Enemy Stat Blocks2
Enemy Stat Blocks2
Enemy Stat Blocks2
Medium
Humanoid
(Half-‐Orc)
Armor
Class
10
Hit
Points
5
(1d8
+
1)
Speed
30
ft.
Senses
darkvision
50
ft.
Str
12
(+1)
Dex
10
(+0)
Con
12
(+1)
Int
10
(+0)
Wis
10
(+0)
Cha
9
(–1)
Alignment
neutral
evil
Languages
Common,
Orcish
ACTIONS
Melee
Attack—Short
Sword:
+3
to
hit
(reach
5
ft.;
one
creature).
Hit:
4
(1d6
+
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
1
XP
10
Half-‐Orc
Assassin
Half-‐Orc
Cleric
4/Fighter
5
Medium
Humanoid
(Half-‐Orc)
Medium
Humanoid
(Half-‐Orc)
Armor
Class
15
(leather)
Armor
Class
14
(leather)
Hit
Points
32
(5d6
+
15)
Hit
Points
63
(4d8
plus
5d10
+
18)
Speed
30
ft.
Speed
30
ft.
Senses
darkvision
50
ft.
Senses
darkvision
50
ft.
Str
15
(+2)
Dex
18
(+4)
Con
16
(+3)
Str
13
(+1)
Dex
17
(+3)
Con
15
(+2)
Int
11
(+0)
Wis
13
(+1)
Cha
11
(+0)
Int
8
(–1)
Wis
14
(+2)
Cha
12
(+1)
Alignment
neutral
evil
Alignment
neutral
evil
Languages
Common,
Orcish
Languages
Common,
Orcish
TRAITS
TRAITS
Assassinate:
The
assassin
has
advantage
on
attack
rolls
Action
Surge:
The
half-‐orc
can
take
an
extra
action
on
against
creatures
that
have
not
yet
acted
in
the
combat.
its
turn.
It
cannot
use
this
trait
again
until
after
If
such
a
creature
is
surprised
and
the
attack
hits
the
benefiting
from
a
rest.
creature,
the
attack
is
considered
to
be
a
critical
hit.
Channel
Divinity—Divine
Wrath
[2/day]:
When
the
Expertise:
The
assassin
rolls
an
extra
1d6
on
Dexterity
half-‐orc
hits
with
a
short
sword
attack,
it
can
expend
a
checks
and
Intelligence
checks.
use
of
this
trait
to
deal
11
(2d10)
extra
damage.
Sneak
Attack:
Once
per
turn,
if
the
assassin
attacks
and
Spellcasting:
The
half-‐orc
has
the
following
spells
(save
hits
a
creature
that
has
another
creature
hostile
to
it
DC
14).
within
5
feet
of
it,
the
hit
deals
2d6
extra
damage.
The
Cantrips:
resistance,
spare
the
dying
assassin
also
deals
this
extra
damage
if
the
assassin
has
1st
Level
(3/day):
command,
cure
wounds,
inflict
advantage
on
the
attack
roll.
wounds
2nd
Level
(2/day):
hold
person,
silence
ACTIONS
Multiattack:
The
assassin
makes
two
short
sword
ACTIONS
attacks.
Multiattack:
The
half-‐orc
makes
three
short
sword
attacks.
Melee
Attack—Short
Sword
+1:
+7
to
hit
(reach
5
ft.;
one
creature).
Hit:
8
(1d6
+
5)
piercing
damage.
Melee
Attack—Short
Sword
+1:
+8
to
hit
(reach
5
ft.;
one
creature).
Hit:
7
(1d6
+
4)
piercing
damage.
REACTIONS
Roll
with
the
Blow:
When
a
creature
within
5
feet
of
the
ENCOUNTER
BUILDING
assassin
that
the
assassin
can
see
or
hear
hits
the
Level
7
XP
1,200
assassin
with
an
attack,
the
assassin
can
use
a
reaction
to
halve
the
attack’s
damage.
ENCOUNTER
BUILDING
Level
5
XP
400
Human
Cleric
6
Half-‐Orc
Fighter
3
Medium
Humanoid
(Human)
Medium
Humanoid
(Half-‐Orc)
Armor
Class
18
(studded
dragon
leather,
shield)
Armor
Class
18
(plate)
Hit
Points
33
(6d8
+
6)
Hit
Points
19
(3d10
+
3)
Speed
30
ft.
Speed
25
ft.
Str
14
(+2)
Dex
15
(+2)
Con
13
(+1)
Senses
darkvision
50
ft.
Int
11
(+0)
Wis
15
(+2)
Cha
12
(+1)
Str
15
(+2)
Dex
11
(+0)
Con
13
(+1)
Alignment
neutral
evil
Int
8
(–1)
Wis
12
(+1)
Cha
8
(–1)
Languages
Common,
Orcish
Alignment
neutral
evil
Languages
Common,
Orcish
TRAITS
TRAITS
Channel
Divinity—Divine
Wrath
[3/day]:
When
the
cleric
hits
with
a
mace
attack,
it
can
expend
a
use
of
this
Action
Surge:
The
half-‐orc
can
take
an
extra
action
on
trait
to
deal
11
(2d10)
extra
damage.
its
turn.
It
cannot
use
this
trait
again
until
after
benefiting
from
a
rest.
Spellcasting:
The
cleric
has
the
following
spells
(save
DC
14;
+4
to
attack).
ACTIONS
Cantrips:
resistance,
sacred
flame
Melee
Attack—Glaive:
+5
to
hit
(reach
10
ft.;
one
1st
Level
(3/day):
command,
healing
word
creature).
Hit:
1d10
+
2
slashing
damage,
and
if
the
2nd
Level
(2/day):
silence,
spiritual
weapon
attack
deals
8
or
more
damage,
the
target
falls
prone.
3rd
Level
(2/day):
dispel
magic,
prayer
Second
Wind
[1/day]:
The
half-‐orc
regains
9
hit
points.
ACTIONS
It
cannot
use
this
action
again
until
after
benefiting
from
Melee
Attack—Mace
+1:
+5
to
hit
(reach
5
ft.;
one
a
long
rest.
creature).
Hit:
6
(1d6
+
3)
bludgeoning
damage.
ENCOUNTER
BUILDING
ENCOUNTER
BUILDING
Level
3
XP
80
Level
5
XP
400
Aspis
Drone
Aspis
Larva
Medium
Monstrosity
Small
Monstrosity
Armor
Class
15
(two
shields)
Armor
Class
10
Hit
Points
27
(6d8)
Hit
Points
7
(2d6)
Speed
40
ft.
Speed
20
ft.,
swim
20
ft.
Senses
darkvision
50
ft.
Senses
blindsight
25
ft.
Str
12
(+1)
Dex
13
(+1)
Con
11
(+0)
Str
7
(–2)
Dex
10
(+0)
Con
11
(+0)
Int
11
(+0)
Wis
11
(+0)
Cha
10
(+0)
Int
1
(–5)
Wis
3
(–4)
Cha
3
(–4)
Alignment
neutral
Alignment
unaligned
Languages
Aspis
(some
also
speak
Common)
Languages
—
TRAITS
TRAITS
Damage
Resistance:
The
drone
has
resistance
against
Immunities:
The
larva
is
immune
to
acid,
gaze
effects,
cold,
fire,
and
lightning.
and
any
effects
that
rely
on
the
target
being
able
to
see.
It
cannot
be
blinded.
ACTIONS
Multiattack:
The
drone
makes
two
attacks.
ACTIONS
Melee
Attack—Bite:
+3
to
hit
(reach
5
ft.;
one
creature).
Melee
Attack—Claw:
+6
to
hit
(reach
5
ft.;
one
Hit:
3
(1d6)
piercing
damage.
creature).
Hit:
3
(1d4
+
1)
slashing
damage.
ENCOUNTER
BUILDING
Melee
Attack—Long
Sword:
+6
to
hit
(reach
5
ft.;
one
Level
1
XP
10
creature).
Hit:
5
(1d8
+
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
3
XP
120
Weasel,
Giant
Human
Rogue
(Thief)
7
Medium
Beast
Medium
Humanoid
(Human)
Armor
Class
13
Armor
Class
16
(dragon
leather,
ring
of
protection
+2)
Hit
Points
16
(3d8
+
3)
Hit
Points
31
(7d6
+
7)
Speed
40
ft.
Speed
30
ft.
Senses
darkvision
50
ft.
Str
13
(+1)
Dex
15
(+2)
Con
12
(+1)
Str
11
(+0)
Dex
16
(+3)
Con
12
(+1)
Int
11
(+0)
Wis
10
(+0)
Cha
13
(+1)
Int
4
(–3)
Wis
10
(+0)
Cha
5
(–3)
Alignment
neutral
evil
Alignment
unaligned
Languages
Common
Languages
—
TRAITS
ACTIONS
Expertise:
The
thief
rolls
an
extra
1d6
on
Dexterity
Melee
Attack—Bite:
+4
to
hit
(reach
5
ft.;
one
creature).
checks
and
Intelligence
checks.
The
attack
automatically
hits
a
creature
to
which
the
weasel
is
attached.
Hit:
6
(1d6
+
3)
piercing
damage,
and,
Sneak
Attack:
Once
per
turn,
if
the
thief
attacks
and
hits
if
the
target
is
Small
or
larger,
the
weasel
attaches
to
the
a
creature
that
has
another
creature
hostile
to
it
within
target.
5
feet
of
it,
the
hit
deals
2d6
extra
damage.
The
thief
An
attached
weasel’s
speed
drops
to
0,
and
it
moves
also
deals
this
extra
damage
if
the
thief
has
advantage
with
the
target.
A
creature
can
use
an
action
to
remove
on
the
attack
roll.
an
attached
weasel
with
a
successful
DC
11
Strength
check.
ACTIONS
Multiattack:
The
thief
makes
two
short
sword
attacks.
ENCOUNTER
BUILDING
Level
2
XP
50
Melee
Attack—Short
Sword:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
5
(1d6
+
2)
piercing
damage.
REACTIONS
Roll
with
the
Blow:
When
a
creature
within
5
feet
of
the
thief
that
the
thief
can
see
or
hear
hits
the
thief
with
an
attack,
the
thief
can
use
a
reaction
to
halve
the
attack’s
damage.
ENCOUNTER
BUILDING
Level
5
XP
300