ACTIONS Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. CAPTAIN Armor Class 17 (breastplate, shield) Hit Points 65 (10d8 + 20) Speed 30 ft. Str 15 (+2), Dex 12 (+1), Con 15 (+2), Int 13 (+1), Wis 13 (+1), Cha 14 (+2) Skills Insight +4, Intimidation +5, Perception +4 Senses passive Perception 14 Challenge 3 (700 XP) Superior Maneuver (2/Short or Long Rest). The captain can use the Commander’s Strike, Precision Attack, or Rally maneuvers, as described in the Player’s Handbook (chapter 3, “Fighter”). Their superiority die is a d8. ACTIONS Multiattack. The captain makes two melee weapon attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. COMMANDANT Armor Class 18 (chain mail, shield) Hit Points 112 (15d8 + 45) Speed 30 ft. Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Cha 15 (+2) Skills Insight +6, Intimidation +6, Perception +6 Senses passive Perception 16 Challenge 5 (1,800 XP) Battalion Command. The commandant can command up to 25,000 XP of allied subordinates.
Superior Maneuver (2/Short or Long Rest). The commandant can use the Commander’s Strike, Precision Attack, or Rally maneuvers, as described in the Player’s Handbook (chapter 3, “Fighter”). Their superiority die is a d8. ACTIONS Multiattack. The commandant makes three melee weapon attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. GENERAL Armor Class 18 (plate armor) Hit Points 212 (25d8 + 100) Speed 30 ft. Str 16 (+3), Dex 12 (+1), Con 18 (+4), Int 16 (+3), Wis 16 (+3), Cha 18 (+4) Skills History +10, Insight +10, Intimidation +11, Perception +10 Senses passive Perception 20 Challenge 12 (8,400 XP) Indomitable (3/day). The general can reroll a saving throw they fail. They must use the new roll. Legion Command. The general can command up to 150,000 XP of allied subordinates. Superior Maneuver (2/Short or Long Rest). The general can use the Commander’s Strike, Precision Attack, or Rally maneuvers, as described in the Player’s Handbook (chapter 3, “Fighter”). Their superiority die is a d10. ACTIONS Multiattack. The general makes three melee weapon attacks. Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Invincible Formation (Recharge 6). All creatures under the general’s command gain 2 temporary points of Armor Class until any creature that has received this bonus moves. LEGENDARYACTIONS The general can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The general regains spent legendary actions at the start of its turn. Provoke. The general targets an enemy they can see within 300 feet of them. If the target can see and hear any creature under the general’s command, the target must make a DC 16 Wisdom saving throw. On a failed save, if the target attacks any creature under the general’s command before the end of the target’s next turn, any other creature under the general’s command gains advantage on one attack roll against the target before the end of its next turn. Shift Forces. The general targets up to 250 XP of allies they can see within 300 feet of them. If the targets can see and hear the general, they can immediately move up to their speed. Forceful Attack (Costs 3 Actions). The general targets up to 250 XP of allies they can see within 300 feet of them and rolls 1d10. If the targets can see and hear the general, they can immediately move up to their speed and make one attack, adding the number on the die to their damage rolls. A target of one or more hits must make a DC 16 Strength saving throw. On a failed save, that target is pushed up to 15 feet, and its attackers may use any movement they have remaining to move in the same direction. Precision Attack (Costs 3 Actions). The general targets up to 250 XP of allies they can see within 300 feet of them and rolls 1d10. If the targets can see and hear the general, they can immediately make one attack, adding the number on the die to their attack rolls. SPIES
PLANT Medium humanoid (any race), any alignment Armor Class 12 (unarmored) Hit Points 27 (6d8) Speed 30 ft. Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 15 (+2), Wis 14 (+2), Cha 16 (+3) Skills Deception +7, Insight +4, Investigation +4, Perception +6, Persuasion +7, Sleight of Hand +4, Stealth +4 Senses passive Perception 21 Languages any two languages Challenge ½ (100 XP) Ear for Deceit. Whenever the plant makes a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. Keen Memory. The plant can accurately recall anything they have seen or heard within the past week. Watchful Eye. The plant has a +5 bonus to their passive Wisdom (Perception) score. ACTIONS Multiattack. The plant makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. BONUSACTIONS Cunning Action. On each of their turns, the plant can use a bonus action to take the Dash, Disengage, or Hide action. As PCs increase in level, scale up the plant’s abilities using the sidekick rules in Tasha’s, chapter 4. Treat the plant as an Expert, Spellcaster, or Warrior
depending on what kind of person they’re pretending to be, but give an Expert plant only three additional skill pro ciencies, rather than ve, at level 1. Their skill set is potent enough already. SNOOP Medium humanoid (any race), any alignment Armor Class 10 (unarmored) Hit Points 9 (2d8) Speed 30 ft. Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 14 (+2), Wis 14 (+2), Cha 10 (+0) Skills Deception +4, Insight +4, Perception +4, Sleight of Hand +2, Stealth +4 Senses passive Perception 19 Languages any language Challenge ⅛ (25 XP) Keen Memory. The snoop can accurately recall anything they have seen or heard within the past week. Watchful Eye. The snoop has a +5 bonus to their passive Wisdom (Perception) score. ACTIONS Improvised Weapon. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. THIEVES ’ DEN GUTTERSNIPE Small humanoid (various), neutral Armor Class 13 (unarmored) Hit Points 3 (1d6) Speed 25 ft. Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 8 (-1), Cha 12 (+1)
Skills Acrobatics +4, Deception +3, Sleight of Hand +4 Senses passive Perception 10 Languages Common Challenge ⅛ (25 xp) Innocent. The guttersnipe has advantage on Charisma (Deception) checks made against adults. Slippery. The guttersnipe hasadvantage on Dexterity (Acrobatics) checks made to escape a grapple. ACTIONS Knife. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., range 30/120 ft., one target. Hit: 4 (1d4 + 2) piercing damage. BONUSACTIONS Agile. On each of their turns, the guttersnipe can use a bonus action to take the Disengage action. PROWLER Medium humanoid (various), neutral evil Armor Class 14 (leather armor) Hit Points 27 (6d8) Speed 30 ft. Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 12 (+1), Wis 14 (+2), Cha 10 (+0) Skills Acrobatics +5, Deception +2, Investigation +3, Sleight of Hand +5, Stealth +5 Senses passive Perception 12 Languages Common, Thieves’ Cant Challenge 2 (450 XP) Sneak Attack (1/Turn). The prowler dealsan extra 7 (2d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when
the target is within 5 ft. of an ally of the prowler that isn’t incapacitated and the prowler doesn’t have disadvantage on the attack roll. ACTIONS Multiattack. The prowler makes two attacks with their dagger. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 30/120 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. BONUSACTIONS Cunning Action. On each of their turns, the prowler can use a bonusaction to take the Dash, Disengage, or Hide action. FROKI Medium humanoid (dwarf), neutral evil Armor Class 15 (brigandine) Hit Points 39 (6d8 + 12) Speed 25 ft. Str 11 (+0), Dex 16 (+3), Con 14 (+2), Int 11 (+0), Wis 11 (+0), Cha 12 (+1) Skills Deception +3, Investigation +2, Sleight of Hand +7, Stealth +5, Thieves’ Tools +7 Damage Resistance poison Senses passive Perception 10 Languages Common, Thieves’ Cant Challenge 3 (700 XP) Dwarven Resilience. Froki has advantage on saving throws against poison. Sneak Attack (1/Turn). Froki deals an extra 10 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the
target is within 5 feet of an ally of Froki that isn’t incapacitated and Froki doesn’t have disadvantage on the attack roll. ACTIONS Multiattack. Froki makes three attacks with her baselard. Baselard. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage. BONUSACTIONS Cunning Action. On each of her turns, Froki can use a bonus action to take the Dash, Disengage, or Hide action. REACTIONS Uncanny Dodge. Froki halves the damage that she takes from an attack that hits her. She must be able to see the attacker. GRATIEN QUERRE Medium humanoid (human), neutral evil Same as Froki except: Speed 30 ft. Skills Athletics +2, Deception +2, Leatherworker’s Tools +5, Persuasion +3, Smith’s Tools +5, Stealth +5 No resistance to poison damage or Dwarven Resilience. RINALD SUPRIM Medium humanoid (human), neutral evil Same as Froki except: Speed 30 ft. Skills Deception +3, Investigation +4, Persuasion +5, Stealth +5 No resistance to poison damage or Dwarven Resilience.
KRUNO SKRIVEN Medium humanoid (human), neutral evil Armor Class 16 (brigandine) Hit Points 65 (10d8 + 20) Speed 30 ft. Str 11 (+0), Dex 18 (+4), Con 14 (+2), Int 11 (+0), Wis 11 (+0), Cha 12 (+1) Skills Acrobatics +7, Athletics +3, Intimidation +7, Perception +3, Sleight of Hand +7, Stealth +7 Senses passive Perception 13 Languages Common, Thieves’ Cant Challenge 5 (1,800 xp) Evasion. If Kruno is subjected to an e ect that allows him to make a Dexterity saving throw to take only half damage, Kruno instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Sneak Attack (1/Turn). Kruno deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kruno that isn’t incapacitated and Kruno doesn’t have disadvantage on the attack roll. ACTIONS Multiattack. Kruno makes three attacks with his baselard. Baselard. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage. BONUSACTIONS Cunning Action. On each of his turns, Kruno can use a bonus action to take the Dash, Disengage, or Hide action. REACTIONS
Uncanny Dodge. Kruno halves the damage that he takes from an attack that hits him. He must be able to see the attacker. DROW COMPOUND DROWACOLYTE The drow acolyte is an acolyte with the following changes: She has Armor Class 11 (unarmored). She has Dexterity 12 (+1) and Charisma 12 (+1). She has Perception +4 and Stealth +2. She has 120 feet of darkvision and passive Perception 14. She has Fey Ancestry, Innate Spellcasting as described in the drow stat block, and Sunlight Sensitivity. She has the following cleric spells prepared: poison spray, resistance, thaumaturgy; bane, cure wounds, ray of sickness. She wields a dagger (+3 to hit, 1d4 + 1 piercing damage) instead of a club. DROWDIAGON The drow diagon is a priest with the following changes: She has Armor Class 14 (chain shirt). She has Dexterity 12 (+1) and Charisma 14 (+2). She has Perception +7 and Stealth +2. She has 120 feet of darkvision and passive Perception 17. She has Fey Ancestry, Innate Spellcasting as described in the drow stat block, and Sunlight Sensitivity. She has the following cleric spells prepared: poison spray, resistance, thaumaturgy; cure wounds, guiding bolt, ray of sickness; lesser restoration, web; conjure animals (2 giant spiders), dispel magic. She wields a shortsword (+3 to hit, 1d6 + 1 piercing damage) instead of a mace. DROWHOUSE LIEUTENANT
The drow house lieutenant is a drow elite warrior with the following changes: He wears a breastplate and carries a shield (his Armor Class is the same). He has 117 hp (18d8 + 36). He has Intelligence 12 (+1) and Charisma 13 (+1). He has Stealth +7. His Challenge Rating is 7 (2,900 XP). He has the drow house captain’s Battle Command bonus action. His shortsword attack deals an additional 1d6 poison damage on a hit. ABOLETH GROTTO TRANSFORMED ADVENTURER Medium humanoid (any race), lawful evil Each of the transformed adventurers below has speed, languages, and racial traits appropriate to their race, along with the following additional traits: Enthralled. The transformed adventurer is charmed by Úuchben, can communicate telepathically with the aboleth over any distance, and can’t take reactions. Whenever the transformed adventurer takes damage, they must make a DC 14 Wisdom saving throw. On a success, the transformed adventurer loses this trait. This trait is also lost if Úuchben dies or is transported to another plane. The aboleth can reimpose this trait with a successful use of its Enslave action. Foul Transformation. The transformed adventurer’s skin is translucent and slimy, they can’t regain hit points unless they’re underwater, and when they’re outside a body of water, they take 6 (1d12) acid damage every 10 minutes that moisture isn’t applied to their skin. TRANSFORMED BARBARIAN Armor Class 13 (unarmored) Hit Points 26 (4d8 + 8) Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 12 (+1) Saving Throws Str +5, Con +4
Senses passive Perception 11 Challenge 1 (200 XP) Class Features. The transformed barbarian has the Danger Sense, Frenzy, Reckless Attack, Rage, and Unarmored Defense class features, as described in the Player’s Handbook. ACTIONS Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. TRANSFORMED BARD Armor Class 13 (leather) Hit Points 16 (3d8 + 3) Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 16 (+3) Saving Throws Dex +4, Cha +5 Skills Acrobatics +6, Deception +5, History +3, Persuasion +5, Performance +7, all other skills add +1 Senses passive Perception 11 Challenge 1 (200 XP) Class Features. The transformed bard has the Bardic Inspiration and Cutting Words class features, as described in the Player’s Handbook. The transformed bard can’t use Cutting Words while Enthralled. Spellcasting. The transformed bard is a 3rd-level spellcaster. Their spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The transformed bard has the following bard spells prepared: Cantrips (at will): vicious mockery
1st level (4 slots): charm person, detect magic, faerie fire, healing word, thunderwave 2nd level (2 slots): blindness/deafness ACTIONS Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. TRANSFORMED FIGHTER Armor Class 18 (chain mail, shield) Hit Points 19 (3d8 + 6) Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 12 (+1) Saving Throws Str +5, Cha +4 Skills Athletics +5, Intimidation +3 Senses passive Perception 11 Challenge 1 (200 XP) Class Features. The transformed ghter has the Action Surge, Improved Critical, and Second Wind class features, as described in the Player’s Handbook. ACTIONS Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. TRANSFORMED RANGER Armor Class 14 (leather) Hit Points 16 (3d8 + 3) Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)
Saving Throws Str +3, Dex +5 Skills Stealth +5, Perception +4 Senses passive Perception 14 Challenge 2 (450 XP) Class Features. The transformed ranger has the Hunter’s Prey (Colossus Slayer) class feature, as described in the Player’s Handbook. Spellcasting. The transformed ranger is a 3rd-level spellcaster. Their spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The transformed ranger has the following ranger spells prepared: 1st level (3 slots): detect magic, fog cloud, hunter’s mark ACTIONS Multiattack. The transformed ranger makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. TRANSFORMED ROGUE Armor Class 14 (leather) Hit Points 16 (3d8 + 3) Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 12 (+1) Saving Throws Dex +5, Int +4 Skills Acrobatics +7, Deception +3, Sleight of Hand +5, Stealth +7 Senses passive Perception 11 Challenge 2 (450 XP) Class Features. The transformed rogue has the Cunning Action, Fast Hands, Second-Story Work, and Sneak Attack (2d6) class features, as described in the Player’s Handbook. ACTIONS
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. TRANSFORMED SORCERER Armor Class 14 (unarmored) Hit Points 15 (2d8 + 6) Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 16 (+3) Saving Throws Dex +4, Cha +5 Skills Arcana +3, Deception +5 Senses passive Perception 11 Challenge 3 (700 XP) Class Features. The transformed sorcerer has the Draconic Resilience, Font of Magic, and Metamagic (Empowered Spell, Quickened Spell) class features, as described in the Player’s Handbook. Spellcasting. The transformed sorcerer is a 3rd-level spellcaster. Their spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The transformed sorcerer has the following sorcerer spells prepared: Cantrips (at will): light, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): expeditious retreat, magic missile 2nd level (2 slots): alter self, misty step ACTIONS Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Natural Weapons (Alter Self). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ESOTERIC SOCIETY MEETINGHOUSE ORBISTERTIUS SOCIETYMEMBER Medium humanoid (any race), neutral Armor Class 12 (unarmored, 15 with mage armor) Hit Points 72 (16d8) Speed 30 ft. Str 9 (-1), Dex 14 (+2), Con 11 (+0), Int 20 (+5), Wis 14 (+2), Cha 16 (+3) Saving Throws Int +8, Wis +5 Skills Arcana +7, History +7 Senses passive Perception 12 Languages Common, Celestial, Deep Speech, Infernal, Primordial Challenge 5 (1,800 XP) School of Magic. Choose one of the following options: Conjurer. The Orbis Tertius Society member has the Benign Transposition trait, as described in the conjurer stat block in Volo’s. Diviner. The Orbis Tertius Society member has the Portent trait, as described in the diviner stat block in Volo’s. Transmuter. The Orbis Tertius Society member has the Transmuter’s Stone trait, as described in the transmuter stat block in Volo’s. Spellcasting. The Orbis Tertius Society member is a 14th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). They have the following wizard spells prepared: Cantrips (at will): message, mind sliver (T), minor illusion, prestidigitation, true strike 1st level (4 slots): expeditious retreat (trans.), mage armor (already cast), magic missile, shield
2nd level (3 slots): hold person, misty step (conj.), scorching ray (psychic damage, subtract one ray) 3rd level (3 slots): blink (trans.), counterspell, slow (trans.) 4th level (3 slots): arcane eye, banishment, dimension door (conj.) 5th level (2 slots): far step (conj.), geas, modify memory, telekinesis (trans.) 6th level (1 slot): mass suggestion 7th level (1 slot): etherealness (trans.) ACTIONS Multiattack. The Orbis Tertius Society member makes a spell attack and uses Shape Reality. Warp. Ranged Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Shape Reality. The Orbis Tertius Society member creates one of the following e ects, which lasts until the start of their next turn: Space stretches between the member and another creature they can see, increasing the distance between them by up to 60 feet. Space contracts around a creature that the member can see, narrowing the distance between walls on either side and requiring the creature to squeeze through the space. The ground or oor in a 30-foot radius around a creature that the member can see ripples and heaves, becoming di cult terrain. If a creature that the member can see is holding a nonmagical weapon, that weapon is stowed, and a di erent item in their possession appears in their hand(s). If a creature that the member can see is wearing armor, that armor becomes ne clothing. If the creature is wearing clothing but no armor, that clothing becomes ring mail.
Sound is ampli ed in a 30-foot radius around the member, imposing disadvantage on Stealth checks and saving throws against being deafened. A creature a ected by this action can make a DC 16 Wisdom saving throw at the start of its turn, ending the e ect on a successful save. The Orbis Tertius Society member can’t use the same e ect two rounds in a row. ORBISTERTIUS SOCIETYSKILLED HIRELING Medium humanoid (any race), lawful neutral Armor Class 11 (unarmored) Hit Points 22 (4d8 + 4) Speed 30 ft. Str 11 (+0), Dex 12 (+1), Con 11 (+0), Int 14 (+2), Wis 14 (+2), Cha 14 (+2) Skills Insight +4, Perception +4 Senses passive Perception 12 Languages Common Challenge ½ (100 XP) Competent. Choose one of the following options: Cook. Has Constitution 12 (+1) and pro ciency with cook’s utensils. Hall Porter. Has Strength 14 (+2), Constitution 12 (+1), 26 hit points, and pro ciency in Athletics (+4) and Intimidation (+4). Housekeeper. Has expertise in Perception (+6). Librarian. Has pro ciency in Arcana (+4) and with calligrapher’s supplies. Steward. Has Charisma 16 (+3) and can take the Motivate action. ACTIONS Throw. Ranged Weapon Attack: +1 to hit, range 20/60 ft., one target. Hit: 2 (1d4 + 1) bludgeoning, slashing, or piercing damage. Use a Magic Item. The Orbis Tertius Society skilled hireling uses a magic item in their possession.
Motivate (Steward only). One other Orbis Tertius Society skilled hireling within 30 feet who can see or hear the steward receives 3 temporary hit points. GRANDMOTHER HAG DWELLING BABA OBMOROZHENYA Baba Obmorozhenya is a legendary bheur hag (see Volo’s), with the following di erences: She has 150 (20d8 + 60) hp. She has Strength 14 (+2), Dexterity 18 (+4), Constitution 16 (+3), Intelligence 13 (+1), Wisdom 14 (+2), and Charisma 18 (+4). She receives a +7 bonus to Wisdom saving throws. She receives +9 to Dexterity (Stealth) checks, +6 to Intelligence (Nature) checks, and +7 to Wisdom (Perception and Survival) checks. She has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. She has 120 feet of darkvision. Her challenge rating is 15 (13,000 XP). She has the following additional traits: Cold Absorption. Whenever she is subjected to cold damage, she takes no damage and instead regains a number of hit points equal to the cold damage dealt. Legendary Resistance (3/Day). If she failsa saving throw, she can choose to succeed instead. Magic Resistance. She has advantage on saving throws against spells and other magical e ects. She Who Rides the Wind. Strong wind does not force her to land at the end of her turn or fall. Her spell save DC is 17, and she has +9 to hit with spell attacks.
She can innately cast the following additional spells, requiring no material components: At will: animate dead, clairvoyance, locate object, tongues 3/day each: arcane eye, awaken, bestow curse (as a 5th-level spell), freezing sphere*, glyph of warding (as a 5th-level spell), locate creature 1/day each: circle of death* (deals cold damage), eyebite, power word kill, symbol, true seeing She has +7 to hit with her Slam attack, which deals 11 (2d8 + 2) damage. Her Maddening Feast save DC is 17. She can take 3 legendary actions, choosing from the options below: Boreal Step. Enveloped in a gust of wind, she moves up to her speed without provoking opportunity attacks. Each creature she passes within 5 feet of takes 4 (1d8) cold damage. Frostbite. One creature within 60 feet that she can see must make a DC 17 Constitution saving throw. On a failure, the target takes 14 (4d6) cold damage, and it has disadvantage on the nextattack roll it makes before the end of its next turn. Panoply of Ice (Costs 2 Actions). A protective layer of ice formsaround her, giving her 20 temporary hit points. If any creature hits her with a weapon or spell attack while she has these hit points, each creature within 5 feet of her takes 9 (2d8) cold damage. Within 120 feet of her house, she can take either of the generic grandmother hag lair actions described in Volo’s, chapter 1, “Hags: Dark Sisterhood,” as well as the lair action speci c to bheur hags. The regional e ects of her lair include a profusion of small animals, along with other charmed and aggressive beasts native to the area; undead creatures bursting from blocks of ice; and sudden blizzards, as described in “Hags: Dark Sisterhood.” If you’re using the bheur hag stat block from Monsters of the Multiverse, her Horri c Feast save DC is 17, and spells marked with asterisks above require her
to be holding or riding her graysta . MAMMOTH SKELETON Use the mammoth stat block, with the following changes: Its creature type is undead. It has Armor Class 11 (natural armor) and 93 (11d12 + 22) hp. It has Constitution 15 (+2), Wisdom 8 (-1), and Charisma 5 (-3). It’s vulnerable to bludgeoning damage, immune to poison damage, and immune to exhaustion and the poisoned condition. It has 60 feet of darkvision and passive Perception 9. Its challenge rating is 5 (1,800 XP). FEY COURT FEY GUARD Medium fey, chaotic neutral Armor Class 15 (chain shirt) Hit Points 11 (2d8 + 2) Speed 30 ft. Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 11 (+0) Skills Stealth +4 Senses darkvision 60 ft., passive Perception 10 Languages Common, Sylvan Challenge ½ (100 XP) Defensive Glamour. When the fey guard is viewed from more than 20 feet away, the air blurs, warps, and shimmers around them, imposing disadvantage on attack rolls against the fey guard unless an opponent can target them without using sight, as with blindsight, or can see through illusions, as with truesight. When viewed from more than 120 feet away, the fey guard is invisible.
Fey Nature. The fey guard has advantage on saving throws against being charmed, and magic can’t put them to sleep. ACTIONS Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) slashing damage. Bow of Shadows. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 12 Wisdom saving throw. On a failed save, the target is unable to see anything farther than 5 feet away until the start of the fey guard’s next turn. GREENGRASP Greengrasp is a dire troll (see Mordenkainen’s), with the following di erences: His creature type is fey. His alignment is chaotic neutral. He has Intelligence 10 (+0) and Charisma 15 (+3). He has pro ciency in Intimidation (+8) and Persuasion (+8). He speaks Common, Giant, and Sylvan. His challenge rating is 15 (13,000 XP). He has the following additional traits: Fey Rebirth. If he dies in Clutch, he revives with all his hit points 1d4 days later in a safe location in that domain. Grasp of History. He can spend an action to place his hand upon a creature or object and learn everything that has ever happened to it. To use this trait on an unwilling creature, he must hit it with an unarmed strike, which deals no damage. Legendary Resistance (3/Day). If he fails a saving throw, he can choose to succeed instead. Greengrasp doesn’t have legendary or lair actions.
GIANTANT Medium beast, unaligned Armor Class 15 (natural armor) Hit Points 13 (3d8) Speed 30 ft., burrowing 10 ft., climbing 30 ft. Str 16 (+3), Dex 10 (+0), Con 11 (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5) Senses tremorsense 60 ft., passive Perception 10 Languages— Challenge 1 (200 XP) Hive Mind. When at least two giant ants are engaged in the same task or attacking the same target, they have advantage on their ability checks or attack rolls without having to take the Help action. It’s Not a Problem, Ants Are Strong. The giant ant can carry up to 480 pounds and push, drag, or lift up to 960 pounds. While pushing, dragging, or lifting more than 480 pounds, its speed drops to 5 feet. Keen Smell. The giant ant has advantage on Wisdom (Perception) checks that rely on smell. Pheromone Communication. The giant ant can communicate simple ideas, emotions, and images to other giantants within 60 feet of it in a manner akin to telepathy and can read scent messages left by other giant ants up to 1 hour earlier. It can’t use this trait while its sense of smell is overwhelmed, such as by thick wood smoke or a stinking cloud spell. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) acid damage. LIVING LOCK Tiny construct, unaligned Armor Class 19 (natural armor)
Hit Points 20 (8d4) Speed 0 ft. Str 4 (-3), Dex 18 (+4), Con 10 (+0), Int 3 (-4), Wis 3 (-4), Cha 1 (-5) Senses blindsight 30 ft. (blind beyond this distance), passive Perception 6 Languages— Challenge 2 (450 XP) An Actual Lock. The living lock isa lock that’s hard to pick (DC 20). While the living lock is not incapacitated, any creature trying to pick the lock has disadvantage on Dexterity (thieves’ tools) checks to do so, and the living lock has advantage on Bite attacks against it. Even if the lock is willing to be picked (for example, if it’s charmed), ability checks to pick it are still made with disadvantage, because the lock is ticklish. ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one target touching it. Hit: 7 (1d4 + 4) piercing damage. XORN HUNTER Medium fey (any race), lawful neutral Armor Class 15 (chain shirt) Hit Points 45 (6d8 + 18) Speed 40 ft. Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wis 15 (+2), Cha 10 (+0) Skills Perception +6, Stealth +7, Survival +4 Senses darkvision 60 ft., passive Perception 16 Languages Common Challenge 2 (450 XP) En Passant. When the xorn hunter makes a melee attack against a creature, it doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.
Fey Nature. The xorn hunter has advantage on saving throws against being charmed, and magic can’t put them to sleep. ACTIONS Multiattack. The xorn hunter makes two Adamantine Glaive attacks. Adamantine Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. All hits against objects are critical hits. BONUSACTIONS Fey Step (1/Short or Long Rest). As a bonus action, the xorn hunter can cast misty step. GENIE’SPALACE LESSER DJINNI The lesser djinni is a djinni, with the following di erences: Its challenge rating is 10 (5,900 XP). It can’t cast conjure elemental, creation, or plane shift. It lacks the Create Whirlwind action. MILĀḤ Milāḥ is a djinni, with the following di erences: Her Intelligence is 18 (+4), and her Charisma is 23 (+6). Her Dexterity saving throw modi er is +7, her Wisdom save mod is +8, and her Charisma save mod is +11. She speaks Common and Auran. Her challenge rating is 14 (11,500 XP). Her spell save DC is 19, she has +11 to hit with spell attacks, and she can innately cast the following additional spells, requiring no material components: At will: disguise self (duration 8 hours, can appear as Medium humanoid) 1/day: true seeing, power word stun
Her Scimitar attack is +12 to hit and deals 14 (2d6 + 7) slashing damage plus 3 (1d6) lightning or thunder damage (her choice) on a hit. In addition, she can make one attack with it asa bonusaction on each of her turns, with the same attack bonus and damage. She has the following additional trait: Wish Bestowal (1/Year). Milāḥ can grant one wish to a creature within 60 feet of her that isn’t a genie. The creature must state what e ect it desires. Milāḥ then casts wish to bring about the e ect, in literal accordance with the creature’s choice of words. Milāḥ can grant up to three wishes to a creature during its lifetime, after which she can’t grant another wish to that creature. Milāḥ doesn’t have legendary or lair actions. SHĀ‘IR Medium humanoid (any race), any alignment Armor Class 12 (unarmored, 15 with mage armor) Hit Points 71 (13d8 + 13) Speed 30 ft. Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 15 (+2), Cha 18 (+4) Saving Throws Dex +4, Wis +4, Cha +6 Skills Arcana +6, Deception +6, History +6, Medicine +4, Performance +6, Persuasion +6 Senses passive Perception 12 Languages Common plus three other languages Challenge 4 (1,100 XP) Innate Spellcasting. The shā‘ir’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). They can innately cast the following spells, requiring no material components: At will: eldritch blast (2 beams, 1d10 + 6 thunder damage per hit), mage armor, message, minor illusion, vicious mockery (2d4)
3/day each: detect evil and good, dissonant whispers, healing word, heroism, misty step, protection from evil and good 1/day each: calm emotions, dispel magic, phantasmal force ACTIONS Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 2 thunder damage. Captivating Words (1/day). The shā‘ir chooses a point within 30 feet. Every humanoid of the shā‘ir’s choice that they can see within 15 feet of that point must make a DC 14 Wisdom saving throw. If a target fails, they’re charmed by the shā‘ir until the shā‘ir or their allies do anything harmful to them. At the end of each of their turns, the target can repeat the saving throw. On a success, the e ect ends. BONUSACTIONS Disquieting Words (3/day). As a bonus action, the shā‘ir can choose one creature they can see within 60 feet of them and roll 1d8. The creature must subtract the number rolled from the next saving throw it makes before the start of the shā‘ir’s next turn. BLUE DRAGON LAIR DRAGON GUARD Medium humanoid (any race), lawful neutral Armor Class 18 (scale mail coat with breastplate, shield; 16 when wielding light crossbow) Hit Points 26 (4d8 + 8) Speed 30 ft. Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 11 (+0), Cha 11 (+0) Skills Insight +2, Perception +2 Senses passive Perception 12 Languages Common
Challenge ½ (100 XP) Accustomed to Awesomeness. The Dragon Guard has advantage on saving throws against being frightened. Crossbow Specialist. The Dragon Guard ignores the loading property of light crossbows. ACTIONS Multiattack. The Dragon Guard makes either two melee weapon attacks or two ranged weapon attacks. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. LICH’S CRYPT GOLIATH GUARD Medium humanoid (goliath), lawful neutral Armor Class 14 (hide armor) Hit Points 30 (4d8 + 12) Speed 30 ft. Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 15 (+2), Cha 10 (+0) Skills Athletics +5, Perception +4, Survival +4 Senses passive Perception 14 Languages Common, Giant Challenge 1 (200 XP) Mountain Born. The goliath is acclimated to high altitude, including elevations above 10,000 feet.
Powerful Build. The goliath counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift. ACTIONS Multiattack. The goliath guard attacks twice with their spear. Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage when used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. REACTIONS Stone’s Endurance (1/Short or Long Rest). When the goliath guard takes damage, they reduce the damage taken by 9 (1d12 + 3). GOLIATH CAPTAIN Same as goliath guard except: Armor Class 16 (breastplate) Hit Points 75 (10d8 + 30) Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 13 (+1), Wis 15 (+2), Cha 14 (+2) Skills Athletics +6, Insight +4, Intimidation +5, Perception +4, Survival +4 Challenge 3 (700 XP) Rally (2/Short or Long Rest) As a bonus action, the goliath captain can choose a friendly creature who can see or hear them. That creature gains 1d8 + 2 temporary hit points. Multiattack. The goliath captain makes two attacks with their greataxe. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. ORC SCOUT
The orc scout is an orc with the following changes: Their Armor Class is 14 (hide armor). They have 22 (3d8 + 9) hp. Their Dexterity is 16 (+3), their Intelligence is 11 (+0), and their Wisdom is 14 (+2). They have Perception +6, Stealth +7, and Survival +6. They have 60 feet of darkvision, and their passive Perception is 16. Their Challenge Rating is 2 (450 XP). They have a Multiattack action, which lets them make two melee or two ranged attacks. Instead of the Greataxe action, they have the following attack actions: Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ZVIAD UK’VDAVI Zviad Uk’vdavi is a lich attuned to three magic items: a robe of the archmagi, a staff of the magi, and the Tome of Atrocity. These a ect his stats as follows: His Armor Class is 19. His Intelligence is 22 (+6), and his Intelligence saving throw modi er is +13. His spell save DC is 23. He has resistance to psychic and radiant damage. He has advantage on saving throws against spells and other magical e ects. His spell attack modi er is +15, which is also his to-hit bonus for Paralyzing Touch. He can memorize twenty-four spells at a time. (The additional spell is usually teleport, but it varies.)
The staff of the magi grants him an additional action: Retributive Strike (see Dungeon Master’s Guide, chapter 7, “Magic Items A–Z”). To use the Command Evil or Dark Speech action, he must use a bonus action to draw blood from a willing or incapacitated creature within his reach, using a piercing or slashing weapon. The subject takes 2 (1d4) damage of the appropriate type. Zviad carries a dagger for this purpose. The Tome of Atrocity has other detrimental properties (it causes the attuned individual’s body to rot, and the attuned individual has disadvantage on saving throws against poison, takes on a cadaverous appearance, and must eat and drink six times the normal amount every day), but because Zviad is a lich, these properties don’t a ect him.
CARTOGRAPHERS If you like the maps in this book, nd more of the illustrators’ work at: Chloe Bolland: https://twitter.com/ChloeTheCartog Dungeon Baker: http://dungeonbaker.com George Mason: https://www.thereclusivecartographer.com Fernando Salvaterra: https://fernandosalvaterra.carrd.co
ACKNOWLEDGMENTS As always, I owe thanks rst and foremost to my wife, Jen C. Marshall, and to my devoted readers. I also want to express my gratitude to various people who’ve contributed to this book by providing information and inspiration: J. Eric Smith (coastal defense); Christopher Kulander (cave geology, mining, and underground engineering); Andrew Eaton (dive trauma); Dael Kingsmill (thieves’ cant); Ginny Loveday, Michael J. O’Connor, and Ken Walter (drow compound); Thomas Nesges (vampire mansion); Ahmed Aljabry (genie’s palace); Justice Arman (blue dragon lair); and Ian Wickles (lich’s crypt). Thanks also to my editor, Jeremie Ruby-Strauss, and editorial assistant, Molly Gregory, for their patience with how long it took me to nish writing.
More from this Series The Monsters Know What… Book 1 Live to Tell the Tale Book 2 Moar! Monsters Know What… Book 3
ABOUTTHEAUTHOR KEITH AMMANN has been a Dungeons & Dragons player and DM for more than thirty years. He has been writing his fth edition D&D-focused blog, The Monsters Know What They’re Doing, since 2016. He lives in Chicago. FOR MORE ON THIS AUTHOR: SimonandSchuster.com/Authors/Keith-Ammann SimonandSchuster.com SAGAPRESS.COM @SagaPressBooks @SagaSFF
ALSO BYKEITH AMMANN The Monsters Know What They’re Doing MOAR! Monsters Know What They’re Doing Live to Tell the Tale
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www.SimonandSchuster.com Copyright © 2022 by Keith Ammann All rights reserved, including the right to reproduce this book or portions thereof in any form whatsoever. For information, address Saga Press Subsidiary Rights Department, 1230 Avenue of the Americas, New York, NY 10020. First Saga Press hardcover edition December 2022 SAGA PRESS and colophon are trademarks of Simon & Schuster, Inc. For information about special discounts for bulk purchases, please contact Simon & Schuster Special Sales at 1-866-506-1949 or [email protected]. The Simon & Schuster Speakers Bureau can bring authors to your live event. For more information or to book an event, contact the Simon & Schuster Speakers Bureau at 1-866-248-3049 or visit our website at www.simonspeakers.com. Jacket design by Emma A. Van Deun Jacket illustration by Lio Pressland Author photograph by Jen C. Marshall Library of Congress Cataloging-in-Publication Data is available. ISBN 978-1-9821-7135-3 ISBN 978-1-9821-7137-7 (ebook)