +5, Wis +3 La nguages Common
Skills Arcana +5 , History +5 Challenge 4 (1,100 XP)
Senses passive Perception 11
Languages Common , Draconic, Dwarvi sh, Elvish
Challenge 1 (200 XP) Illumination. The flameskull sheds either dim light in a 15-foot
radius, or bright light in a 15-foot rad ius and dim li ght for an
additional 15 fee t. It can switch between the option s as an acti on.
Spel/casting. The mage is a 4th -level spelkaster that uses
Intelligence as its s pellcasting ability (spell save DC 13; +5 to hit Magic Resistance. The flameskull ha s advantage on saving throws
with spell attacks). The mage knows the following spells from the agains t spells and other magical effects.
wizard's spell list:
Rejuvenation. If the fl ameskull is destroyed , it regains all its hit
Cantrips (at will) : light , mage hand, sh ocking grasp
points in 1 hour tJnless hol y water is sprinkled on its remains or a
1st Level (4 slots): charm person , magic missile
dispel magic or remove curse spell is cast on them .
2nd Level (3 slots): hold pers on, misty step

Spel/casting. The flameskull is a 5th-level spelicaster that uses


ACTIONS Intelli gence as its spelicasting abilit y (spell save DC 13, +5 to
hit with spell attacks). It needs onl y verb al components to cast
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one its spells . The flameskull knows the following spells from the
target. Hit: 3 (1d8 - 1) bludgeoning damage. wizard's spell list:

57
AP!'ENDIX I); MO.':STt::l{S
• Cantrip (at will) : mage hand Web Walker. The spider ignores movement restrictions caused by
• 1st level (3 slots): magic missile, shield webbing of any sort.
• 2nd level (2 slots) : blur, flaming sphere
3rd level (1 slot):fireball ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
ACTIONS Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC
Multiattack. The Aameskull makes two attacks with its Fire Ray. 11 Constit'ution saving throw, taking 9 (2d8) poison damage on
a failed save, or half as much damage on a successful one. If the
Fire Ray. Ranged Spell Attack: +5 to hit , range 30 ft., one target.
poison reduces the target to 0 hit points, the target is stable but
Hit: 10 (3d6) fire damage.
poisoned for 1 hour, and paralyzed while poisoned in this way.
Spellcasters fashion flameskulls from the remains of dead Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30
wizards. When the ritual is complete, green flames erupt ft./60 ft., one creature. Hit: The target is restrained by webbing.
from the skull to complete its ghastly transformation. As an action , the restrained target can make a DC 12 Strength
check, bursting the webbing on a success. The webbing can
GHOUL also be attacked and destroyed (AC 10; hp 5; vulnerable to fire
Medium undead, chaotic evil damage; immune to bludgeoning, poison, and psychic damage).

Armor Class 12
Usually found underground, the lair of a giant spider is
Hit Points 22 (5d8)
often festooned with webs holding helpless victims.
Speed 30 ft.

GOBLIN
STR DEX CON INT WIS CHA Small humanoid (goblinoid), neutral evil
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
Armor Class 15 (leather armor, shield)

Damage Immunities poison Hit Points 7 (2d6)

Condition Immunities charmed, poisoned Speed 30 ft.

Senses dark vision 60 ft., passive Perception 10


Languages Common STR DEX CON INT WIS CHA
Challenge 1 (200 XP) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Skills Stealth +6
ACTIONS Senses darkvision 60 ft., passive Perception 9
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 Languages Common, Goblin
(2d6 + 2) piercing damage . Challenge 1/4 (50 XP)

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 Nimble Escape. The goblin can take the Disengage or Hide action
an elf or undead, it must succeed on a DC 10 Constitution saving as a bonus action on each of its turns.
throw or be paralyzed for 1 minute. The creature can repeat the
ACTIONS
saving throw at the end of each of its turns , ending the effect early
on a success. Scimitar. Melee Weapon Attack: +4 to hit , reach 5 ft., one target.
Hit: 5 (ld6 + 2) slashing damage.
Ghouls roam the night in packs, driven by an insatiable
hunger for humanoid flesh. Like maggots or carrion Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft.,
beetles, they thrive in places rank with decay and death. one target. Hit: 5 (ld6 + 2) piercing damage.

Goblins are black-hearted, gather in overwhelming


GIANT SPIDER numbers, and crave power, which they abuse.
Large beast, unaligned

Armor Class 14 (natural armor)

GRICK
Medium monstrosity, neutral
Hit Points 26 (4dl0 + 4)

Speed 30 ft., climb 30 ft.

Armor Class 14 (natural armor)

Hit Points 27 (6d8)

STR DEX CON INT WIS CHA


Speed 30 ft., climb 30 ft .

14 (+2) 16 (+3) 12(+1) 2 (-4) 11 (+0) 4 (-3)


STR DEX CON INT WIS CHA

Skills Stealth +7
14 (+2) 14 (+2) 11 (+0) 3 (-4) 14 (+2) 5 (-3)

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10


Languages ­
Damage Resistances bludgeoning, piercing, and slashing damage
Challenge 1 (200 XP)
from non magical weapons
Senses darkvision 60 ft ., passive Perception 12
Spider Climb. The spider can climb difficult surfaces , including Languages ­
upside down on ceilings, without needing to make an ability check. Challenge 2 (450 XP)

Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web. Stone Camouflage. The grick has advantage on its Dexterity
(Stealth) checl< when it attempts to hide in rocky terrain.

58
ACTIONS Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls and on Wisdom (Perception) checks
Multiattack. The grick makes one attack with its tentacles. If that
that rely on Sight.
attack hits, the grick can make one beak attack against the same
target. ACTIONS
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft ., one
Hit: 9 (2d6 + 2) slashing damage. creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must
succeed on a DC 13 Constitution saving throw or its hit point
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
maximum is reduced by an amount equal to the damage taken . If
5 (ld6 + 2) piercing damage.
this attack reduces the target's hit point maximum to 0, the target
The wormlike grick blends in with the stonework of its dies. This reduction to the target's hit point maximum lasts until
lair. Only when prey comes near does it rear up, its four the target finishes a long rest .
tentacles unfurling to reveal a hungry, snapping beak. A wraith ,is the incorporeal remnant of a particularly
hateful being. Most wraiths can transform those they have
HOBGOBLIN slain into spectral undead servitors. Mormesk chooses not
Medium humanoid (goblinoid) , lawful evil to, preferring to let the dead stay dead.

Armor Class 18 (chain mail, shield)


Hit Points 11 (2d8 + 2) NEZZNAR T H E B LACK S PIDER
Speed 30 ft. Medium humanoid (elf) , neutral evil

STR DEX CON INT WIS CHA Armor Class 11 (14 with mage armor)

13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) Hit Points 27 (6d8)

Speed 30 ft.

Senses darkvision 60 ft. , passive Perception 10


Languages Common, Goblin STR DEX CON INT WIS CHA
Challenge 1/2 (100 XP) 9 (-1) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 13 (+1)

Saving Throws Int +5, Wis +4


Martial Advantage. Once per turn, the hobgoblin can deal an Skills Arcana +5, Perception +4, Stealth +3
extra 7 (2d6) damage to a creature it hits with a weapon attack if Senses darkvision 120 ft., passive Perception 14
that creature is within 5 feet of an ally of the hobgoblin that isn't Languages Elvish , Undercommon
incapacitated . Challenge 2 (450 XP)

ACTIONS
Special Equipment. Nezznar has a spider staff.
Langsward. Melee Weapon Attack: +3 to hit, reach 5 ft ., one
target. Hit: 5 (ld8 + 1) slashing damage. Fey Ancestry. Nezznar has advantage on saving throws against
being charmed, and magic can't put him to sleep.
Longbaw. Melee or Ranged Weapon Attack: +3 to hit, range 1,50
ft./600 ft., one target. Hit: 5 (ld8 + 1) piercing damage. Sunlight Sensitivity. Nezznar has disadvantage on attack rolls
when he or his target is in sunlight .
Hobgoblins are cunning, disciplined warriors who crave
conquest. They impose a strict military hierarchy and are Innate Spelfcasting. Nezznar can innately cast the following
often found in the company of goblins and bugbears. spells, requiring no material components:
• At will: dancing lights
MORMESK THE WRAITH • l/day each: darkness,faeriefire (save DC 12)
Medium undead, neutral evil
Spe/lcasting. Nezznar is a 4th-level spellcaster that uses
Intelligence as his spellcasting ability (spell save DC 13; +5 to hit
Armor Class 13

with spell attacks). Nezznar has the following spells prepared


Hit Points 45 (6d8 + 18)

Speed 0 ft., fly 60 ft.


from the wizard's spell list:
Cantrips (at will): mage hand, ray offrost, shocking grasp
STR DEX CON INT WIS CHA
1st Level (4 slots): mage armor, magic missile, shield
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
2nd Level (3 slots): invisibility, suggestion

Damage Resistances acid, cold, fire, lightning, thunder;


bludgeoning, piercing, and slashing from non magical weapons ACTIONS
that aren't silvered Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Damage Immunities necrotic, poison target. Hit: 2 (ld6 - 1) bludgeoning damage plus 3 (ld6) poison
Condition Immunities charmed , grappled, paralyzed, petrified, damage.
poisoned , prone, restrained
Senses darkvision 60 ft., passive Perception 12 Drow (dark elves) are a devious, scheming subterranean
Languages Common, Infernal race that worships Lolth, the Demon Queen of Spiders.
Challenge 3 (700 XP) Drow society is strictly matriarchal. Male drow are
relegated to servitor roles, and while most train as
Incorporeal Movement. The wraith can move through an object or warriors, a few, such as Nezznar, become skilled wizards.
another creature, but can't stop there.

59
" PI'E!l:D IX [L ."Ol>;~'Tr:.RS
N OTHIO other creatures , nothics are no longer the wizards they
Medium aberration, neutral evil once were and have no memories of their previous lives .

Arm or Class 15 (natu ral ar mo r)

Hit Points 45 (6d8 + 18)

Speed 30 ft.

Armor Class 8

STR DEX CO N INT WIS CHA Hit Points 45 (6d10 + 12)

14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1) Speed 10 ft., cli mb 10 ft .

Skills Arcana +3, Insight +4, Perception +2, Stealth +5 STR DEX CON INT WIS CHA
Senses true sight 120 ft., passive Perception 12 15 (+2) 6 (- 2) 14 (+2) 2 (- 4) 6 (- 2) 1 (- 5)
Languages Undercom mo n
Challenge 2 (450 XP) Damage Res istances acid
Damage Immun ities lightning, slashing
Keen Sight. The nothic has advantage on Wisdom (Perception) Condition Immunities blinded, charmed , deafened, frighten ed,
prone
checks that rely on sight.
Senses blindsight 60 ft. (blind beyond this radius), pass ive
ACTIO N S Pe rceptio n 8
Languages ­
Multiattack. The nothic makes two attacks with its claws. Challenge 2 (450 XP)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target . Hit:
6 (ld6 + 3) slashing damage. Amorphous. The jelly can move through a space as narrow as 1
inch wide without squeezing.
Rotting Gaze. The nothic chooses one creature within 30 feet of it
that it can see. The target must succeed on a DC 12 Constitution Spider Climb. The jelly can climb difficult surfaces, including
saving throw against this magic o r take 10 (3d6) necrotic damage. upside down on ceil ings, without needing to make an ability
check.
Weird Insight. The nothic chooses one creature within 30 feet of it
that it can see. The target must contest its Charisma (Deception) ACTIO N S
check against the nothic 's Wisd o m (I nSight) check . If the nothic
wins, it magically learns one fact or secret about the creature. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (ld6) acid
Nothics were once wizards who dared to unlock magical damage.
secrets they couldn't fathom. Though gifted with stra nge
cosmic insight that allows them to extract knowledge from REACTI ON S
Split. When a jelly that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new jellies ifit has
at least 10 hit points. Each new jelly has hit points equ al to half
the original jelly's, round ed down. New jellies are o ne size smaller
than the original jell y.

Ochre jellies s ta lk and cons ume organic creatures, and


they have enough bestial cunning to avoid large groups .

OGRE
Large giant, chaotic evil

Armor Class 11 (hide armo r)


Hit Points 59 (7d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

Senses darkvision 60 ft ., pa ssive Percepti on 8


Languages Common , Giant
Challenge 2 (450 XP)

ACTIONS
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target.
Hit: 13 (2d8 + 4) bludgeoning da mage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach.'; ft. or
ran ge 30 ft./120 ft. , one target. Hit : 11 (2d6 + 4) pie rcing damage.

60
l'PE:-:nIX D: MO. SfT;RS
Ogres are lazy, angry, ten-foot-tall giants that live by REDBRAND RUFFIAN
raiding and scavenging. Medium humanoid (human), neutral evil

ORC Arm or Class 14 (studded leather armor)

Medium humanoid (ore) , chaotic evil Hit Points 16 (3d 8 + 3)

Speed 30 ft.

Armor Class 13 (hide armor)


Hit Poi nts 15 (2d8 + 6) STR DEX CON INT WIS CHA
Speed 30 ft. 11 (+0) 14 (+2) 12 (+1) 9 (-1 ) 9 (-1) 11 (+0)

STR DEX CO N INT WIS CHA Skills Int imidatio n +2


16 (+3) 12 (+1 ) 16 (+3) 7 (- 2) 11 (+0) 10 (+0 ) Senses pass ive Percep tion 9
Languages Com mon
Skills Intimi dat io n +2 Challenge 1/2 (100 XP)
Senses dark visi o n 60 ft., passive Perception 10
Languages Co mm on , Orc
Challenge 1/2 (100 XP) ACTIONS
Multiattack. The ruffian makes two melee attacks .
Aggressive. As a bonus action , the orc can move up to its speed Shortsword. Melee Weapon Attack: +4 to hit , reach 5 ft ., one
toward a hostile creature that it can see. target. Hit: 5 (ld6 + 2) piercing damage.

A CTIO N S Redbrand ruffia ns are petty thugs and ruthless enforcers


Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. skilled at intimidation and violence. They work for money
Hit: 9 (ld12 + 3) slashing damage. and have no scruples.

Jave/in. Melee or Ranged Weapon Attack: +5 to hit , reach 5 ft. or


range 30 ft ./120 ft. , one target. Hit: 6 (ld6 + 3) piercing damage.
S I LDAR HALLWINTER
Medium humanoid (human) , neutral good
Orcs are renowned for their barbarism. They have stooped
postures, low forehead s, and piglike faces with promine nt Armor Class 16 (chain ma il)
lower canines that resemble a boar's tusks . Hit Points 27 (5d8 + S)
Speed 30 ft.

OWLBEAR STR DEX CON (NT WIS CHA


Large monstrosity, unaligned
13 (+1 ) 10 (+0) 12 (+1) 10 (+0 ) 11 (+0) 10 (+0)
Arm or Class 13 (nat ural arm or) Saving Throws Str +3, Con +3
Hit Points 59 (7d10 + 21) Skills Pe rce ption +2
Speed 40 ft.
Senses passive Perception 12
Languages Common
STR DEX CON INT WIS CHA Cha llenge 1 (200 XP)
20 (+5) 12 (+ 1) 17 (+3) 3 (- 4) 12H ) 7 (-2)

s kills Perce p tio n +3 ACTIONS


Senses darkvi s ion 60 ft ., pass ive Perce ption 13
Languages ­ Multiattack. Sildar makes two melee attacks.
Challenge 3 (700 XP) Longsword. Melee Weapon Attack: +3 t o hit , reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage.
Keen Sight and Smell. The owl bear has advantage on Wisdom
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100
(Perception) checks that rely on sight or smell.
ft./400 ft., one target . Hit: 5 (ld10) piercing damage .
A CT IONS
REACTIONS
Multiattack. The owlbear makes two attacks , one with its beak
Parry. When an attacker hits Sildar with a melee attack and Sildar
and one with its claws.
can see the attacker, he can rollld6 and add the number rolled to
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: his AC against the triggering attack, provided that he's wielding a
10 (ldl0 + 5) piercing damage. melee weapon.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: Sildar Hallwinter is a retired soldier and sellsword who
14 (2d8 + 5) slashing damage. hails from the city of Neverwinter. He is a loyal member of
the Lords' Alliance, a political organization that unites the
The owlbear's reputa tion for ferocity, stubbornness, and
various free citi es and towns of the North .
sheer ill temper makes it one of the most feared predarors
of the wild . There is little, if anything, that a hungry
owlbear fears .

61
rl't:!>IDIX J:: :\IO~;:'TER"
Telepathy. The spectator can communicate telepathically with any
creature with in 100 feet of it that can understand a language.

ACTIONS
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft ., o ne target. Hit: 2
(ld4 - 1) piercing damage.
Eye Rays. The s pectator uses two of the following eye rays. It can
use each ray only once per turn . Each ray targets a creature the
spectator can see within 90 feet of it.
1. Confusion Ray. The target must succeed on a DC 13 Wisdom
saving throw, or it can't take reactions until the end of its next
turn . On its turn, the target can't move, and it uses its action to
make a melee or ranged attack against a randomly determined
creature within range.l fthe target can't attack, it does nothing
on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns , ending the effect early on a success.
3. Fear Ray. The ta rget must succeed on a DC 13 Wisdom saving
SKELETON throw or be frightened for 1 minute. The target can repeat the
Medium undead, lawful evil saving throw at the end of each of its turns, with disadvantage if
the spectator is visible to the target, ending the effect early on a
Armor Class 13 (armor scraps) success .
Hit Points 13 (2d8 + 4) 4. Wounding Ray. The target must make a DC 13 Constitution
Speed 30 ft. saving throw, taking 16 (3dl0) necrotic damage on a failed save,
or half as much damage on a successful one.
STR DEX CON INT WIS CHA Create Food and Water. The spectator creates enough food and
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) water to sustain itself for 24 hours.
Damage Vulnerabilities bludgeoning REACTIONS
Damage Immunities poison
Condition Immunities pOisoned Spell Ref/ection. If the spectator makes a successful saving throw
Senses darkvision 60 ft., passive 'Perception 9 against a spell, or a spell misses it, the spectator can choose
Languages understands languages it knew in life but can 't speak another creature within 30 feet of it that it can see. The spell
Challenge 1/4 (50 XP) affects the chosen creature instead of the spectator.

A spectator is a spherical monster that can be tasked with


ACTIONS
guarding a treasure for a period not exceeding 101 years.
If the treasure is stolen or destroyed before the spectator's
Shorts word. Melee Weapon Attack: +4 to hit, reach 5 ft. , one period of service has ended, the creature returns to its
target. Hit: 5 (ld6 + 2) piercing damage.
home dimension . Otherwise, it never abandons its post.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft. ,
one target. Hit: 5 (ld6 + 2) piercing damage. S TIRGE
Tiny beast, unaligned
Assemblages of bones animated by dark magic, skeletons
heed the summons of those who create them or rise of
Armor Class 14 (natural armor)

their own accord in places saturated with deathly magic. Hit Points 2 (ld4)

Speed 10 ft., fly 40 ft.

SPECTATOR
Medium aberration, lawful neutral STR DEX CON INT WIS CHA

4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)

Armor Class 14 (natural armor)

Hit Points 39 (6d8 + 12)


Senses darkvision 60 ft., passive Perception 9
Speed 0 ft., fly 30 ft.
Languages ­
Challenge 1/8 (25 XP)
STR DEX CON INT WIS CHA

8 (-1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0)

ACTIONS
Skills Perception +6 Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Condition Immunities prone
creature. Hit: 5 (ld4 + 3) piercing damage, and the stirge attaches
Senses darkvision 120 ft. , passive Perception 16
to the target. While attached, the stirge doesn't attack. Instead, at
Languages Deep Speech, Undercommon
the start of each of the stirge's turns, the target loses 5 (ld4 + 3)
Challenge 3 (700 XP)
hit po ints due to blood loss.
The stirge can detach itselfby spending 5 feet of its movement.
Hover. The spectator hovers as long as it is alive. It does so after it drains 10 hit points of blood from the target or

62
APPE. "DIX B: MO, 'STERS
the l.-ge t dies. A creature, including :ne !3rgel, can use its action
Y OUNG GREEN DRAGON
to cie:ach the stirge. Large dragon, lawful evil
A sUrge is a winged pest that feed s on the blood of living
crearu res. drawing sustenance through irs proboscis, Armor Class 18 (nat ural armor)
which ir uses to pierce a victim's flesh while clutching onto Hit Points 136 (l 6d10 + 48)
Speed 40 ft ., fl y 60 ft ., swi m 40 ft.
i f'S p: ey with hooked claws.

STR DEX CON INT WIS CHA

T WIG BLIGH T 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

S" ' ;J riDm. neutral evil


Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Armor Class 13 (natural armor)
Skill s Decepti on +5, Perception +7, Stealth +4
Hit POlnts 4 (ld6 + 1)
Damage Immunities poison
Speed 20 ft.
Condition Immun ities poiso ned
Senses blind si ght 30 ft., dll rk vision 120 ft., passive Perception 17
STR DEX CON INT WIS CHA Languages Co mm on, Draconic
13 (+1) 12 (+1) 4 (- ~ Ii (-1 ) 3 (-4) Challenge 8 (3,900 XP)

3~ falth +3
Amphibious. The dragon can breathe air and water.
Da:r.:age Vulnera bilities fire
Concfwn Imm unities blinded, dea fec eo A CTIO N S
s.e"se'S : imdsight 60 ft. (blind beyo nd en's -adius), passive Mu/tiattack. The dragon makes three attacks, one with its bite
; e -:~ =,tion 9
L4!"guages un derstands Commo n bl.: (lJes n' , soeak and two with its claws .
ChJ,I.snge 1/8 (25 XP) Bite. Melee Weapon Attack: +7 to hit, reach 10 ft ., one target. Hit:
15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
HJiU Appearance. The blight rese mbles;; .:lead shrub. While it
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
,. ",-a - 5 motionless among vegeta!ior - :t ,: ."1 hide without being
11 (2d6 + 4) slashing damage.
: ': : :'- ',-ght.
Poison Breath (Recharge 5-6). The dragon breathes poisonous
gas in a 30-foot cone. Each creature in the cone must make a DC
c~ '. 'd ee Weapon Attack: +3 to h t 16 Constitution saving throw, taking 42 (12d6) poi,son damage on
-::-! - ' p iercing damage. a failed save, or half as much damage on a successful one.

tine ring creature resembles a small. leafless, Thoroughly evil, green dragons delight in subverting
=-.:r_g plant. Twig blights hide b~ rooti ng themselves and corrupting the good-hearted. They prefer to dwell in
~ ,....._-c -_ g ordinary plants. ancient forests.

, rOL F ZOMBIE
.zost. unaligned Mediu m undead, neutral evil

A~... crass 13 (natural armor) Armor Class 8

..., : ~ 11 (2d8 + 2) Hit Points 22 (3d8 + 9)

Soeec~ : 'L Speed 20 ft.

S'I DEX CON INT WI S CHA STR DEX CO N INT WIS CHA
15 (+2) 12 (+1) 3 (-.! - - (-1) 6 (-2) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

; ~- ':-e :J t i on +3, Stealth +4 Saving Throws Wis +0


Sa:se:s =- ; s'5 ive Perception 13 Damage Immu nities poison
Co nd ition Im muniti es poisoned
Senses darkvi si on 60 ft. , passive Perception 8
l anguages u nd erstands the la ngua ges it knew in life bu t ca n't
spea k
'U T' -ieDring and Smell. The wo lf has .': , 21tage on Wisdom Challenge 1/ 4 (50 XP)
:e· :~:: ' : "l checks that rely on hearr-g 0< smell.

P:;-:.(. .,-. . =!ics. The wolf has advanta ge 0""1 .- attack roll against a Undead Fortitude. If damage reduces the zombie to 0 hit points ,
: -~:_ - e '-.: least one of the wolf's 2 ' e,s ' s within 5 feet of the it can make a Constitution saving throw with a DC of 5 + the
:-e,,:_' f ::; - 0 Ihe ally isn't incapacilale :J. damage take n. unless the damage is radiant or from a critical hit.
On a success. the zombie drops to 1 hit point instead.

B;;'--e;. '.'£,:: .Veapon Attack: +4 to h r -eacn 5 ft., one target. Hit: ACTIO N S
- : :;~ -: : 'ercing damage. If the targe: is a creature, it must Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
:_=-~ : : - 2 DC 11 Strength saving :"row o r be knocked prone. 4 (ld6 + 1) bludgeoning damage.

,Y'l!·.;:-,S a;", fo und in subarcti c a nd te mperate regions of the Zombies are corpses imbued with a semblance of life,
·,\ 'Or'G. -'lr'1ing in packs through hills and forests . retaining no vestige of their former selves.

63
\P~el,Drx B, MO:\STERS

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