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Thank you for reading
this supplement
Greetings fellow GM, in the following pages
you will find encounters that were especially
fun for us authors to write, it is our intention
to offer you with these pages a tool to enrich
your campaigns or simply serve as
inspiration for that campaign you have in
mind for your party.
We hope that your sessions will be full of
laughter and fun and that each of these
encounters will be to your liking.
Thank you for allowing us to participate in
your adventure as GM.
ND Hobbies
Other titles by ND Hobbies
Micro Dungeons
AADDAAPPTTAABBLLEE
EENNCCOOUUNNTTEERRSS
A collection of Fantastic and Adaptable Encounters for the 5th edition of the World's most
popular Role Playing Game
By ND Hobbies
Authors: Guillermo Buenfil, David Caamal, Xacur.
Editors: Guillermo Buenfil, Xacur.
Layout and Art Direction: Xacur.
Additional rules and Monster stats: Xacur.
More credits and licenses at the end of this document.
Summary 3
4
Instroduction 5
Adaptable Encounters 7
8
Arcane Tailor 9
Bazaar Predicament 10
Elemental Staircase 11
Entangled 12
Nameless Tomb 13
Not what it seems 14
Rock On 15
The King’s curse 18
The Old Stone Bridge
Wilderness Ghost
Scalable Monsters
Introduction
T he encounters in this document are designed (natural armor, type of armor, shield, etc.) However, this is
to be played quickly in the middle of a larger almost never necessary, often it’s obvious, and if it were
adventure. Although some are a bit longer, really necessary it could be specified in the attributes
perhaps as a short adventure. Also, with the section.
intention of making the encounters adaptable
for adventures of any level, the monsters HP. The hit points of the monster, as in a statblock, it’s
were designed in a scalable way, so the the shown in the format Maximum hitpoints (hit dice +
difficulty of the enemies can be adjusted as the GM sees fit Constitution Bonus).
for the adventure.
Prof./PP (Proficiency Bonus / Passive Perception). The
How to read a scalable statistics number before the slash (/) is the proficiency bonus of the
creature. You might need it to calculate Difficulty Classes,
We are not using the classic 5th edition statblocks in this etc. The number after the slash is the passive perception.
document (except for a couple monsters in the end).
Instead, the monsters’ stats are divided into two parts, one Attack/DC. (Attack bonus / Difficulty Class). Attacks in
is a table that shows its most important numerical the text don’t show the attack bonus, instead, use the
statistics at different Challenge Ratings. And the other is number on this column. When an ability asks for a Saving
the text that describes the Attributes, Features and Throw, if the ability doesn’t state a DC, than use the
Actions. number in this column.
The table Attributes
I believe the table is self explanatory, but here’s a This part is very similar to that of a statblock. Another
description of each column, in case there is any doubt. difference, and the only disadvantage, is that the Skills
entry doesn’t state the modifier, you need to calculate it,
CR. This is the monster’s challenge rating, sometimes it but it is simple, just add the ability bonus and the
is the same as the age category number, but they are proficiency bonus.
almost always different. They are two different things.
Features, Actions, etc.
Size. It is the initial of the monster size: M = Medium, L =
Large, H = Huge, G = Gargantuan. The rest of the inputs are very similar, they work the same
as their respective statblock entry, with the exception that
STR, DEX, CON, INT, WIS, CHA: These six columns are the the features or actions are divided by age. The titles “At all
ability scores of the monster (Strength, Dexterity, levels”, or “From CR 10”, etc. divide the features monsters
Constitution, Intelligence, Wisdom, Charisma). Just as you have, or action it can do at these or bigger challenge
would find them in a statblock, these are in the format ratings.
Score (Modifier).
AC. The armor class of the monster. The only
disadvantage compared to a statblock is that it doesn’t
include specified here what is granting the armor class
Introduction
Adaptable
Encounters
Adaptable Encounters
Arcane Tailor
By Xacur
D uring their travels, the adventurers will find a At the distance, the adventurers see a small village built on
village they have not seen before and which is the road. On both sides of the road there are colorful
not in the map. This is a magical village houses with strange, crooked shapes.
inhabited by little brownies who always have a
favor to ask the adventurers. That favor will be As they get closer they realize that the village is closer
the fastest way to leave the village, and the than they thought, but the houses are very small. In the
reward offered for fulfilling the task could be streets of this little village there are little brownies. Some
of importance in their future adventures. of these creatures look at travelers with interest, others do
not even notice them because they are busy with their
daily chores. But one of them comes running to greet and
Adding this encounter to your campaign welcome them, his name is Feartinn, the tailor, and he’s in
a predicament.
This might not be the adventure for every party. For some The brownie knows the adventurers’ names and has
players, having a village appearing our of nothing from
time to time, forcing them to fulfill a task, might be a heard of their adventures, so he’s confident they will be
burden they did not ask for. Others can see it as a chance able to help. In return he offers them a surprise reward. He
to rest and meeting familiar faces between adventures, or takes them to his workshop.
even as a comic relief. Blanket of Invisibility
Otherworldly Recognition This blanket has 20 charges. It regains 10 + 1d10 expended
charges every day at dawn.
After a few successful adventures, the adventurers might At first glance, this item is an elegant white blanket large
gain some fame in the mortal world, but it will not go enough to cover a king size bed, four medium-sized
unnoticed by the inhabitants of Silentbell Village. They creatures or one large.
have been traveling for several days now, and although the
journey has been uneventful, a soft bed to spend a night As an action, you can use the command word, to turn the
would not hurt. blanket and all the creatures covered by the blaket, as well
as the objects they carry, invisible to other creatures. This
causes the blanket to lose an amount of charges equal to the
number of creatures that turned invisible.
After that, the blanket loses 1 charge for every creature still
hidden under it.
As a bonus action you can use the command word to end the
blanket’s effect. If the blanket would lose a charge to turn or
keep invisible a creature hidden under it, and it has no
charges on it, it instead stops working.
Arcane Tailor
If the adventurers feel they are in a hurry, Feartinn will
explain they are no longer in their world, and time passes
differently in this fairy world. When they return it will be
as if no time has passed. In addition, the reward that the
brownie will give them can help them during their trip.
This is a fairly short adventure, it is not really much of a
challenge, and its solution is pretty straightforward, but it
does serve as an introduction. Furthermore, each
encounter in Silentbell Village should help the adventurers
discover something new about this magical world. In this
one they learn that in this world, the feys’ invisibility does
not work against them.
The Tailor’s Workshop
Feartinn introduces himself as the best and most respected
tailor in town (and the only one). However, in the last few
nights, fabrics have been disappearing from his workshop.
Feartinn does not think any of the town’s brownies would
stealing from him, they do not usually do that. So he
suspects it should be an outsider.
That would not be enough reason to ask for the help of
adventurers from the mortal world, except that the stolen
cloth is a magic cloth that the tailor needs to make a suit
for the king. He has little time to finish the king’s attire, so
he asks the adventurers, firstly to guard the rest of the
cloth, and if possible, to find the thief.
The tailor will ask them to spend the night at the
workshop watching over the fabrics. For this, the old
brownie gives them a magical piece of cloth, the size of a
sheet for a king size bed. He tells them that if they wrap
themselves with that sheet they will be invisible. At this
point, if one or more of the players sees another player
using this Blanket of Invisibility, they’ll notice that they do
not become invisible for them, only for the brownies, and
this also surprises the brownies.
At night when the adventurers are hiding, they will
notice that a pixie with a red cap, enters the place silently,
thinking he’s invisible, but the adventurers have no
problem seeing him. Even if the adventurers reveal
themselves, the redcap would be cautious, but he’ll still
believe he’s invisible. This redcap is a neighbor of the
brownies and is an evil creature, although he is not very
dangerous, he has been stealing the magic fabric from the
tailores to sell it in other pixie countries. The adventurers
may try to catch him, but he is very elusive, if they face
him in combat, the redcap will respond, but as soon as he’s
in trouble he’ll try to flee, and if it’s not possible, he will
ask for forgiveness.
If the adventurers catch the redcap, the brownies will
catch him and make him pay for everything he stole
working in the workshop. Feartinn will reward
adventurers with something they needed. He could
optionally reward them with an appropriate amount of
gold, or even give them the Blanket of Invisibility, if the
GM sees fit for the party.
Arcane Tailor
Bazaar Predicament
By Guillermo Buenfil
T he governor of a merchant city enlists the Going for it
adventurers’ help to find a gang of thieves
who have started a series of robberies and With this information the players must decide how they
scams in the bazaar. Local merchants have will enter the business district.
complained about child thieves they have
failed to catch. if the city is not secured, the Reward with Inspiration any player who decides to
merchant travelers wont come as much to the change the characters appearance to act as patrons or
city and the locals will lose their businesses. Adventurers merchants. In this way they will soon find one of the
will go into the market, chase down thieves, and discover thieves and he will flee as soon as the adventurers
that what the locals thought were children are actually a discover him.
gang of thieving kobolds. If they decide to go investigate immediately in their
Adventure Hook adventurer outfits, the thieves will be more cautious.
The adventurers will need to succeed a Wisdom
perception check to be able to find a thief who is
robbing them.
This encounter can be inserted into an adventure in which
the party is traveling from one city to another. If they need
an intermediate point to stock up or make purchases they When chasing after the young man, the adventurers soon
can arrive here. Upon reaching the city the guards will notice that they are actually following three different
notify the ruler and summon them. As a reward, the small creatures, and they take different paths. The
governor can supply them with the equipment and food adventurers will have to decide which of the creatures to
they need. follow, or if they prefer to split up.
These are the possible encounters depending on the
paths they take.
Meeting the governor
Bazaar predicament complication
In front of the adventurers, the governor explains the
reasons to ask help from the party. No one knows for sure
who these thieves are or where they come from. Some D6 Complication
merchants have described children, others report that 1-3 One of them reaches a dead end alley where 6
young people pretended to be customers but paid with thieving Kobolds await them in the shadows. Kobold
counterfeit coins. Also some patrons have lost their Bandit
purchases while walking through the streets of the market.
4-5 As they run through the crowd, a pair of orcs take
advantage of their distraction to tackle one or more
adventurers. Alongside these two there are four
Kobold thieves. Orc Bandit
6 The adventurers successfully follow the thief to his
lair. They find that the entrance is a false wall, when
they look inside they notice that a one-eyed orc with
the appearance of a pirate is the gang leader. A small
group of kobolds are counting the loot of the day.
(Use an Orc Bandit of a higher CR than the rest as the
Leader)
Bazaar Predicaments
Elemental Staircase
By David Caamal
T he adventurers descend into a deep and wide Combat Strategy
well by a metal stairs attached to the walls. At
one point during the descent, a segment of The Steel Elemental will take actions in this order of
the stairs come to life and attack the players. priority.
It is a Steel Elemental that they must defeat
or escape. Attacks a pinned opponent
This battle has the following conditions: Pins a grappled opponent
The pit has four walls 30 feet wide. Attacks and grapple a prone opponent
The metal stairs are 10 feet wide. Use its Summon Earth Elemental action
A 30-foot segment of the stairs separates from the Attacks and grapple an opponent
rest, turning into a Steel Elemental and preventing Resolución
players from easily escaping.
The highest point of the elemental is 10 feet below the If the players defeat the elemental, it becomes part of the
rest of the stairs and the lowest point is 10 feet above staircase again. If they escape without defeating it, the
the rest. elemental could attack them again appearing in another
The elemental will try to surprise them. segment of the stairs, at discretion of the GM.
Attacking the rest of the stairs doesn’t harm the Lair Actions
elemental.
The elemental can attack any target on it. On initiative count 20 (losing initiative ties), the Steel
If the elemental takes lightning damage, it will Elemental takes a lair action to cause one of the
distribute the damage among all creatures on it. following effects:
The elemental can use an action to merge again with the
stairs, and reform in some other segment of it. It can use Irregularity: The steps below a target creature
this action three times a day. become difficult terrain and follow it wherever it
moves within the area. At the beginning of each of
its turns, the creature must succeed on a DC 12
Dexterity saving throw or it will have
disadvantage on strength and dexterity based
attack rolls and saving throws until the beginning
of its next turn, freeing itself from the effect on a
success.
Collapsible Steps: The steps of the staircase are
momentarily collapse and turn into a steep ramp.
Each creature in the area must make a DC 11
Dexterity saving throw or fall prone and descend 5
feet down the stairs. Immediately afterwards the
steps return to normal.
Shaking: During this round, every creature in the
area has disadvantage on Strength and Dexterity
based attacks and saving throws. An affected
creature needs to succeed a DC 13 check to keep
concentration. Creatures affected by Irregularity
that fail their saving throw will also fall prone.
Elemental Stair
Entangled
By Guillermo Buenfil
W hile traveling through a swamp, which seems The encounter against the ants should not be a problem
normal at first, the adventurers start for the party, but shortly after them, a few giant
noticing changes in the vegetation and fauna mosquitoes arrive.
of the place. Then the adventurers are
attacked by giant insects that are quite The noise of battle and the blood of the ants attracts the
harmless, but after defeating them is when largest predator in the swamp, the Jungle Creeper, a giant
the real threat appears, a swamp monster. carnivorous plant with endless vines. During the battle
with the mosquitoes, the adventurers will notice that the
carcasses of the ants are dragged by long vines, and before
Setting up the combat is over, the monster will attack both the player
characters and the mosquitoes.
This encounter can be inserted to the adventure at any
time when the party is crossing a swamp, or a region with
abundant vegetation and with access to water.
Lair Actions
As they walk through the swamp they notice the large
number of vines hanging from the tree branches, they On initiative count 20 (losing initiative ties), the Jungle
seem to be everywhere. The mud on the floor rises slightly Creeper takes a lair action to cause one of the following
above the adventurers’ ankles, making it difficult to walk effects:
quickly. Tangling. Target creature must succeed on a DC 11
Food Chain Strength saving throw or become restrained. The
target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
In this swamp any visitor can be food for the giant insects.
The peculiar aroma of the party as well as the noise they
make, has alerted a couple of giant ants that rapidly go Ants. Ants start crawling over each creature
after the party. affected by Tangling, making an attack as swarm
each turn until the creature frees itself from the
Tangling.
Tanglevine. The Jungle Creeper makes an attack
against target creature in the area. On a hit, the
creature becomes grappled and if it’s wielding a
weapon, it must succeed on a DC 11 Strength
saving throw or drop it.
Entangled
Nameless Tomb
By Guillermo Buenfil
L ost deep into the wilderness, lies what once A mournful melody
was a graveyard for warriors, fallen in war, a
stark monument to the memory of those who A successful Wisdom perception check will tell a character
lost their life for a cause people forgot long where the melody is coming from. The sound will take
ago. While resting in the forest, a melody will them to the cemetery. As the adventurers approach, they
attract the adventurers towards the tombs notice that the vegetation seems withered in that area and
where they’ll face creatures from the afterlife. the noises of insects and other animals gradually
This encounter could also be the beginning of further disappear.
adventures.
The player characters find in a clearing, a rudimentary
fence that delimits a rectangular area in which there are
Encounter Hook mounds of stone and earth. There are many tombstones,
This encounter can be used while the party is camping in a improvised either with shields, swords, spears, broken
clearing in the forest, or near a large town. On the way, as wood, etc. The melody sounds clear and loud in one of the
they entered the forest at night, the party saw old signs corners of the old rudimentary cemetery.
indicating the existence of a nearby cemetery. Roll on the following table or choose what the
adventurers find during their exploration.
As the party rests during the night, a faint melody is
heard from deep in the forest, the sound seems to come
from a single stringed instrument.
1d6 Complication
The melody can mean something important to one of 1-3 As they head towards the source of the sound, a
the player characters. Choose one of the following options group of 2d4 Graveyard Imps attempt to surprise the
or some other that you think will hook the players. party, emerging from the mounds around them.
After defeating the imps, they’ll find a few
The battle chant of the kingdom of one of the signaculums of soldiers. Players can deduce from the
characters information carved in the metal pieces that these
A song that someone taught one of the characters soldiers came from a distant kingdom, and since they
when he was little. didn’t have a proper burial, they family probably
The sad song that the bard of the town was singing never knew what became of them.
the day the adventure party left the town.
4-5 Approaching the source of the melody, the sould
under the party opens to a 30 feet deep pit. Inside
the pit four warrior specters are ready to increase
the population of the graveyard. A DC 15 Dexterity
saving throw will prevent a character from falling
into the pit.
6 When approaching the corner of the cemetery, a
warrior specter appears before the party, requesting
their help to make a proper tombstone for him. The
specter himself doesn’t remember his name, but
close to the place there is a signaculum with his
name. If the party agrees to make a tombstone for
him, the specter rewards them with a map for a
treasure that they can go after, and the specter will
disappear. If they refuse, the specter will attack the
party.
Nameless Tomb
Not what it seems
By Guillermo Buenfil
T he adventurers will meet a group of The jongleurs are friendly and cooperative, they seem to
adventurers along the way who offer to move naturally, a couple offer to prepare food and leave,
accompany them to their campfire. They those who stay are very skilled at focusing the
appear to be a group of friendly jongleurs conversation on the members of the party, diverting the
who travel on the road, but at night they hear topic about who they are, what they do there and where
strange sounds coming from the cart they are they are going.
traveling in. When the adventurers believe
that they are in front of kidnappers, they will discover the Surprise Attack
reality that the wagon is a giant Caravan Mimic willing to
eat them.
The adventurers are invited to spend the night with the
travelers. If a player character asks why they trust them so
On the side of the Road much, they will answer the classic “we prefer to trust
people, besides, if you were armed bandits, you would have
Adventurers are not the only ones risking their lives in the already attacked us and we can’t do anything about it
wasteland traveling from city to city, there are also anyway”.
caravans of jongleurs, which often offer all kinds of
entertainment, from dramatic performances, sleight-of- During the night or, if the adventurers do not agree to
hand acts, and upbeat musical compositions. stay, when they are leaving, noises are heard from the
back of the cart. Clearly people are gagged. If the
As the party travel the road, they spot a carriage just a adventurers try to rescue the trapped people, the
few steps from the stone path. Adventurers see the bonfire jongleurs will approach and attack them with their hands
light coming from the other side of the vehicle. As they get and in slightly more monstrous and disfigured forms. And
closer, they can hear people speaking in the Common only until combat causes the adventurers to let their guard
language. One of the jongleurs notices the adventurers and down completely, will the wagon reveal its true nature and
greets them in a friendly manner, inviting them to rest attack the party by surprise.
near the campfire.
Uncovering the Mimic
The Caravan Mimic is indistinguishable from a normal
vehicle. But the task of mimicking people is a very
difficult one. This particular mimic is an expert at
imitating artistic performers, however it’s not perfect.
A player actively wanting to decipher the true
intentions of the caravan must succeed on a DC 20
Wisdom (insight) check to notice that the movements
of the jongleurs are very good when they are
performing, but doing anything else they are a bit stiff
and unnatural. The very distraction of artistic acts
makes this difficult to notice.
Another thing that is difficult to notice is that the
members of the caravan don’t move more than 30 feet
away from the vehicle, because they are actually
pseudopods of the monster.
Not what it seems
Rock On
By Guillermo Buenfil
T raveling through a mountain, the As the party moves forward through the paths within the
adventurers face a group of Molefolks, with mountain, suddenly one of the player characters gets
whom they can ally, confront them. This attacked by a stone on the back of the neck, not strong
encounter can be incorporated anytime the enough to damage, just to call the adventurers’ attention.
party is crossing a mountainous region of A DC 18 Wisdom (perception) check will reveal to a player
winding roads at considerable altitudes. the position of the molefolk who threw the stone. On fail,
the character will take a second attack (+6 attack roll, 1d6
Setting up bludgeoning damage) before 2d4 molefolks appear on the
scene.
At the foot of the mountain there is a monument to the Resolution
deity of the mountain that warns: “If you wish to use the
mountain pass you must pay a tribute to the deity and be Depending on the decisions of the players, these are some
humble to receive its blessing, otherwise you will be of the possible resolutions for this match.
judged by the guardians of the Mountain”. In front of this
statue there is a stone bowl on which there are a few coins Diplomacy. The Molefolks are not really violent, but
and personal items. they fear that the adventurers are looking for the location
of their village and they do not want that, so they
As the adventurers enter the mountain trail, the roads intimidate them. If the adventurers convince them that
get narrow at times, at times the mountain opens into they just want to cross the mountain, without disturbing
cliffs that can only be crossed using the natural anyone, they will let them pass, but will continue to guard
formations, or improvised bridges. them on the way.
Effects of the mountain deity Violence. If the adventurers show themselves aggresive,
the molefolks will not hesitate to attack. In their strategy
The following effects occur from time to time as the they will prefer to attack an opponent who they know can
adventurers cross the mountain. One can occur every 10 cast magic first.
minutes or every hour while traveling, but during combat,
one will occur every round. Mountain help. If the adventurers left a token with a
certain value in front of the statue, the spirit of the
1d6 Effect mountain will favor them and the effects of the table
“mountain effects” wont affect them.
1-3 The floor shakes, each creature must make a DC 11
Dexterity saving throw or fall prone. Molefolks are
immune to this effect.
4-5 Small stones fall from both sides of the mountain. Each
creature must successfully make a DC 13 Dexterity saving
throw or take 1d4 bludgeoning damage.
6 A ghostly howl is heard throughout the area. Each
creature must make a DC 15 Wisdom saving throw or
have disadvantage on attack rolls and saving throws for 1
minute (or just this round if it’s during combat).
Rock On
The King’s curse
By Guillermo Buenfil
W hen investigating the folklore and history of Redemption and final rest
the place, the party is struck by the myth of
the King’s curse. The inhabitants of this city 1d6 Complication
tell the story of a time of glory and wealth
like there has been no other, unfortunately 1-3 Inside the mausoleum they notice that the floor tiles form
the abundance attracted the envy of a nearby a grid, within each square a vowel letter and only 2
kingdom, with the promise of peace the king consonants, the party must move carefully stepping on
was lured into a fatal trap, his queen obeying his last will, the letters in the order of the king’s name. Stepping on
and ordered to build a mausoleum in his memory. Therein the wrong tiles causes a bright light to shine over all the
lies the secret to restore glory of the kingdom, protected creature. It must make a DC 13 Wisdom saving throw,
by a riddle that will keep the treasure safe from unworthy taking 3d6 radiant damage on a fail, and only half that
hands. damage on a success. A creature that fails this save also
This encounter can be used while the party is traveling becomes blinded. The creature can repeat this saving
to a place where an even greater challenge awaits. throw at the end of each of its turns, ending the effect on
itself on a success.
A Kingdom in Trouble If the adventurers manage to move towards the King’s
coffin, they will notice that the coffin lock also has the
The current royal family is in one of the worst crises that letters that must be arranged in the same order.
the kingdom has had the misfortune to go through, a
group of historians believes they have solved the enigma
4-5 Inside the mausoleum there are several stone statues
surrounding the king’s curse, secretly the king ordered to guarding the King’s tomb. It’s difficult to walk between
design multiple challenges to take care of of priceless the statues without touching them because of their weird
gems, which were easy to hide in a confined space. positions. If a player touches a statue, this will come to
Having listened to the explanations of the possible life and attack the party. Players can try to evade
challenges, the party heads to recover the gems, a fact that touching the statues making Dexterity checks.
catches their attention is that the name of War of the King The base of each statue is a trap, it can be found (DC 15)
was written as Caesious. and disabled (DC 17) by a character. If the trap is disabled,
the statue stops moving.
After reaching the main hall, the adventurers see an
inscription on the king’s coffin. His name seems to be
incomplete, one of the statues has the missing letter.
The King’s curse
The Old Stone Bridge
By Xacur
T he adventurers are hired to stop a group of First Night
orcs who intend to destroy the old stone
bridge that connects two cities divided by a That night a group of 3d4 Orc Bandits arrive. This night,
large river. The orcs will arrive at night with the orcs are not expecting to find anyone. In addition to
tools to destroy the bridge. If they are their regular weapons, they bring construction tools like
defeated, the next night they will return with mallets and pickaxes to destroy the old bridge.
a troll capable of destroying the bridge with
its giant mallet. Only after losing their troll will the orcs
give up, at least for the moment. Second Night
Although the monsters for this encounter (or mini If the orcs are defeated, the governor will thank them for
adventure) are scalable, it is not recommended for low the help, but will tell them that his spies discovered that
levels due to the amount of opponents, unless they have the orcs will return again the next night.
help from NPCs fighting by their side.
And so it happens, another 3d4 orcs appear that night,
Encounter Hook but accompanied by a Stonebreaker Troll.
The governor of one of the cities will ask the adventurers If the troll is defeated, the orcs will run and wont com
and offer them a reward for helping to protect the bridge. back for a while.
His spies discovered the orcs’ plan to destroy the bridge.
The reason is because the two allied cities are more Breaking the Bridge
powerful than the orcs.
In addition to its combat stats, the troll can use its action to
Without the bridge, not only the cities are more hit the bridge with its giant mallet. This action has a
unprotected, but the businesses, goods and services, that Recharge 6, and causes the following effects.
depend from one city to the other, will be affected.
► The first time this action is used, the bridge trembles, each
With or without the help of the neighboring city, the creature on it must succeed on a DC 11 Dexterity saving
governor does not want a war with the orcs, that is why he throw or fall prone.
watches over them with his spies, that is why he asks the
adventurers to do this work as quietly as possible, and ► The second time this action is used, the sides of the bridge
without the people noticing. star falling. Each creature between 10 feet from the edges
of the bridge must succeed on a DC 13 Dexterity saving
throw or fall to the river. The creature can return to
combat if it survives the fall, if it can swim, and it runs
back to the bridge quick before the battle ends.
► The third time this action is used, the bridge falls. Each
creature on the bridge, including the troll, must make a DC
15 Dexterity saving throw, taking 6d6 bludgeoning damage
from the bridge stones falling on a fail, and half that
damage on a success.
The Old Stone Bridge
Wilderness Ghost
By Xacur
I n this short adventure, the adventurers will chase Yesterday morning, animals were also missing from the
a white wolf that the townspeople believe to be a farms. Worse still, two of the town’s loggers didn’t return
ghost attacking their cattle and kidnapping their from their work in the forest.
lumberjacks. But soon they’ll find out that a
specter in the forest is trying to possess the white What’s actually happening: Possession of the Cockatrice
wolf and wants to combine it with a Cockatrice to began four days ago and is now completely possessed.
create a new monster through a ritual that takes Possession of the wolf began the night before and it still
several days. The adventurers must find and eliminate the has two days before it’s possessed by the specter.
specter before the ritual ends. Investigación
The Evil Specter The clues in the corrals will lead the players into the forest
to the Dragon Waterfall, which is the Possessed
The evil specter put a curse on the forest, making the Cockatrice‘s lair.
creatures that live in it more violent. Furthermore, with a
ritual it plans to possess the Wolf and the Cockatrice, The tracks of the loggers will lead them from the part of
creating a new monster by combining their powers, and the forest where they worked to the cave of the gray wolf.
killing them in the process. For that purpose the specter
placed a mark on the beasts lairs. When a beast spends Into the Ancient Forest
three nights in its lair with the mark, the mark will light
up and the specter will possess the beast. Every time the group goes into the forest to go from one
point to another on the Ancient Forest, they will need to
Any character who succeeds on a DC 15 Intelligence make a Survival or Investigation check. Depending on the
(arcana) check knows the ritual and its process. result is how fast they reach their destination and what
complications they encounter along the way.
The Town
Four days ago something started stealing animals from the
farms, leaving claw marks, but the villagers had not found
any other clues. Until yesterday, when some people saw a
ghostly figure quickly moving away from the town.
Wilderness Ghost
Result of the Investigation Even failing this check, adventurers can try again each
time they find another new symbol.
Wisdom (Survival) or Intelligence (Investigation)
Wolf’s Den / Dragon Waterfall / Devil’s Cavern
5 or less The adventurers have a difficult encounter in the The symbol of the devil is marked in the place where the
forest, can’t find their destination yet. Roll on the ghost will incarnate in the form of a devil, the other two
table Random Ancient Forest Encounters with +5. are placed at the lairs of the two beasts.
Adventurers repeat this check with advantage.
Dragon Waterfall
6-10 The adventurers have an encounter in the forest
and can’t find their destination yet. Roll on the In a cave under this waterfall lives the Possessed
table Random Ancient Forest Encounters without Cockatrice. There, the adventurers will find the symbol of
modifier. Adventurers repeat this check with the dragon waterfall, etched into the cave wall and
advantage. glowing, meaning that this part of the ritual is complete.
Killing the cockatrice will delay the plans of the Specter,
11-17 Adventurers reach their destination quickly, but but wont stop it from doing the same with another
not without facing an easy encounter first. Roll on creature of the forest.
the table Random Ancient Forest Encounters with
a -5 modifier. Wolf’s Den
18 or The party reaches its destination quickly avoiding When adventurers start getting close to the wolf’s den,
more any encounter with the wild creatures of the they feel observed and will find the wolf, looking very
forest. aggresive and uneasy. The wolf is not yet possessed, and
it’s not following the party itself, but the specter that is
Random Ancient Forest Encounters following them.
2d12 Encounters If player characters investigate the lair, they will find
the symbol of the Wolf’s Den. The symbol is clearly etched
3 or less A band of 3 Bugbear. on the cave wall, but it’s not glowing like the one on the
Dragon Waterfall.
4-6 3x goblin, each mounted on its worg.
7-9 1x Owlbear affected by the evil spirit of the forest.
10-12 2x Ancient Golem, which don’t want to let anyone
enter the forest.
13-15 1x Lightning Deer.
16-18 7x Giant Centipede.
19-21 1x Giant Boar, 2x Boar.
22-23 1x Ankylosaurus affected by the curse of the forest.
24 or The party finds a pair of Green Dragon Wyrmling
more living and hunting in the forest.
The last point of the adventure will be the devil’s cave
where the last battle will take place. In each of these places
they’ll find one of the following symbols. A successful DC
15 Intelligence (Arcane) identifies these symbols as part of
a the ritual for a spirit to incarnate by stealing the bodies
of two or more wild creatures.
Wilderness Ghost
Even if the group faces the gray wolf, the battle will only Resolution
last a few rounds, after that the wolf will ignore them and
run to chase the ghost to the Devil’s Cavern. Anyway, the Depending on whether the adventurers managed to stop
wolf is too strong for the adventurers level. the Specter ritual or if the Specter managed to finish it, the
last battle may be against the Specter of the Forest or
Echoes of the Devil’s Cavern against the Hybrid Devil.
The devil’s cave is dark and gloomy. On the way inside the After the final battle, the souls of the creatures and
adventurers will find corpses of animals and human people that the specter had possessed and killed are
beings, with bites and claws. The party will be able to released and a priest from the town performs a ritual to
recognize the clothes of some of the humans, as they dress purify the forest and send the souls to rest.
in the same way as the other people in the town they come
from.
While adventurers are in the cave, they can be victims of
the following effects. Each character makes a Wisdom
saving throw when enter the cave and again when the
battle against the Specter starts.
Wisdom saving throw
5 or The creature becomes Blinded and Poisoned until it
less finishes a long rest.
6-11 The creature deals only half damage with Strength
based weapon attacks.
12-16 The creature becomes Deafened, and has Disadvantage
on Wisdom Saving Throws.
17 or Success. No effect.
more
Wilderness Ghost
Scalable Monsters
Scalable Monsters
Redcap
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack/DC
1S 15 (+2) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 14 (+2) 16 33 (6d6 +12) +2 / 13 +5 / 12
3S 16 (+3) 18 (+4) 14 (+2) 12 (+1) 13 (+1) 14 (+2) 16 49 (9d6 +18) +2 / 13 +6 / 12
5S 17 (+3) 19 (+4) 14 (+2) 13 (+1) 14 (+2) 15 (+2) 17 66 (12d6 +24) +3 / 15 +7 / 13
7S 18 (+4) 20 (+5) 14 (+2) 13 (+1) 14 (+2) 15 (+2) 17 82 (15d6 +30) +3 / 15 +8 / 13
9S 19 (+4) 21 (+5) 15 (+2) 14 (+2) 15 (+2) 16 (+3) 18 99 (18d6 +36) +4 / 16 +9 / 14
11 S 20 (+5) 22 (+6) 15 (+2) 14 (+2) 15 (+2) 16 (+3) 18 115 (21d6 +42) +4 / 16 +10 / 14
13 S 21 (+5) 23 (+6) 15 (+2) 15 (+2) 16 (+3) 17 (+3) 19 132 (24d6 +48) +5 / 18 +11 / 15
Attributes At all levels
Alignment Chaotic Evil Scythe Melee Weapon Attack: reach 5 ft., one target. Hit:
Type Fey 1d10 +DEX modifier slashing damage. If the target is a
Speed: 30 ft. living creature, it must succeed a DC 12 Constitution saving
Saving throw: DEX, WIS throw or start bleeding for one minute. At the beginning of
Skills: (dex) Stealth, (wis) Perception, (wis) Survival each of its turns, the creature takes 1d4 damage, and can
Damage Resistances Bludgeoning, Piercing, and repeat the saving throw ending the effect on itself on a
Slashing from Nonmagical Attacks success.
Senses Darkvision 60 ft., Passive Perception 13 Invisibility The redcap magically turns invisible until it
Languages Common, Sylvan attacks or casts a spell, or until its concentration ends (as if
concentrating on a spell). Any equipment the redcap wears
Features or carries is invisible with it.
At all levels From CR 7
Red Cap Whenever a creature takes damage from the Teleport The redcap magically teleports, along with any
bleeding effect of the the redcap‘s attack, the redcap equipment it is wearing or carrying, up to 60 feet to an
regains an amount of hit points equal to the damage dealt. unoccupied space it can see.
Actions Reactions
Multiattack. From CR 3, the redcap makes two Scythe At all levels
attacks. From CR 7 it makes three Scythe attacks. From CR
11, it can use its Teleport once, either before, after or Blink (3/day) If the redcap would take damage from a
between attacks. melee attack, it can use its reaction to evade the hit and
teleport 5 feet to an unoccupied space. The redcap can
only use this reaction if there is any unoccupied space
available.
Scalable Monsters
Orc Bandit
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack
1M 17 (+3) 12 (+1) 17 (+3) 7 (-2) 11 (+0) 10 (+0) 11 37 (5d8 +15) +2 / 12 +5
2M 17 (+3) 12 (+1) 17 (+3) 7 (-2) 11 (+0) 10 (+0) 11 45 (6d8 +18) +2 / 12 +5
4M 18 (+4) 12 (+1) 17 (+3) 7 (-2) 11 (+0) 10 (+0) 11 60 (8d8 +24) +2 / 12 +6
5M 18 (+4) 12 (+1) 18 (+4) 7 (-2) 11 (+0) 10 (+0) 11 76 (9d8 +36) +3 / 13 +7
7M 19 (+4) 12 (+1) 18 (+4) 7 (-2) 11 (+0) 11 (+0) 11 93 (11d8 +44) +3 / 13 +7
8M 19 (+4) 13 (+1) 19 (+4) 7 (-2) 12 (+1) 11 (+0) 12 102 (12d8 +48) +3 / 14 +7
Attributes From CR 8
Alignment Any Alignment Whip Disarm When the orc bandit hits with a Whip attack,
Type Humanoid if the target is wielding a weapon, it must succeed on a
Speed: 30 ft. Strength saving throw or drop it 5 feet from it, to the orc
Skills: (cha) Intimidation, (dex) Stealth, (wis) bandit‘s direction. The DC for this effect is equal to 8 + the
Perception orc bandit‘s Proficiency bonus + it’s Strength modifier.
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Orc Actions
Features Multiattack. The orc bandit makes two attacks, one with its
scimitar and one with its whip. From CR 5 it can make two
At all levels Scimitar attacks and one Whip attack.
Aggressive As a bonus action, the orc bandit can move up At all levels
to its speed toward a hostile creature that it can see.
Ambusher The orc bandit has advantage on attack rolls Whip Melee Weapon Attack: reach 10 ft., one target. Hit:
against any creature it has surprised. 1d4 +STR modifier slashing damage
Scimitar Melee Weapon Attack: reach 5 ft., one target. Hit:
From CR 4 1d6 +STR modifier slashing damage
Blood Frenzy The orc bandit has advantage on melee Reactions
attack rolls against any creature that doesn’t have all its
hit points. From CR 8
From CR 7 Retaliation When the orc bandit takes damage from a
creature that is within 5 feet of it, it can use its reaction to
Whip Trip When the orc bandit hits with a Whip attack, if make a melee weapon attack against that creature.
the target is a creature, it must succeed on a Dexterity
saving throw or fall prone. The DC for this effect is equal to
8 + the orc bandit‘s Proficiency bonus + it’s Strength
modifier.
Scalable Monsters
Kobold Bandit
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack
1/4 S 7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 9 (-1) 13 10 (4d6 -4) +2 / 10 +5
1S 7 (-2) 17 (+3) 10 (+0) 8 (-1) 7 (-2) 9 (-1) 13 +2 / 10 +5
2S 7 (-2) 18 (+4) 11 (+0) 8 (-1) 7 (-2) 10 (+0) 13 21 (6d6) +2 / 10 +6
3S 7 (-2) 19 (+4) 12 (+1) 8 (-1) 7 (-2) 10 (+0) 13 31 (9d6) +2 / 10 +6
4S 7 (-2) 20 (+5) 13 (+1) 8 (-1) 7 (-2) 11 (+0) 13 49 (11d6 +11) +2 / 10 +7
5S 8 (-1) 21 (+5) 14 (+2) 8 (-1) 7 (-2) 11 (+0) 14 63 (14d6 +14) +3 / 11 +8
88 (16d6 +32)
Attributes At all levels
Alignment Lawful Evil Crossbow, Light Ranged Weapon Attack: range 80/320 ft.,
Type Humanoid one target. Hit: 1d6 +DEX modifier piercing damage
Speed: 30 ft.
Skills: (dex) Stealth, (wis) Perception From CR 3
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Draconic Fire Breath (Recharge 5–6) The kobold exhales fire in a 15-
feet cone. Each creature in that area must make a DC 9
Features Dexterity saving throw, taking 1d6 plus 1d6 per CR fire
damage on a failed save, or half as much damage on a
At all levels successful one.
Pack Tactics The kobold bandit has advantage on an attack
roll against a creature if at least one of the kobold bandit‘s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Sunlight Sensitivity While in sunlight, the kobold bandit
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Multiattack. From CR 2 the kobold bandit can make two
crossbow attacks. From CR 4 it can make three crossbow
attacks.
Scalable Monsters
Steel Elemental
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack/DC
1 H 15 (+2) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 18 51 (6d12 +12) +2 / 12 +4 / 12
3 H 16 (+3) 12 (+1) 15 (+2) 10 (+0) 11 (+0) 11 (+0) 18 76 (9d12 +18) +2 / 12 +5 / 13
5 H 18 (+4) 13 (+1) 16 (+3) 10 (+0) 11 (+0) 11 (+0) 18 114 (12d12 +36) +3 / 13 +7 / 15
7 H 19 (+4) 14 (+2) 17 (+3) 10 (+0) 11 (+0) 12 (+1) 18 142 (15d12 +45) +3 / 13 +7 / 15
9 H 21 (+5) 15 (+2) 18 (+4) 10 (+0) 12 (+1) 12 (+1) 19 189 (18d12 +72) +4 / 15 +9 / 17
11 H 22 (+6) 16 (+3) 19 (+4) 11 (+0) 12 (+1) 13 (+1) 19 220 (21d12 +84) +4 / 15 +10 / 18
13 H 24 (+7) 17 (+3) 20 (+5) 11 (+0) 12 (+1) 13 (+1) 19 276 (24d12 +120) +5 / 16 +12 / 20
15 H 25 (+7) 18 (+4) 21 (+5) 11 (+0) 13 (+1) 13 (+1) 19 310 (27d12 +135) +5 / 16 +12 / 20
17 H 27 (+8) 19 (+4) 22 (+6) 11 (+0) 13 (+1) 14 (+2) 20 375 (30d12 +180) +6 / 17 +14 / 22
Attributes Ambusher The steel elemental has advantage on attack
rolls against any creature it has surprised.
Alignment Unaligned Treasure Sense The steel elemental can pinpoint, by scent,
Type Elemental the location of precious metals and stones, such as coins
Speed: 30 ft., Climb 30 ft. and gems, within 60 feet of it.
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned Actions
Senses Blindsight 120 ft. (blind beyond this radius),
Passive Perception 10 Multiattack. From CR 5 the steel elemental makes two slam
Languages Primordial, Terran attacks. From CR 9 it makes three slam attacks. From CR 13
it makes four slam attacks.
Features
At all levels
At all levels
Slam Melee Weapon Attack: reach 10 ft., one target. Hit:
Redirect Lightning Damage When the steel elemental takes 1d8 +STR modifier bludgeoning damage
lightning damage, it deals the same amount of lightning
damage divided evenly among all creatures between 5 feet
from it.
Scalable Monsters
Jungle Creeper
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack
2L 16 (+3) 14 (+2) 14 (+2) 5 (-3) 11 (+0) 13 (+1) 15 30 (4d10 +8) +2 / 12 +5
4L 17 (+3) 14 (+2) 14 (+2) 5 (-3) 11 (+0) 13 (+1) 15 45 (6d10 +12) +2 / 12 +5
6L 18 (+4) 15 (+2) 15 (+2) 5 (-3) 12 (+1) 13 (+1) 15 67 (9d10 +18) +3 / 14 +7
8L 19 (+4) 15 (+2) 15 (+2) 5 (-3) 12 (+1) 14 (+2) 15 82 (11d10 +22) +3 / 14 +7
10 L 20 (+5) 16 (+3) 16 (+3) 5 (-3) 13 (+1) 14 (+2) 16 119 (14d10 +42) +4 / 15 +9
12 H 21 (+5) 16 (+3) 16 (+3) 6 (-2) 13 (+1) 15 (+2) 16 152 (16d12 +48) +4 / 15 +9
14 H 22 (+6) 17 (+3) 17 (+3) 6 (-2) 14 (+2) 15 (+2) 16 180 (19d12 +57) +5 / 17 +11
16 H 23 (+6) 17 (+3) 17 (+3) 6 (-2) 14 (+2) 15 (+2) 17 199 (21d12 +63) +5 / 17 +11
18 H 24 (+7) 18 (+4) 18 (+4) 6 (-2) 15 (+2) 16 (+3) 17 252 (24d12 +96) +6 / 18 +13
20 H 25 (+7) 18 (+4) 18 (+4) 6 (-2) 15 (+2) 16 (+3) 17 273 (26d12 +104) +6 / 18 +13
Attributes At all levels
Alignment Chaotic Evil Vine Melee Weapon Attack: +5 to hit, reach 50 ft., one
Type Plant creature. Hit: The target is grappled (escape DC 13). Until
Speed: 30 ft., Burrow 20 ft. the grapple ends, the target is restrained and has
Skills: (dex) Stealth, (wis) Perception disadvantage on Strength checks and Strength saving
Damage Immunities Poison throws, and the jungle creeper can’t use the same vine on
Condition Immunities Poisoned another target.
Senses Darkvision 60 ft., Passive Perception 12 Reel The jungle creeper pulls each creature grappled by it
Languages Any one language (usually Common), up to 25 feet straight toward it.
Abyssal Branch Melee Weapon Attack: reach 10 ft., one target. Hit:
2d6 +STR modifier bludgeoning damage
Features
From CR 6
At all levels
Poison Breath (Recharge 5–6) The plant exhales poisonous
Ambusher The jungle creeper has advantage on attack gas in a 60-foot cone. Each creature in that area must make
rolls against any creature it has surprised. a DC 12 Constitution saving throw, taking 1d6 plus 1d6 per
CR poison damage on a failed save, and must repeat the
Actions saving throw at the start of each of its turns. On each
successive failed save, the character takes 1d6 poison
Multiattack. The jungle creeper can make a number of damage. After three successful saves, the poison ends.
Vine attacks equal to its Proficiency bonus. Then it uses
Reel, and finally it makes
Scalable Monsters
Graveyard Imp
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack
1T 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) 13 10 (3d4 +3) +2 / 13 +5
3T 6 (-2) 18 (+4) 13 (+1) 11 (+0) 12 (+1) 15 (+2) 13 24 (7d4 +7) +2 / 13 +6
5T 6 (-2) 19 (+4) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 13 49 (11d4 +22) +3 / 14 +7
7T 6 (-2) 20 (+5) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 13 67 (15d4 +30) +3 / 14 +8
9T 6 (-2) 21 (+5) 15 (+2) 13 (+1) 14 (+2) 18 (+4) 13 85 (19d4 +38) +4 / 16 +9
11 T 7 (-2) 22 (+6) 15 (+2) 14 (+2) 14 (+2) 19 (+4) 14 103 (23d4 +46) +4 / 16 +10
Attributes Actions
Alignment Lawful Evil Multiattack. From CR 5 The graveyard imp makes two
Type Fiend melee attacks. From CR 9 The graveyard imp makes three
Speed: 20 ft., Fly 40 ft. malee attacks.
Skills: (cha) Deception, (wis) Insight, (cha) Persuasion,
(dex) Stealth At all levels
Damage Resistances Cold, Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks that aren't Silvered Sting (Bite in Beast Form) Melee Weapon Attack: reach 5
Damage Immunities Fire, Poison ft., one target. Hit: 1d4 +DEX modifier piercing damage,
Condition Immunities Poisoned and the target must make a DC 11 Constitution saving
Senses Darkvision 120 ft., Passive Perception 11 throw, taking 2d6 plus 1d6 per CR poison damage on a
Languages Common, Infernal failed save, or half as much damage on a successful one.
Invisibility The graveyard imp magically turns invisible
Features until it attacks or casts a spell, or until its concentration
ends (as if concentrating on a spell). Any equipment the
At all levels graveyard imp wears or carries is invisible with it.
Devil’s Sight Magical darkness doesn’t impede the devil‘s From CR 3
darkvision.
Magic Resistance The devil has advantage on saving Fire Breath (Recharge 5–6) The devil exhales fire in a 15-
throws against spells and other magical effects. feet cone. Each creature in that area must make a DC 11
Shapechanger The graveyard imp can use its action to Dexterity saving throw, taking 2d6 plus 1d6 per CR fire
polymorph into a beast form that resembles a rat (speed 20 damage on a failed save, or half as much damage on a
ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 successful one.
ft.), or back into its true form. Its statistics are the same in
each form, except for the speed changes noted. Any
equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.
From CR 7
Fire Absorption Whenever the graveyard imp is subjected
to fire damage, it takes no damage and instead regains a
number of hit points equal to the fire damage dealt
Scalable Monsters
Warrior Specter
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP DC
2M 5 (-3) 14 (+2) 13 (+1) 11 (+0) 8 (-1) 13 (+1) 12 38 (7d8 +7) +2 / 11 11
4M 5 (-3) 15 (+2) 14 (+2) 11 (+0) 9 (-1) 14 (+2) 12 58 (9d8 +18) +2 / 11 12
6M 5 (-3) 16 (+3) 15 (+2) 12 (+1) 10 (+0) 15 (+2) 13 78 (12d8 +24) +3 / 13 13
8M 5 (-3) 17 (+3) 16 (+3) 12 (+1) 11 (+0) 16 (+3) 13 105 (14d8 +42) +3 / 13 14
10 M 5 (-3) 18 (+4) 17 (+3) 13 (+1) 12 (+1) 17 (+3) 14 127 (17d8 +51) +4 / 15 15
12 M 6 (-2) 19 (+4) 18 (+4) 13 (+1) 13 (+1) 18 (+4) 14 161 (19d8 +76) +4 / 15 16
14 M 6 (-2) 20 (+5) 19 (+4) 14 (+2) 14 (+2) 19 (+4) 15 187 (22d8 +88) +5 / 17 17
16 M 6 (-2) 21 (+5) 20 (+5) 14 (+2) 15 (+2) 20 (+5) 15 228 (24d8 +120) +5 / 17 18
18 M 6 (-2) 22 (+6) 21 (+5) 15 (+2) 16 (+3) 21 (+5) 16 256 (27d8 +135) +6 / 19 19
20 M 6 (-2) 23 (+6) 22 (+6) 15 (+2) 17 (+3) 22 (+6) 16 304 (29d8 +174) +6 / 19 20
Attributes From CR 14
Alignment Chaotic Evil Legendary Resistance (3/Day) If the warrior specter fails a
Type Undead saving throw, it can choose to succeed instead.
Speed: 40 ft.
Skills: (dex) Stealth Actions
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning, Multiattack. From CR 6 The warrior specter makes two
Thunder, Bludgeoning, Piercing, and Slashing from Spectral Slash attacks. From CR 14 The warrior specter
Nonmagical Attacks makes three Spectral Slash attacks.
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, At all levels
Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained Spectral Slash One living intelligent creature that the
Senses Darkvision 60 ft., Passive Perception 9 warrior specter can see within 30 feet of it must make a
Languages -- Charisma saving throw. The target takes an amount of
psychic damage equal to 1d10 × the warrior specter‘s
Features proficiency bonus on a failed save, or half as much damage
on a successful one.
At all levels
From CR 6
Amorphous The warrior specter can move through a space
as narrow as 1 inch wide without squeezing. Life Drain Melee Spell Attack: reach 5 ft., one target. Hit:
Ethereal Sight The warrior specter can see 60 feet into the 2d10 +CHA modifier necrotic damage. The target must
Ethereal Plane when it is on the Material Plane, and vice succeed on a DC 11 Constitution saving throw or its hit
versa. point maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the creature
finishes a long rest. The target dies if this effect reduces its
hit point maximum to 0.
Scalable Monsters
From CR 10 Legendary Actions
Etherealness The warrior specter enters the Ethereal Plane From CR 14
from the Material Plane, or vice versa. It is visible on the
Material Plane while it is in the Border Ethereal, and vice Detect The undead makes a Wisdom (Perception) check.
versa, yet it can’t affect or be affected by anything on the Move The warrior specter moves up to its speed without
other plane. provoking opportunity attacks.
Life Drain (Costs 2 Actions) The undead uses its life drain
From CR 18 attack.
Necrotic Breath (Recharge 5-6) The undead exhales
necrotic fire in a 15-feet cone. Each creature in that area
must make a DC 11 Dexterity saving throw, taking 3d6 plus
1d6 per CR necrotic damage on a failed save, or half as
much damage on a successful one.
Scalable Monsters
Caravan Mimic
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack/DC
2H 17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1) 13 59 (7d12 +14) +2 / 13 +5 / 12
4H 18 (+4) 12 (+1) 16 (+3) 5 (-3) 13 (+1) 8 (-1) 13 85 (9d12 +27) +2 / 13 +6 / 13
6H 19 (+4) 12 (+1) 17 (+3) 5 (-3) 13 (+1) 8 (-1) 14 104 (11d12 +33) +3 / 14 +7 / 14
8H 20 (+5) 12 (+1) 18 (+4) 5 (-3) 13 (+1) 8 (-1) 15 136 (13d12 +52) +3 / 14 +8 / 15
10 H 21 (+5) 13 (+1) 19 (+4) 5 (-3) 13 (+1) 8 (-1) 15 157 (15d12 +60) +4 / 15 +9 / 16
12 H 22 (+6) 13 (+1) 20 (+5) 5 (-3) 13 (+1) 8 (-1) 16 195 (17d12 +85) +4 / 15 +10 / 17
14 H 23 (+6) 13 (+1) 21 (+5) 5 (-3) 13 (+1) 8 (-1) 17 218 (19d12 +95) +5 / 16 +11 / 18
16 H 24 (+7) 14 (+2) 22 (+6) 5 (-3) 13 (+1) 8 (-1) 17 262 (21d12 +126) +5 / 16 +12 / 19
18 H 25 (+7) 14 (+2) 23 (+6) 5 (-3) 13 (+1) 8 (-1) 18 287 (23d12 +138) +6 / 17 +13 / 20
20 H 26 (+8) 14 (+2) 24 (+7) 5 (-3) 13 (+1) 8 (-1) 19 337 (25d12 +175) +6 / 17 +14 / 21
Attributes Grappler The caravan mimic has advantage on attack rolls
against any creature grappled by it.
Alignment Neutral Shapechanger The caravan mimic can use its action to
Type Monstrosity polymorph into an object or back into its true form. Its
Speed: 15 ft. statistics are the same in each form. Any equipment it is
Skills: (dex) Stealth wearing or carrying isn’t transformed. It reverts to its true
Damage Immunities Acid form if it dies.
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11 From CR 14
Languages --
Legendary Resistance (3/Day) If the caravan mimic fails a
Features saving throw, it can choose to succeed instead.
At all levels Actions
Adhesive (Object Form Only) The caravan mimic adheres to Multiattack. The caravan mimic makes a number of
anything that touches it. A Huge or smaller creature Pseudopod attacks equal to its proficiency bonus. It can
adhered to the caravan mimic is also grappled by it (escape exchange one of its Pseudopod attacks for a Bite attack.
DC 13). Ability checks made to escape this grapple have From CR 8, it can use its confusion ability and then make
disadvantage. all its Pseudopod attacks.
False Appearance (Object Form Only) While the caravan
mimic remains motionless, it is indistinguishable from an At all levels
ordinary object.
Pseudopod Melee Weapon Attack: reach 10 ft., one target.
Hit: 1d8 +STR modifier bludgeoning damage. If the mimic is
in object form, the target is subjected to its Adhesive trait.
Bite Melee Weapon Attack: reach 10 ft., one target. Hit:
1d10 +STR modifier piercing damage
Scalable Monsters
From CR 6 Reactions
Confusion (Recharge 4-6) The caravan mimic points to a From CR 18
target creature at sight within 30 feet. The creature must
succeed a Wisdom Saving Throw (DC 11). On a failed save, Retaliation When the caravan mimic takes damage from a
during the creature’s next turn it uses all its Movement to creature that is within 5 feet of it, it can use its reaction to
move in a random direction. To determine the direction, make a melee weapon attack against that creature.
roll a d8 and assign a direction to each die face. The
creature doesn’t take an action that turn. Legendary Actions
From CR 10 From CR 14
Swallow Whole The caravan mimic makes one bite attack Detect The shapechanger makes a Wisdom (Perception)
against a Large or smaller target it is grappling. If the check.
attack hits, the target is swallowed, and the grapple ends. Pseudopod Makes a Pseudopod attack.
The swallowed target is blinded and restrained, it has total Confusion (Costs 2 Actions) The caravan mimic uses her
cover against attacks and other effects outside the caravan Confusion action.
mimic, and it takes 1d6 acid damage at the start of each of
the caravan mimic‘s turns. The caravan mimic can have
only one target swallowed at a time, but it can still attack
with its bite. If the caravan mimic dies, a swallowed
creature is no longer restrained by it and can escape from
the corpse using 5 feet of movement, exiting prone.
Scalable Monsters
Molefolk
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack
1/4 M 13 (+1) 11 (+0) 12 (+1) 11 (+0) 10 (+0) 9 (-1) 15 5 (1d8 +1) +2 / 12 +3
1M 14 (+2) 11 (+0) 13 (+1) 11 (+0) 10 (+0) 9 (-1) 15 16 (3d8 +3) +2 / 12 +4
2M 15 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1) 15 32 (5d8 +10) +2 / 12 +4
3M 16 (+3) 11 (+0) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 16 45 (7d8 +14) +2 / 12 +5
4M 17 (+3) 11 (+0) 16 (+3) 11 (+0) 10 (+0) 10 (+0) 16 67 (9d8 +27) +2 / 12 +5
5M 18 (+4) 12 (+1) 17 (+3) 11 (+0) 11 (+0) 11 (+0) 17 82 (11d8 +33) +3 / 13 +7
Attributes Actions
Alignment Any Alignment Multiattack. From CR 3, the molefolk makes two attacks,
Type Humanoid one Spiked Shield and one Spiked Chain. From CR 5, it
Speed: 30 ft., Burrow 10 ft., Fly 60 ft. (hover) makes three attacks, two Spiked Shield and one Spiked
Senses Blindsight 60 ft. (blind beyond this radius), Chain.
Tremorsense 60 ft., Passive Perception 10
Languages Common, Terran At all levels
Features Spiked Shield Melee Weapon Attack: reach 5 ft., one target.
Hit: 1d6 +STR modifier piercing damage
At all levels
From CR 3
Tunneler The molefolk can burrow through solid rock at
half its burrow speed and leaves a 10-foot-diameter tunnel Spiked Chain Melee Weapon Attack: reach 10 ft., one
in its wake. target. Hit: 1d6 +STR modifier piercing damage. The target
Keen Hearing and Sight The molefolk has advantage on is grappled (escape DC 11) if the molefolk isn’t already
Wisdom (Perception) checks that rely on hearing or sight. grappling a creature. Until this grapple ends, the target is
restrained and takes 1d6 piercing damage at the start of
each of its turns.
Scalable Monsters
Stonebreaker Troll
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack/DC
5L 21 (+5) 13 (+1) 22 (+6) 6 (-2) 9 (-1) 7 (-2) 16 92 (8d10 +48) +3 / 12 +8 / 16
7L 22 (+6) 13 (+1) 23 (+6) 6 (-2) 9 (-1) 7 (-2) 16 115 (10d10 +60) +3 / 12 +9 / 17
9L 23 (+6) 13 (+1) 24 (+7) 6 (-2) 9 (-1) 7 (-2) 17 150 (12d10 +84) +4 / 13 +10 / 18
11 L 24 (+7) 13 (+1) 25 (+7) 6 (-2) 9 (-1) 7 (-2) 17 175 (14d10 +98) +4 / 13 +11 / 19
13 L 25 (+7) 13 (+1) 26 (+8) 6 (-2) 9 (-1) 7 (-2) 18 216 (16d10 +128) +5 / 14 +12 / 20
15 H 26 (+8) 13 (+1) 27 (+8) 7 (-2) 10 (+0) 8 (-1) 18 261 (18d12 +144) +5 / 15 +13 / 21
17 H 27 (+8) 13 (+1) 28 (+9) 7 (-2) 10 (+0) 8 (-1) 19 310 (20d12 +180) +6 / 16 +14 / 22
Attributes From CR 15
Alignment Chaotic Evil Legendary Resistance (3/Day) If the stonebreaker troll fails
Type Giant a saving throw, it can choose to succeed instead.
Speed: 30 ft.
Skills: (wis) Perception Actions
Damage Resistances Bludgeoning
Senses Darkvision 60 ft., Passive Perception 12 Multiattack. The stonebreaker troll makes two mace
Languages Giant attacks. From CR 9, it makes three mace attacks.
Features At all levels
At all levels Mace Melee Weapon Attack: reach 10 ft., one target. Hit:
3d6 +STR modifier bludgeoning damage
Keen Smell The stonebreaker troll has advantage on
Wisdom (Perception) checks that rely on smell. Legendary Actions
Regeneration The stonebreaker troll regains 10 hit points
at the start of its turn. If the giant takes acid or fire From CR 15
damage, this trait doesn’t function at the start of the
giant‘s next turn. The stonebreaker troll dies only if it Detect The giant makes a Wisdom (Perception) check.
starts its turn with 0 hit points and doesn’t regenerate. Move The stonebreaker troll moves up to its speed without
Siege Monster The stonebreaker troll deals double damage provoking opportunity attacks.
to objects and structures. Melee Weapon (Costs 2 Actions) The stonebreaker troll
makes one melee weapon attack.
Scalable Monsters
Dire Gray Wolf
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack/DC
17 (+3) 14 (+2) 9 (-1) 12 (+1) 6 (-2) 15 52 (8d8 +16) +2 / 13 +6 / 12
1 M 18 (+4) 17 (+3) 14 (+2) 9 (-1) 12 (+1) 6 (-2) 15 65 (10d8 +20) +2 / 13 +6 / 12
18 (+4) 15 (+2) 9 (-1) 12 (+1) 6 (-2) 16 78 (12d8 +24) +2 / 13 +6 / 12
2 M 18 (+4) 18 (+4) 16 (+3) 9 (-1) 13 (+1) 6 (-2) 17 105 (14d8 +42) +3 / 14 +8 / 14
19 (+4) 17 (+3) 9 (-1) 13 (+1) 7 (-2) 17 120 (16d8 +48) +3 / 14 +8 / 14
4 M 19 (+4) 19 (+4) 18 (+4) 10 (+0) 14 (+2) 7 (-2) 18 171 (18d10 +72) +3 / 15 +9 / 15
20 (+5) 18 (+4) 10 (+0) 14 (+2) 7 (-2) 19 190 (20d10 +80) +4 / 16 +10 / 16
5 M 20 (+5) 20 (+5) 19 (+4) 10 (+0) 14 (+2) 8 (-1) 19 209 (22d10 +88) +4 / 16 +10 / 16
21 (+5) 20 (+5) 10 (+0) 15 (+2) 8 (-1) 20 252 (24d10 +120) +5 / 17 +12 / 18
7 M 21 (+5) 21 (+5) 21 (+5) 10 (+0) 15 (+2) 8 (-1) 21 273 (26d10 +130) +5 / 17 +12 / 18
22 (+6) 22 (+6) 11 (+0) 16 (+3) 9 (-1) 22 350 (28d12 +168) +5 / 18 +13 / 19
8 L 22 (+6) 22 (+6) 22 (+6) 11 (+0) 16 (+3) 9 (-1) 22 375 (30d12 +180) +6 / 19 +14 / 20
10 L 22 (+6)
11 L 23 (+6)
13 L 24 (+7)
14 L 25 (+7)
16 H 26 (+8)
17 H 26 (+8)
Attributes From CR 12
Alignment Unaligned Pounce If the dire gray wolf moves at least 20 feet straight
Type Beast toward a creature and then hits it with a claw attack on
Speed: 40 ft. the same turn, that target must succeed on a DC 14
Skills: (dex) Stealth, (wis) Perception Strength saving throw or be knocked prone. If the target is
Damage Resistances Bludgeoning, Piercing, and prone, the dire gray wolf can make one bite attack against
Slashing from Nonmagical Attacks it as a bonus action.
Senses Darkvision 60 ft., Passive Perception 13
Languages Sylvan From CR 16
Features Legendary Resistance (3/Day) If the dire gray wolf fails a
saving throw, it can choose to succeed instead.
At all levels
Actions
Aggressive As a bonus action, the dire gray wolf can move
up to its speed toward a hostile creature that it can see. Multiattack. From CR 4, the dire gray wolf makes two
attacks, one Bit and one Claw. From CR 15 the dire gray
From CR 7 wolf makes three attacks, one Bit and two Claws.
Phantom Attacks Once each round, when the dire gray At all levels
wolf hits with a melee weapon attack, it can choose
another target creature within 20 feet. A phantasmal Bite Melee Weapon Attack: reach 5 ft., one target. Hit: 1d10
shadow of the dire gray wolf makes the same attack +STR modifier piercing damage
against the target except it deals Necrotic damage. Claw Melee Weapon Attack: reach 5 ft., one target. Hit: 1d6
+STR modifier slashing damage
Scalable Monsters
From CR 6 make a melee weapon attack against that creature.
Teleport The dire gray wolf magically teleports, along with Legendary Actions
any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see. From CR 13
Reactions Claw The beast makes a Claw attack.
Move The dire gray wolf moves up to its speed without
From CR 7 provoking opportunity attacks.
Ghostly Evasion If the dire gray wolf would take damage From CR 16
from a melee attack, it can instead choose to evade the hit
and move 5 feet to an unoccupied space. The dire gray wolf Teleport (Costs 2 Actions) The beast magically teleports,
can only use this reaction if there is any unoccupied space along with any equipment it is wearing or carrying, up to
available, and can’t use it again until it finishes a short or 120 feet to an unoccupied space it can see.
long rest. Phantom Attack The beast chooses a creature it can see see
within 60 feet of it, a spectral creature makes an attack
From CR 18 against that creature, that is a copy of a melee weapon
attack of the dire gray wolf, except it deals necrotic
Retaliation When the dire gray wolf takes damage from a damage.
creature that is within 5 feet of it, it can use its reaction to
Scalable Monsters
Possessed Cockatrice
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack/DC
1S 8 (-1) 14 (+2) 14 (+2) 4 (-3) 15 (+2) 7 (-2) 13 44 (8d6 +16) +2 / 14 +4 / 12
3S 8 (-1) 14 (+2) 14 (+2) 4 (-3) 15 (+2) 7 (-2) 13 55 (10d6 +20) +2 / 14 +4 / 12
5S 9 (-1) 15 (+2) 15 (+2) 4 (-3) 15 (+2) 7 (-2) 14 66 (12d6 +24) +3 / 15 +5 / 13
7S 9 (-1) 15 (+2) 15 (+2) 4 (-3) 15 (+2) 7 (-2) 14 77 (14d6 +28) +3 / 15 +5 / 13
9M 10 (+0) 16 (+3) 16 (+3) 4 (-3) 15 (+2) 7 (-2) 15 120 (16d8 +48) +4 / 16 +7 / 15
11 M 10 (+0) 16 (+3) 16 (+3) 5 (-3) 16 (+3) 8 (-1) 15 135 (18d8 +54) +4 / 17 +7 / 15
13 M 11 (+0) 17 (+3) 17 (+3) 5 (-3) 16 (+3) 8 (-1) 16 150 (20d8 +60) +5 / 18 +8 / 16
15 L 11 (+0) 17 (+3) 17 (+3) 5 (-3) 16 (+3) 8 (-1) 16 187 (22d10 +66) +5 / 18 +8 / 16
17 L 12 (+1) 18 (+4) 18 (+4) 5 (-3) 16 (+3) 8 (-1) 17 228 (24d10 +96) +6 / 19 +10 / 18
Attributes At all levels
Alignment Unaligned Bite Melee Weapon Attack: reach 5 ft., one target. Hit: 1d4
Type Monstrosity plus 1d4 per CR piercing damage, and the target must
Speed: 20 ft., Fly 40 ft. succeed on a Constitution saving throw against being
Damage Resistances Fire magically petrified. On a failed save, the creature begins to
Senses Darkvision 60 ft., Passive Perception 12 turn to stone and is restrained. It must repeat the saving
Languages -- throw at the end of its next turn. On a success, the effect
ends. On a failure, the creature is petrified for 24 hours.
Features
From CR 11
At all levels
Necrotic Breath (Recharge 5-6) The monstrosity exhales
Fel Aura At the start of each of the monstrosity‘s turns, necrotic fire in a 15-feet cone. Each creature in that area
each creature within 5 feet of it takes 1d6 necrotic damage. must make a DC 12 Dexterity saving throw, taking 2d6 plus
A creature that touches the possessed cockatrice or hits it 1d6 per CR necrotic damage on a failed save, or half as
with a melee attack while within 5 feet of it takes 1d6 much damage on a successful one.
necrotic damage.
Actions
Multiattack. From CR 7, the possessed cockatrice makes
two Bite attacks. From CR 15 it makes three Bite attacks.
Scalable Monsters
Hybrid Devil
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack/DC
2M 10 (+0) 16 (+3) 16 (+3) 5 (-3) 16 (+3) 8 (-1) 16 60 (8d8 +24) +2 / 15 +5 / 13
4M 11 (+0) 17 (+3) 17 (+3) 5 (-3) 16 (+3) 8 (-1) 16 75 (10d8 +30) +2 / 15 +5 / 13
6M 12 (+1) 18 (+4) 18 (+4) 5 (-3) 16 (+3) 8 (-1) 16 110 (13d8 +52) +3 / 16 +7 / 15
8M 13 (+1) 19 (+4) 19 (+4) 5 (-3) 16 (+3) 8 (-1) 16 127 (15d8 +60) +3 / 16 +7 / 15
10 M 14 (+2) 20 (+5) 20 (+5) 5 (-3) 16 (+3) 8 (-1) 17 171 (18d8 +90) +4 / 17 +9 / 17
12 M 15 (+2) 21 (+5) 21 (+5) 6 (-2) 17 (+3) 9 (-1) 17 190 (20d8 +100) +4 / 17 +9 / 17
14 M 16 (+3) 22 (+6) 22 (+6) 6 (-2) 17 (+3) 9 (-1) 17 241 (23d8 +138) +5 / 18 +11 / 19
16 M 17 (+3) 23 (+6) 23 (+6) 6 (-2) 17 (+3) 9 (-1) 18 262 (25d8 +150) +5 / 18 +11 / 19
18 M 18 (+4) 24 (+7) 24 (+7) 6 (-2) 17 (+3) 9 (-1) 18 322 (28d8 +196) +6 / 19 +13 / 21
Attributes Multiattack. From CR 7, the hybrid devil makes two
attacks, one with its Bite and one with its claws. From CR
Alignment Unaligned 15 it makes three attacks, one with its Bite and two with its
Type Monstrosity claws.
Speed: 20 ft., Fly 40 ft.
Damage Resistances Fire At all levels
Senses Darkvision 60 ft., Passive Perception 13
Languages -- Bite Melee Weapon Attack: reach 5 ft., one target. Hit: 2d4
+DEX modifier piercing damage, and the target must
Features succeed on a Constitution saving throw against being
magically petrified. On a failed save, the creature begins to
At all levels turn to stone and is restrained. It must repeat the saving
throw at the end of its next turn. On a success, the effect
Fel Aura At the start of each of the monstrosity‘s turns, ends. On a failure, the creature is petrified for 24 hours.
each creature within 5 feet of it takes 1d6 necrotic damage. Claws Melee Weapon Attack: reach 5 ft., one target. Hit:
A creature that touches the hybrid devil or hits it with a 1d4 +DEX modifier slashing damage. If the target is a
melee attack while within 5 feet of it takes 1d6 necrotic creature other than an elf or undead, it must succeed on a
damage. Wisdom saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
From CR 8 turns, ending the effect on itself on a success.
Phantom Attacks Once each round, when the hybrid devil Legendary Actions
hits with a melee weapon attack, it can choose another
target creature within 20 feet. A phantasmal shadow of the From CR 14
hybrid devil makes the same attack against the target
except it deals Necrotic damage. Detect The monstrosity makes a Wisdom (Perception)
check.
From CR 14 Move The hybrid devil moves up to its speed without
provoking opportunity attacks.
Legendary Resistance (3/Day) If the hybrid devil fails a Bite The monstrosity makes a Bite attack.
saving throw, it can choose to succeed instead.
Scalable Monsters
Actions
Specter of the Forest
CR Size STR DEX CON INT WIS CHA AC HP Prof. / PP Attack/DC
2 M 4 (-3) 15 (+2) 13 (+1) 11 (+0) 8 (-1) 13 (+1) 12 38 (7d8 +7) +2 / 11 +3 / 11
4 M 4 (-3) 15 (+2) 13 (+1) 12 (+1) 9 (-1) 14 (+2) 12 49 (9d8 +9) +2 / 11 +4 / 12
6 M 4 (-3) 16 (+3) 14 (+2) 13 (+1) 10 (+0) 16 (+3) 12 71 (11d8 +22) +3 / 13 +6 / 14
8 M 4 (-3) 16 (+3) 15 (+2) 14 (+2) 11 (+0) 17 (+3) 12 84 (13d8 +26) +3 / 13 +6 / 14
10 M 4 (-3) 17 (+3) 15 (+2) 15 (+2) 12 (+1) 19 (+4) 13 97 (15d8 +30) +4 / 15 +8 / 16
12 M 5 (-3) 17 (+3) 16 (+3) 16 (+3) 13 (+1) 20 (+5) 13 127 (17d8 +51) +4 / 15 +9 / 17
14 M 5 (-3) 18 (+4) 17 (+3) 17 (+3) 14 (+2) 22 (+6) 13 142 (19d8 +57) +5 / 17 +11 / 19
16 M 5 (-3) 18 (+4) 17 (+3) 18 (+4) 15 (+2) 23 (+6) 14 157 (21d8 +63) +5 / 17 +11 / 19
18 M 5 (-3) 19 (+4) 18 (+4) 19 (+4) 16 (+3) 25 (+7) 14 195 (23d8 +92) +6 / 19 +13 / 21
Attributes At all levels
Alignment Chaotic Evil Withering Touch Melee Weapon Attack: reach 5 ft., one
Type Undead target. Hit: 2d6 +CHA modifier necrotic damage
Speed: 40 ft.
Skills: (dex) Stealth From CR 6
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning, Life Drain Melee Spell Attack: reach 5 ft., one target. Hit:
Thunder, Bludgeoning, Piercing, and Slashing from 2d10 +CHA modifier necrotic damage. The target must
Nonmagical Attacks succeed on a DC 11 Constitution saving throw or its hit
Damage Immunities Necrotic, Poison point maximum is reduced by an amount equal to the
Condition Immunities Exhaustion, Frightened, damage taken. This reduction lasts until the creature
Grappled, Paralyzed, Petrified, Poisoned, Prone, finishes a long rest. The target dies if this effect reduces its
Restrained hit point maximum to 0.
Senses Darkvision 60 ft., Passive Perception 9
Languages -- Legendary Actions
Features At all levels
At all levels Detect The undead makes a Wisdom (Perception) check.
Move The specter of the forest moves up to its speed
Amorphous The specter of the forest can move through a without provoking opportunity attacks.
space as narrow as 1 inch wide without squeezing. Life Drain (Costs 2 Actions) The undead uses its life drain
attack.
From CR 14
Legendary Resistance (3/Day) If the specter of the forest
fails a saving throw, it can choose to succeed instead.
Actions
Scalable Monsters
Ancient Golem Lightning Deer
Large elemental, neutral Medium beast, unaligned
Armor Class:
15 (Natural) Armor Class:
16 (Natural)
Hit Point: 92 (8d10 +48) Hit Point: 88 (16d8 +16)
Speed: 20 ft., Burrow 20 ft. Speed: 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0) 13 (+1) 18 (+4) 13 (+1) 4 (-3) 16 (+3) 7 (-2)
Damage Resistances Bludgeoning, Piercing, and Slashing Senses Passive Perception 13
Languages --
from Nonmagical Attacks Challenge 4 (1,100 XP)
Damage Immunities Acid Proficiency Bonus +2
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive
Perception 10 Evasion. If the lightning deer is subjected to an effect
that allows it to make a Dexterity saving throw to take
Languages Terran only half damage, the lightning deer instead takes no
damage if it succeeds on the saving throw, and only half
Challenge 3 (700 XP) Proficiency Bonus +2 damage if it fails.
Earth Glide. The ancient golem can burrow through Actions
nonmagical, unworked earth and stone. While doing so,
the elemental doesn’t disturb the material it moves Multiattack. The lightning deer makes two attacks, one
through. with its Hooves and one with its Antlers.
Stone Camouflage. The ancient golem has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 17 (3d8+4) bludgeoning damage
Actions Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) piercing damage plus 10 (3d6)
Multiattack. The ancient golem makes two slam attacks. lightning damage.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 10 (2d6+3) bludgeoning damage
Monster Stats
Credits and Licenses
Art Credits On page 13, Mausoleum with Stone Elephants by Francis
Swain Ward (1729 – 1799)
All art used in this document is under the public domain.
Here’s the list of authors that could be found. On page 14, Le pont sur le torrent by Hubert Robert
(1733 – 1808)
The cover art is a photography by Francesco Ungaro.
Illustrations on pages 4, 5, 6, 9 and 18, are by Arthur Illustration on page 15 and 17, Cascade by zonked
Rackham (1867 – 1939) https://www.patreon.com/zonked
Illustration on page 7, Carpet Bazaar, Cairo, 1887 by
Charles Robertson (1844 – 1891) Rules
On page 8, a 19th century sketch of the interior of the
Colosseum by Rodolfo Lanciani (1845 – 1929) Referenced rules from the 5th edition SRD are used under
On page 10, The Cemetery Entrance, by Caspar David the OPEN GAME LICENSE Version 1.0a. You can find a copy
Friedrich (1774 – 1840) of this license on the next page or at Wizards of the Coast’s
On page 11, Campfire by Albert Bierstadt (1830 – 1902) website.
On page 12, A Mountainous Landscape with a Waterfall
by Kerstiaen de Keuninck (1560 – 1632) All new gaming content is written by Xacur for ND
Hobbies, and published under the Open Game License.
If you find any errors on the rules of this document, you
can contact ND Hobbies at this email:
[email protected]. Ans we will correct it in a future
updated version.
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to any Open Game Content distributed using this License. Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
3. Offer and Acceptance: By Using the Open Game Content You original material by E. Gary Gygax and Dave Arneson.
indicate Your acceptance of the terms of this License. END OF LICENSE
4. Grant and Consideration: In consideration for agreeing to
use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
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