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Published by keenybobcat20202, 2022-01-28 08:52:04

Hunt For The Thessalhydra

HuntForThessalhydra

.mPIBRIPM %\o Item Descriptions

Every adventure holds the promise—but not a guaran­ +1 Armor
tee—of finding one or more magic items. Hunt for the
Thessalhydra contains an assortment of magic items The most basic form of magic armor is a superb prod­
that hints at the wider variety of magic items waiting to uct of physical and magical craft. You have a +1 bonus
be found in the worlds of D&D. See the Dungeon Mas­ to your Armor Class while wearing this armor.
ter's Guide for many more items.
A suit of +/ armor never rusts or deteriorates, and it
Using a Magic Item magically resizes to fit its wearer.

A magic item's description explains how the item +1 Wand of the War Mage
works. Handling a magic item is enough to give a char­
acter a sense that something is extraordinary about the While holding this wand, you gain a +1 bonus to spell
item. Casting the identify spell on the item then reveals attack rolls. In addition, you ignore half cover when
its properties. Alternatively, a character can concentrate making a spell attack. You must be attuned to this
on the item during a short rest, while being in physical wand to use it.
contact with the item. At the end of the rest, the char­
acter learns the item's properties. Potions are an excep­ +1 Weapon
tion; a little taste is enough to tell the taster what the
potion does, without activating the potion. Magic weapons are unmistakably finer in quality than
their ordinary counterparts. You have a +1 bonus
Attunement to the attack rolls and damage rolls you make with
this weapon.
Certain magic items require a user to attune to them
before their magical properties can be used. Attuning Some +/ weapons (swords in particular) have addi­
to a magic item requires that you spend a short rest tional properties, such as shedding light.
concentrating on it (this can't be the same short rest
used to learn an item's properties). Depending on the Bag of Holding
nature of the item, this concentration can take the form
of prayers, weapon practice, or meditation. In any case, This bag has an interior space considerably larger than
the concentration period must be uninterrupted. Once its outside dimensions, roughly 2 feet in diameter at
you are attuned to an item, you can use its magical the mouth and 4 feet deep. The bag can hold up to 500
properties. pounds, not exceeding a volume of 64 cubic feet. The
bag weighs 15 pounds, regardless of its contents. Re­
An item can be attuned to only one creature at a trieving an item from the bag requires an action.
time. A creature can be attuned to no more than three
magic items at any given time, and you can attune your­ Boots of Elvenkind
self to only one item during a short rest.
While you wear these boots, your steps make no sound,
Your attunement to an item ends if it has been more regardless of the surface you are moving across. You
than 100 feet away from you for 24 hours or if you die. also have advantage on Dexterity (Stealth) checks that
You can also voluntarily end your attunement to an rely on moving silently.
item with another short rest.
Boots of Striding and Springing
Potions
Your speed while you wear these boots becomes 30
A potion must be drunk for its magic to take effect. feet, unless your walking speed is higher, and your
Drinking a potion, or administering it to someone else, speed is not reduced if you are encumbered or wearing
requires an action. Each potion can be used only once; heavy armor. In addition, whenever you jump, you can
if someone drinks it, it's gone. Jump three times the normal distance.

Cloak of Prolte^tion \ Spell Scroll

You gain a +1 bonus to your Armor Class and saving *A spell scroll bears the words of a single spell, written .
* ^in a mystical cipher. If the spelMs on your class's spell"
throws while you Wear this cloak. You must be attuneix 4
list, you can read the scroll and cast its spell without *
to the cloak to gain this benefit. ^ providing any material components. Otherwise, the
scroll is unintelligible. Casting the spell by reading the •
Gauntlets of Ogre Power scroll requires the spell's normal casting time.

While you wear these gauntlets, your Strength becomes If the spell is on your class's spell list but of a higher
19. They have no effect on you if your Strength is 19 or level than you can normally cast, you must make an
higher without them. ability check using your spellcasting ability to deter­
mine whether you cast it successfully. The DC equals
Helm of Comprehending Languages 10 + the spell's level. On a failed check, the spell disap­
pears from the scroll with no other effect.
While wearing this helm, you can use an action to cast
the comprehend languages spell from it at will. Once the spell is cast, the words on the scroll fade,
and it crumbles to dust. If the casting is interrupted,
Potion of Flying the scroll is not lost.

This potion gives you a flying speed equal to your Staff of Defense
walking speed for 1 hour. If the potion wears off while
you're flying and nothing else is holding you aloft, you This slender, hollow staff is made of glass yet is as
must use your movement to descend. If you fail to land strong as oak. It weighs 3 pounds. You must be attuned
before 1 minute passes, you fall. to the staff to gain its benefits and cast its spells.

Potion of Healing While holding the staff, you have a +1 bonus to your
Armor Class.
When you drink this potion, you regain 2d4 + 2
hit points. The staff has 10 charges, which are used to fuel the
spells within it, instead of using your spell slots. With
Potion of Invisibility the staff in hand, you can cast the following spells from
the staff if the spell is on your class's spell list: mage
When you drink this potion, you—along with the cloth­ armor (1 charge) or shield (2 charges). No components
ing, armor, weapons, and other equipment on your per­ are required.
son-become invisible for 1 hour. The invisibility ends
if you attack or cast a spell. The staff regains ld6 + 4 expended charges each
day at dawn. If you expend the staff's last charge, roll a
Potion of Vitality d20. On a 1, the staff shatters and is destroyed,

Drinking this potion removes any exhaustion you are Wand of Magic Missiles
suffering, cures any disease or poison affecting you,
and maximizes the effect of any Hit Die you spend to This wand has 7 charges. With the wand in hand, you
regain hit points within the next 24 hours. can use your action to fire the magic missile spell from
the wand—no components required—and expend 1 to
Ring of Protection 3 of the wand's charges. For each charge you expend
beyond 1, the spell's level increases by 1. You can use
While you are wearing this ring and are attuned to this wand even if you are incapable of casting spells.
it, you have a +1 bonus to your Armor Class and sav­
ing throws. The wand regains ld6 + 1 expended charges each
day at dawn. If you expend the wand's last charge,
roll a d20. On a 1, the wand crumbles into ash and is
destroyed.

This section contains stat blocks and short descrip­ Oozes. Gelatinous creatures that generally have no
tions for the creatures that appear in Hunt for the fixed shape. They are mostly subterranean, dwelling
Thessalhydra. in caves and dungeons.

Statistics Plants. Plant creatures, as opposed to ordinary
plants, have some degree of sentience and mobility.
A creature's stat biock provides the essentiai informa­
Undead. Once-living creatures brought to a horrifying
tion that you, as the DN, need to run the creature. state of undeath through the practice of necroman­
tic magic or some unholy curse.
Size t
Tags
Each creature takes up a different amount of space.
A creature might have one or more tags appended to its
The Size Categories tabie shows how much space a type, in parentheses. For example, an ore has the hu­
manoid (ore) type. These parenthetical tags provide an
creature of a particular size controls in combat. Ob­ additional layer of categorization for certain monsters,
but they have no bearing on how a monster is used
jects sometimes use the same size categories. in combat.

Size Categories Alignment

Size Space A creature's alignment provides a clue to its dispo­
sition. For example, a chaotic evil creature might be
Tiny 2Kiby2)(!ft. difficult to reason with and might attack characters on
sight, whereas a neutral creature might be willing to
Small 5 by 5 ft. negotiate. Alignment indicates whether a creature leans
toward law or chaos and good or evil or whether a crea­
Medium 5by5ft. ture is neutral.

Large 10 by 10 ft. Any Alignment. Some creatures, such as the com­
moner, can have any alignment. In other words, you
Space choose the creature's alignment. Depending on the
creature, its alignment entry might indicate a tendency
A creature's space is the area in feet that it effectively or aversion toward law, chaos, good, or evil.
controls in combat, not an expression of its physical di­
mensions. A typical Medium creature isn't 5 feet wide, Unaligned. Many creatures of low intelligence have
for example, but it does control a space that wide. If no comprehension of law or chaos, good or evil. They
a Medium hobgoblin stands in a 5-foot-wide doorway, don't make moral or ethical choices, but rather act on
other creatures can't get through unless the hobgoblin instinct. These creatures are unaligned, which means
lets them. they don't have an alignment.

Squeezing into a Smaller Space Armor Class

A creature can squeeze through a space large enough A creature that wears armor or carries a shield has an
for a creature one size smaller than itself. When AC that takes its armor, shield, and Dexterity into ac­
squeezing through such a space, a creature must spend count. Otherwise, a creature's AC is based on its Dex­
1 extra foot for every foot it moves there, and the crea­ terity modifier and any natural armor or supernatural
ture has disadvantage on attack rolls and Dexterity sav­ resilience it might possess.
ing throws. Also, attack rolls against it have advantage.
If a creature wears armor or carries a shield, the kind
Type of armor it wears or shield it carries is noted in paren­
theses after its AC value.
A creature's type speaks to its fundamental nature.
The following types of monsters can be encountered Hit Points
in this adventure:
A creature usually dies or is destroyed when its
Aberrations. Utterly alien beings that have no place hit points drop to 0. For more on hit points, see
in the natural world. chapter two.

Beasts. Nonhumanoid creatures that, like real-world Speed
animals, are a normal part of the world's ecology.
A creature's speed tells you how far it can move on its
Dragons. Large, winged, reptilian creatures of an­ turn. For more information on speed, see chapter two.
cient origin and tremendous power.
All creatures have a walking speed; creatures that
Giants. Humanoid-like creatures that tower over hu­ have no form of ground-based locomotion have a
mans and their kin. speed of 0 feet. Many of the creatures herein have one
or more additional movement modes.
Humanoids. Bipedal peoples of the civilized and sav­
age world, including humans and a tremendous vari­
ety of other races, including dwarves and elves.

Monstrosities. Frightening creatures that sometimes
resemble beasts but that are often touched by
magic and almost never benign.

Climb. A creature that has a climbing speed can use Darkvlsion. A creature with darkvlsion can see in the 1

all or part of its movement to move on vertical sur­ dark within a specific radius. The creature can see in
faces. The creature doesnl need to spend extra move­ dim light as if it Were brlgft; light and in darkness as if •

ment to climb. iujj it were dim light, so areas of darkness are only lightly '

Fly. A creature that ^as a flying speed can use its obscured as far as th^t creature is concerned. How-

movement to fly. If a flying preature is knockfed prone; ^ *ever, the creature can't discern color in darkhdSs,Mfy^
has its speed reduced to 0, or is otherwise deprived* or j
"’shades of gray. ' *4

the ability to move, it falls unless it can hover or is b^^ Trueslght. A creature with truesight can See in ndrf
ing held aloft by magic, such as by the fly spell.
mat and magical darkness, see invisible creature^ and
Swim. A creature that has a swimming speed doesn't^
need to spend extra movement to swim. objects, automatically detect visual lllusionsland suc- :^

Ability Scores ceed on saving throws against them, and perceive tlie"*/,^
original form of a shapechanger or a creature that is
Every creature has six ability scores (Strength, Dexter­
ity, Constitution, Intelligence, Wisdom, and Charisma) transformed by magic. Furthermore, the creature can
and corresponding modifiers. For more Information
on ability scores and how they're used in play, see see into the Ethereal Plane.
chapter one.
Languages
Saving Throws
The languages that a creature can speak are listed in
The Saving Throws entry is reserved for creatures alphabetical order. Sometimes a creature can under- ^
that are particularly adept at resisting certain kinds
of effects. stand a language but not speak it, and this is noted in
its entry.

Skills Challenge

The Skills entry is reserved for creatures that are pro­ An appropriately equipped and well-rested party of four
ficient in one or more skills. For example, a creature adventurers should be able to defeat a creature that
that is very perceptive and stealthy might have hlgh- has a challenge rating equal to their level without suf­
er-than-normal bonuses to Wisdom (Perception) and fering any casualties.
Dexterity (Stealth) checks.
Monsters that are significantly weaker than Ist-level
Skills in a monster's stat block are shown with the to­ characters have challenge ratings lower than 1.
tal modifier—the monster's ability modifier plus its pro­
ficiency bonus. If a monster's stat block says "Stealth Experience Points (XP)
+6," roll a d20 and add 6 when the monster makes an
ability check using Stealth. The number of experience points a creature is worth is ,

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

feating the monster. ^ If

Traits____________________ ^

rAssume that a creature is proficient with its armor, weapons, and Traits are special characteristics of the creatulii th^*'*' ’
toois. If you swap out a creature's armor and weapons, you must are likely to be relevant in a combat encounter: f' ^ "

I Actions

decide whether the creature is proficient with its new equipment. When a creature takes its action, it can choosd from, * *.
See chapter three for what happens when you use these items
the options in the 'Actions' section of its stat block.-
i Jwithout proficiency. Chapter two describes other actions available to all .
Vulnerabilities, Resistances, creatures.

and Immunities Nelee and Ranged Attacks

Some creatures have vulnerability, resistance, or immu­ The most common actions that a creature will take in
nity to certain types of damage. Particular creatures are combat are melee and ranged attacks. These can be
even resistant or immune to damage from nonmagical spell attacks or weapon attacks, where the 'weapon'
attacks (a magical attack is an attack delivered by a might be a manufactured item or a natural weapon, "
spell, a magic item, or another magical source). In addi­
tion, some creatures are immune to certain conditions. such as a claw.
Flit. Any damage or other effects that occur as a re­
Senses
sult of an attack hitting a target are described here. As
The Senses entry notes a creature's passive Wisdom the DM, you have the option of taking average damage
(Perception) score, as well as any special senses the or rolling the damage; for this reason, both the average
creature might have, such as the following senses. damage and the die expression are presented. For ex­
ample, a monster might deal 4 (ld8) slashing damage
Blindsight. A creature with blindsight can perceive its with its longsword. That notation means you can have
surroundings without having to rely on sight, within a the monster deal 4 damage or you can roll ld8 to de­
specific radius. termine the damage.

Reactions_____________ • ■ Javelirt. Melee or Ranged Weapon Attack: +4 to hit
reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2)
If a creature can do something unusual with its reac­ piercing damage in melee or 5 (ld6 + 2) piercing dam­
tion, that information is contained here. Most creatures age at range.
do not have special reactions, in which case this sec­
tion is absent. Reactions are explained in chapter two. Bugbears are cruel and unruly humanoids that live to
bully the weak and dislike being bossed around. De­
Limited Usage spite their Intimidating builds, bugbears move with sur­
prising stealth and are fond of setting ambushes.
Some special abilities—whether they are traits, actions,
or reactions—have restrictions on the number of times CULTIST
they can be used.
Medium humanoid (any race), any non-good aiignment
X/Day. The notation "X/Day" means a special ability
can be used a certain number of times and that a mon­ Armor Class 12 (leather armor)
ster must finish a long rest to regain expended uses. Hit Points 9 (2d8)
For example, "1/Day" means a special ability can be Speed 30 ft.
used once and that the monster must finish a long rest
to use it again. STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
Recharge X-Y. The notation "Recharge X-Y" means
a monster can use a special ability once and that the Skills Deception +2, Religion +2
ability then has a random chance of recharging during Senses passive Perception 10
each subsequent round of combat. At the start of each Languages any one language (usually Common)
of the monster's turns, roll a d6. If the roll is one of the Challenge.1/8 (25 XP)
numbers in the recharge notation, the monster regains
the use of the special ability. The ability also recharges Dark Devotion. The cultist has advantage on saving
when the monster finishes a short or long rest. throws against being charmed or frightened.

For example, "Recharge 6" means a monster can use ACTIONS______________ _________________ __
the special ability once. Then, at the start of the mon­
ster's turn, it regains the use of that ability if it rolls a Scimitar. Meiee Weapon Attack: -i-3 to hit reach 5 ft.,
6 on a d6. one creature. Hit: 4 (ld6 -i-1) slashing damage.

Monster Slat Blocks Cultists swear allegiance to dark powers. They conceal
their activities to avoid being ostracized, imprisoned, or
The monsters appearing in the adventure are executed for their beliefs.
presented in this section in alphabetical order.
DEMOGORGON
BUGBEAR
Medium monstrosity, unaiigned
Medium humanoid (goblinoid), chaotic evil
Armor Class 15 (natural armor)
Armor Class 16 (hide armor, shield) Hit Points 60 (8d8 + 24)
Hit Points 27 (5d8 + 5) Speed 30 ft.
Speed 30 ft,
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 5 (-3)
15 (+2) 14 (+2) 13 (+1) 8(-l) 11 (+0) 9(-l)
Skills Stealth +5, Perception +3
Skills Steaith +6, Survival +2 Senses blindsight60 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 10 Languages —
Languages Common, Gobiin Challenge 4 (1,100 XP)
Challenge 1 (200 XP)
Keen Smeii. The demogorgon has advantage on Wis­
Brute. A meiee weapon deois one extra die of its dam­ dom (Perception) checks that rely on smell.
age when the bugbear hits with it (included below),
Biood Frenzy. The demogorgon has advantage on me­
Surprise Attack. If the bugbear surprises a creature and lee attack rolls against any creature that doesn't have
hits it with an attack during the first round of combat the all its hit points.
target takes an extra 7 (2d6) damage from the attack.
Regeneration. The demogorgon regains 10 hit points
ACTIONS_________________________ _ at the start of its turn. If the demogorgon takes acid or
fire damage, this trait doesn't function at the start of the
Morningstar. Meiee Weapon Attack: +4 to hit reach 5 demogorgon's next turn. The demogorgon dies only if it
ft., one target. Hit: 11 (2d8 + 2) piercing damage. starts its turn with 0 hit points and doesn't regenerate.

ACTIONS_________ -________ ■ ^ Read Thoughts. The doppeiganger magically reads the
Mulfiatfack. The.demogo^on makes thfee attacks: surface thoughts of one creature within 60 feet of it. The
^ne with its bite and two with its ciaws.; effect can penetrate barriers, but 3 feet of wood or dirt,;i

Bite. Metee Weapon Attack: +5 to hit, rd,ach 5‘ft.,’one' . 2 feet of stone, 2 inches of rhetal, or a thin sheet of lead
target.’H|t; 7 (ld8 + 3) pierding damage. , • '.
blocks it. While the target is in range, the doppeiganger
Claw. Melee Weapon Attack:to hit, reach 5 ft., one ‘can continue reading its thoughts, as long as*the c|p0‘’- •-
target. Hit: 12 (2d3 + 3) siashing damage. ' ■’pelganger's concentration'isn'tjbroken (as if concfrfti

A predator of the Upside Down, the demogorgon hunts trating on a spell). While reading the target's mind/th^.
the dimension iooklng for unfortunate creatures that doppeiganger has advantage on Wisdom (Insight) arid
find their way there. The size and shape of an aduit
humanoid, the demogorgon's mouth encompasses its Charisma (Deception, Intimidation, and Persuasion)
face and unfoids like a blossoming flower. checks against theftarget.

DOPPEIGANGER Doppelgangers take on the appearance of other hu­
manoids, throwing off pursuit or luring victims to their
Medium monstrosity (shapechanger), neutral doom with misdirection and disguise.

Armor Class 14 EVIL MAGE ___1-___ \
Hit Points 52 (8d8 -i-16)
Speed 30 ft. Medium humanoid (human), lawful evil

STR DEX CON INT WIS CHA Armor Class 12
11 (+0) 18 (+4) 14 (-1-2) 11 (+0) 12 (+1) 14 (+2) Hit Points 22 (5d8)
Speed 30 ft.
Skills Deception +6, Insight +3
Condition Immunities charmed STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 11 9(-l) 14 (+2) 11 (+0) 17 (+3) 12 (+1) .11 (+0) -
Languages Common
Challenge 3 (700 XP) Saving Throws Int +5, Wis +3
Skills Arcana +5, History +5
Shapechanger. The doppeiganger can use its action Senses passive Perception 11
to polymorph into a Small or Medium humanoid it has Languages Common, Draconic, Dwarvish, Elvish
seen, or back into its true form. Its statistics, other than Challenge 1 (200 XP)
its size, are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true Spellcasting. The mage is a 4th-level spellcaster that j
form if it dies.
uses Intelligence as its spellcasting ability (spell save DC
Ambusher. In the first round of combat, the doppei­
ganger has advantage on attack rolls against any crea­ 13; -1-5 to hit with spell attacks). The mage knows the fql,-, j
ture it surprised.
lowing spells from the wizard's spell list: *,i
Surprise Attack. If the doppeiganger surprises a
creature and hits it with an attack during the first round Cantrips (at will): light mage hand, shocking grgsp .^' ;
of combat, the target takes an extra 10 (3d6) damage
from the attack. 1st Level (4 slots): charm person, magic missile ' 'jT ' , '.
2nd Level (3 slots): hold person, misty step
ACTIONS
ACTIONS ^ j.
Multlattack. The doppeiganger makes two me­
lee attacks. ---------------------------------------------------------------------------------------------------------------------------------

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one Quarterstatf. Melee Weapon Attack: -hI to hit reach §, * ’
target. Hit: 7 (ld6 + 4) bludgeoning damage.
ft., one target. Hit: 3 (ld8 - 1) bludgeoning damage. .

Evil mages hunger for arcane power and dwell in '
isolated places, where they can perform terrible
magical experiments without interference.

■.

f ».///.

V ' ^ 4.

flameskulI * ghoU L * '

Tiny undead, neutral evil Medium undeatchaotic evil

Armor Class 13 —4*-------- %- 1
Hit Points 40 (9d4+ 18) Wi
Speed 0 ft., fly 40 ft. (hover) Artnor Class 12
Hit Points 22 (5d8)

Speed 30 ft.

STR DEX CON INT WIS «CHA STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 16 (+3) iox+0) .11 (+0) 13 (+1) 15 (+2) 10 (+0) 7 (-2) ,10 (+0) 6 (-2)

Skills Arcana +5, Perception +2 Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Damage Resistances lightning, tjecrotic, piercing Senses darkvision 60 ft., passive Perception 10
Languages Common
Damage Immunities cold, fire, poison Challenge 1 (200 XP)

Condition Immunities charmed, frightened, pcmalyzed,

poisoned, prone

Senses darkvision 60 ft., passive Perception 12

Languages Common

Chaiienge4(l,10Q.)^P) ' ACTIONS _____________ _________________

Illumination. The flameskull sheds either dim light in a Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
15-foot radius, or bright light in a 15-foot radius and dim creature. Hit: 9 (2d6 + 2) piercing damage.
light for an additional 15 feet. It can switch between the
options as an action. daws. Melee Weapon Attack: +A to hit, reach 5 ft., one

Magic Resistance. The flameskull has advantage on target. Hit: 1 (2d4 + 2) slashing damage. If the target Is a
saving throws against spells and other magical effects. creature other than an elf or undead. It must succeed
on a DC 10 Constitution saving throw or be paralyzed
Rejuvenation. If the flameskull is destroyed, it regains for 1 minute. The target can repeat the saving throw at
all its hit points in 1 hour unless holy water is sprinkled the end of each of its turns, ending the effect on itself on
on its remains or a dispel magic or remove curse spell is a success.
cast on them.
Qhouls roam the night in packs, driven by an insa­
Spellcasting. The flameskull is a 5th-level spellcaster. Its tiable hunger for humanoid flesh. Like maggots or
spellcasting ability is Intelligence (spell save DC 13, +5 to carrion beetles, they thrive in places rank with decay
hit with spell attacks). It requires no somatic or material and death.
components to cast its spells. The flameskull has the fol­
lowing wizard spells prepared: GIANT SPIDER

Cantrip (at will): mage hand large beast unaligned
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere Armor Class 14 (natural armor)
3rd level (1 slot): fireball Hit Points 26(4dl0 + 4)
Speed 30 ft., climb 30 ft.
ACTIONS
STR DEX CON INT WIS CHA
Muitiattack. The flameskull uses Fire Ray twice. 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one Skills Stealth +7 ,*
target. Hlf: 10 (3d6) fire damage.
Senses blindsight 10 ft., darkvision 60 ft., passive
Spellcasters fashion flameskulls from the remains
of dead wizards. When the ritual is complete, green Perception 10
flames erupt from the skull to complete its ghastly
transformation. Languages —

Challenge 1 (200 XP)

Spider Ciimb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.

Web Sense. While in contact with a web, the spider
knows the exact location of any other creature in con­
tact with the same web.

Web Walker. The spider ignores movement restrictions
caused by webbing.

/ ■ '■ Martial Advantage. Once per turn, the hobgoblin can
deal an extra 7 (2d6) damage to a creature it hits with a
ACTIONS *^ : weapon attack if that credture is within 5 feet of an alV« jV

Bite, Melee Weapon Attaak:: +5 to hit, recSch 5 ft., one , of the.hobgoblin.thdt isn't incapacitated. j
creature. Hit: 7 (ld8 + 3) piercing damage, and the tar­
get must make a CC 11 Constitution saying thrbw,'tS|<ing. ACTIONS 'V-'
9 (2d8> poison damage oq a faiied save', or hgif os much
damage-on a successfui one..If the pojson daiTKige^. I;* Longsword. Melee Weapon Atkack: +3 to hit, rgdcn o n:; • rj
reduces the target tp Ohit.point^, the target is stable buf f one target. Hit: 5 (ld8 + l)‘slashing damaga or 6 (1dlQ'+
poisoned for 1 hdur, even after regaining hit points, anti 1) slashing damage if used with two hands. ,

is paralyzed while poisoned in this way. Longbow. Ranged Weapon Attack: -t-3 to'hit,'rdnge
150/600 ft., one target. Hit: 5 (ld8 + 1) piercing darpage?''
Web (Recharge 5-6). Ranged Weapon Attack: +5
to hit, range 30/60 ft., one creature. Hit: The target is Hobgoblins are cunning, disciplined warriors who •t '
restrained by webbing. As an action, the restrained crave conquest. They impose a strict military hierar­
target can make a DC 12 Strength check, bursting the chy and are often found in the company of gobiins r <1
webbing on a success. The webbing can also be at­ and bugbears.
tacked and destroyed (AC 10; hp 5; vulnerability to fire
damage; immunity to bludgeoning, poison, and psy­ OCHRE JELLY
chic damage).
Large ooze, unaligned
Usually found underground, the lair of a giant spider is
often festooned with webs holding helpless victims.

GOBLIN Armor Class 8
Hit Points 45(6dl0+ 12)
Small humanoid (goblinoid), neutral evil Speed 10 ft., climb 10 ft.

Armor Class 15 (leather armor, shield) STR DEX CON INT WIS CHA
Hit Points 7 (2d6) 15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
Speed 30 ft.
Damage Resistances acid
STR DEX CON INT WIS CHA
8(-l) 14 (+2) 10 (+0) 10 (+0) 8(-l) 8(-l) Damage Immunities lightning, slashing

Skills Stealth +6 Condition Immunities blinded, charmed, deafened,
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin exhaustion, frightened, prone
Challenge 1/4 (50 XP)
Senses blindsight 60 ft. (blind beyond this radius), passive^

Perception 8 ''

Languages

Challenge 2 (450 XP) ;

Nimble Escape. The goblin can take the Disengage or Amorphous. The jelly can move through a spa^ ^Adr-‘
Hide action as a bonus action on each of its turns.
row as 1 inch wide without squeezing. ,^ , "h
ACTIONS '■J
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (ld6 + 2) slashing damage. Spider Climb. The jelly can climb difficult surfaces,^ *

Shortbow. Ranged Weapon Attack: +4 to hit, range including upside down on ceilings, without nbeding to
80/320 ft., one target. Hit: 5 (ld6 + 2) piercing damage.
make an ability check.
Qobllns are black-hearted, gather in overwhelming
numbers, and crave power, which they abuse. ACTIONS ) ■*

HOBGOBLIN Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., /* H
one target. Hit: 9 (2d6 -i- 2) bludgeoning damage plus 3
Medium humanoid (goblinoid), lawful evil (ld6) acid damage.

Armor Class 18 (chain mail, shield) REACTIONS
Hit Points 11 (2d8 + 2)
Speed 30 ft. Split. When a jelly that is Medium or larger is subjected\
to lightning or slashing damage, it splits into two new' , "
STR DEX CON INT WIS CHA jellies if it has at least 10 hit points. Each new jelly has hit -
13 (+1) 12 (+1) 12 (+1) 10 (-rO) 10 (+0) 9(-l) points equal to half the original jelly's, rounded down.
New jellies are one size smaller than the original jelly.

Ochre jellies stalk and consume organic creatures, and
they have enough bestial cunning to avoid iarge groups.

Senses darkvision 60 ft., passive Perception 10 •y
Languages Common, Goblin
Challenge 1/2 (100 XP)

^■77^ '1. "
*• * \ ^} ^,
■A . \ ■* •■'^ '■
OGRE 4'* .V/:

Large giant chaotic evil . ‘S' ' ‘:

<J Armor Class 11 (hide armor) '? " OWLBEAR
Hit Points 59 (7dl0 +21) - ’'4 , Z. Large monstrosity, unaligned
Speed 40 ft. A.
------w----;— 1 <• Armor Class 13 (natural armor)
- HitPoints59,(7dlO + 21)
'
Speed 40 ft.
•e*

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 8(-l) 16 (+3) 5 (-3) 7.(-2) , 7 (-2) 20 (+5) 12 (+1) 17 (+3) 3 (-4) ,12 (+1) 7 (-2)

Senses darkvision 60 ft., passive Perception 8 Skilis Perception +3
Languages Common, Giant Senses darkvision 60 ft., passive Perception 13
Challenge 2 (450 XP)
Languages —
Chaiienge 3 (700 XP)

ACTIONS Keen Sight and Smell. The ONwIbear has advantage on
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,, Wisdom (Perception) checks that reiy on sight or smeii.
one target. Hit: 13 (2d8 + 4) biudgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, ACTIONS
reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4)
piercing damage. Multiattack. Ihe owibear makes two attacks: one with
its beak and one with its ciaws.
Ogres are lazy, angry, ten-foot-tall giants that live by
raiding and scavenging. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 10 (IdlO + 5) piercing damage.
ORC
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Medium humanoid (arc), chaotic evil target. Hit: 14 (2d8 + 5) slashing damage.

Armor Class 13 (hide armor) The owlbear's reputation for ferocity, stubbornness,
Hit Points 15(2d8-^6) and sheer ill temper makes it one of the most feared
Speed 30 ft. predators of the wild. There is little, if anything, that a
hungry owibear fears.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0) SKELETON

Skills Intimidation +2 Medium undead, lawful evil
Senses darkvision 60 ft., passive Perception 10
Languages Common, Ore Armor Class 13 (armor scraps)
Challenge 1/2(100 XP) Hit Points 13(2d8 + 4)
Speed 30 ft.
Aggressive. As a bonus action, the ore can move up to
its speed toward a hostile creature that it can see. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) ^ 8 (-1) 5 (-3)
ACTIONS
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., Damage Vulnerabilities bludgeoning
one target. Hit: 9 (ldl2 + 3) slashing damage. Damage Immunities poison
Javelin. Melee or Ranged Weapon Attack: +5 to hit, Condition Immunities exhaustion, poisoned
reach 5 ft. or range 30./120 ft., one target. Hit: 6 (ld6 + 3) Senses darkvision 60 ft., passive Perception 9
piercing damage. Languages understands languages it knew in life but

Ores are renowned for their barbarism. They have can't speak
stooped postures, low foreheads, and piglike faces with Challenge 1/4 (50 XP)
prominent lower canines that resemble a boar's tusks.
ACTIONS _______________________________
i
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
•» ■■ one target. Hit: 5 (ld6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (ld6 + 2) piercing damage.

Assemblages of bones animated by dark magic, skel­
etons heed the summons of those who create them
or rise of their own accord in places saturated with
deathly magic.

STIRGE ■S. the grappie by succeeding on a DC 14 Strength (Athiet-
'• ics) or Dexterity (Acrobatics) check (its choice). Untii this
Tiny beast unaligned : grappie ends, the thessaittVdra can't use its taii pincer.- * j

Armor Class 14 (natural armor) ■ Acid Saliva (Recharge 5-6). The thessaihydra spits
Hit Points 2(1 d4) . .a giob of acid at a point it can see within 30 ^pet of it,. ;•
Speed TO ft., fty 40 ft. . ^ ,,Each creature within 10 feet of that point must mak^d.:pr
DC 15 Dexterity saving throw, tatring 18 (4d8) acid dam- '
STR DEX CON INT WIS . CHA *
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2) : age on a faiied save, or haif as much damage on a
successfui one.

Senses darkvision 60 ft., passive Perception 9 LEGENDARY ACTIONS %
Languages —
Challenge 1/8 (25 XP) The thessaihydra can take 2 iegendary actions, choos­
ing from the options beiow. Oniy one iegendary action
ACTIONS option can be used at a time and oniy at the end of
another creature's turn. The thessaihydra regains spent
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 iegendary actions at the start of its turn.
ft., one creature. Hit: 5 (ld4 + 3) piercing damage, and
the stirge attaches to the target. Whiie attached, the Detect. The thessaihydra makes a Wisdom (Perception^ f
stirge doesn't attack, instead, at the start of each of the check with advantage.
stirge's turns, the target ioses 5 (ld4 + 3) hit points due to
biood ioss. Tail Swipe. The thessaihydra makes a taii pincer attack.

The stirge can detach itseif by spending 5 feet of its The thessaihydra is a strange and terrible creature
movement, it does so after it drains 10 hit points of biood with eight heads surrounding a large, circular mouth
from the target or the target dies. A creature, inciuding rimmed with jagged teeth. Its maw drips with acid, and
the target, can use its action to detach the stirge. its tail ends with a pair of sharp pincers. The thessaihy­
dra is gluttonous and damaging to any environment.
A stirge is a winged pest that feeds on the blood of liv­
ing creatures, drawing sustenance through its probos­ TROGLODTYE
cis, which it uses to pierce a victim's flesh while clutch­
ing onto its prey with hooked claws. Medium humanoid (troglodyte), chaotic evil

THESSALHYDRA Armor Class 11 (natural armor)
Hit Points 13(2d8-n4)
Huge monstrosity, unaligned Speed 30 ft.

Armor Class 14 (natural armor) STR DEX CON INT WIS CHA
Hit Points 69 (6dl2-i-30) 14 (+2) 10 (+0) 14 (-1-2) 6 (-2) 10 (+0) 6 (-2)
Speed 30 ft., swim 30 ft.
Skills Stealth +2 l| '
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 20 (+5) 5 (-3) 10 (+0) 7 (-2) Senses darkvision 60 ft., passive Perception 10 » -
Languages Troglodyte ,
Skills Perception -i-4 Challenge 1/4 (50 XP)
Damage Immunities acid
Condition Immunities biinded, charmed, deafened, Chameleon Skin. The troglodyte has advantage on,
Dexterity (Stealth) checks made to hide.
frightened, stunned
Senses darkvision 60 ft., passive Perception 14 Stench. Any creature other than a troglodyte that starts
Languages — its turn within 5 feet of the troglodyte must succeed on a
Challenge 4 (1,100 XP) DC 12 Constitution saving throw or be poisoned until the
start of the creature's next turn. On a successful saving
ACTIONS throw, the creature is immune to the stench of all troglo­
dytes for 1 hour.
Multiattack. The thessaihydra makes one maw attack
and one Fiurry of Bites. Sunlight Sensitivity. While in sunlight, the troglodyte
has disadvantage on attack rolls, as well as on Wisdom
Flurry of Bites. Melee Weapon Attack: +7 to hit, reach (Perception) checks that rely on sight.
10 ft., one target. Hit: 1 (ld6 -i- 4) piercing damage pius 10
(4d4) poison damage. ACTIONS^

Maw. Melee Weapon Attack: V7 to hit, reach 5 ft., one Multiattack. The troglodyte makes three attacks: one
target. Hit: 9 (IdlO -t-4) piercing damage plus 5 (IdlO) with its bite and two with its claws.
acid damage.
Bite. Melee Weapon Attack: +A to hit, reach 5 ft., one
Tall Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., target. Hit: 4 (ld4 -i- 2) piercing damage.
one target. Hit: 10 (ldl2 -i- 4) slashing damage, and the
target is grappled. As an action, the target can escape Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. H/f;4 (ld4 -i- 2) slashing damage.

"'Pk';f-A »V. . I ' % f '

• .4

w, * X" * /■ 'YOUNG GREEN DRAGON
.H 1
TWIG BLIGHT Large dragon, lawful evil

Small plant neutral evil —a.:____ ,
V,
Armor Class 13 (natural armor) 4‘ ' Armor Class 18 (natural armor) -1
Hit Points 136 (Ibdl0-H 48)
’ Hit Points 4 (ld6 + 1) i
Speed 40 ft., fly 80 ft., swim 40 ft.
Speed 20 ft. "'

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 12 (+1) 4^3) 8(-l) ,,3(-4) 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

Skills Stealth+3 ' Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4
Damage Vulnerabilities fire Damage Immunities poison
Condition Immunities poisoned
Condition Imrnunities blinded, deafened Senses blindsight 30 ft., darkvision 120 ft., passive

Senses blindsight 60 ft. (blind beybnd this radius), passive Perception 17
Languages Common, Draconic
Perception 9 * .if* Challenge 8 (3,900 XP)
Languages understands Common but can't spefcik ‘
Amphibious. The dragon can bredthe air and water.
Challenge 1/8 (25 XP)
ACTIONS __________ ____________________
false Appeofonce.iWhile the blight remains motionless,
it is indistinguishable trom a dead shrub. Multiattack. lhe dragon makes three attacks: one with
its bite and two with its claws.
ACTIONS__________ « ' '
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 3 (ld4 + 1) piercing damage. target. Hit: 15 (2dl0 + 4) piercing damage plus 7 (2d6)
poison damage.
This skittering creature resembles a small, leafless,
walking plant. Twig blights hide by rooting themselves Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
among ordinary plants. target. Hit: 11 (2d6 + 4) slashing damage.

WOLF WIS CHA Poison Breath (Recharge 5-6). The dragon exhales
12 (+1) 6 (-2) poisonous gas in a 30-foot cone. Each creature in that
Medium beast unaligned area must make a DC 14 Constitution saving throw, tak­
ing 42 (12d6) poison damage on a failed save, or half as
Armor Class 13 (natural armor) much damage on a successful one.
Hit Points 11 (2d8-r 2)
Speed 40 ft. Qreen dragons delight in corrupting the good-hearted.
They prefer to dwell in ancient forests.
STR DEX CON INT
12 (+1) 15 (+2) 12 (+1) 3 (-4)

Skills Perception +3, Stealth +4 ZOMBIE
Senses passive Perception 13
Languages — Medium undead, neutral evil
Challenge 1/4 (50 XP)
Armor Class 8
Keen Hearing and Smell. The wolf has advantage Hit Points 22 (3d8 + 9)
on Wisdom (Perception) checks that rely on hear­ Speed 20 ft.
ing or smell.
STR DEX CON INT WIS CHA
Pack Tactics. The wolf has advantage on attack 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
rolls against a creature if at least one of the wolf's
allies is within 5 feet of the creature and the ally isn't Saving Throws Wis +0
incapacitated. Damage Immunities poison
Condition Immunities poisoned
ACTIONS Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 (2d4 + 2) piercing damage. It the target is but can't speak
a creature, it must succeed on a DC 11 Strength saving Challenge 1/4 (50 XP)
throw or be knocked prone.
Undead Fortitude. If damage reduces the zombie to 0
Wolves are found in subarctic and temperate regions of hit points, it can make a Constitution saving throw with
a DC of 5 -H the damage taken, unless the damage is
the world, running in packs. radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead.

ACTIONS_____________ ___________ _______
Slam. Melee Weapon Attack: -r3 to hit, reach 5 ft., one
target. Hit: A Odd + 1) bludgeoning damage.

Zombies are corpses imbued with a semblance of life.

•' H

Conditions aiter a fcreature's capabiiiti^s in a van§^ Paralyzed j

of ways and can arise'as a resuit of a spell, a ciass '• A paralyzed creature is incapacitated (see th# :
feature, a monster's attack, or pther effect. Most "1^ .^
»■’ condition) and can't move or^peak. ••

conditions, such as blinded, are Impairments, but a ^ ' • The creature automatically fails Strength and Df^ext^ity-
few, such as invisible, can be advantageous.
saving throws. ' t•
A condition lasts either until it is countered (the
prone condition is Countered by standing up, for • Attack rolls against the creature have advantage.
example) or for a duration specified by the effect that ■ • Any attack that hits the creature 1s a critical hit if the?*
imposed the condition.
attacker is within 5 feet of the creature. p■ S
If multiple effects impose the same condition on a
creature, each instance of the condition has its own Petrified
duration, but the
condition's effects don't get worse. A creature either • A petrified creature is transformed, along with any
has a condition or doesn't.
nonmaglcal object it is wearing or carrying, into a
The following definitions specify what happens to a
creature while it is subjected to a condition. solid inanimate substance (usually stone). Its weight -

increases by a factor of ten, and it ceases aging. »

• The creature is incapacitated (see the condition), can't

move or speak, and is unaware of its surroundings. —.

• Attack rolls against the creature have advantage.

• The creature automatically falls Strength and Dexterity '

Blinded saving throws. ^

• A blinded creature can't see and automatically fails • The creature has resistance to all damage.

any ability check that requires sight. • The creature is Immune to poison and disease,
• Attack rolls against the creature have advantage, and
although a poison or disease already in its system is
the creature's attack rolls have disadvantage.
suspended, not neutralized.

Charmed Poisoned

• A charmed creature can't attack the charmer • A poisoned creature has disadvantage on attack rolls
or target the charmer with harmful abilities or
and ability checks.
magical effects.
• The charmer has advantage on any ability check to Prone

interact socially with the creature. • A prone creature's only movement option is to crawl, |
unless it stands up and thereby ends the condition.
Deafened
• The creature has disadvantage on attack rolls.
• A deafened creature can't hear and automatically • An attack roll against the creature has advantage if tihal

fails any ability check that requires hearing. attacker is within 5 feet of the creature. Otherwise, the

attack roll has disadvantage. .

Frightened Restrained " 'j'

• A frightened creature has disadvantage on ability • A restrained creature's speed becomes 0, and it ian't
checks and attack rolls while the source of its fear is
benefit from any bonus to its speed. .* ’.
within line of sight.
• The creature can't willingly move closer to the source • Attack rolls against the creature have advantage, and **^

of its fear. the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity .» ' '

Grappled saving throws. . ■^

• A grappled creature's speed becomes 0, and it can't Stunned
benefit from any bonus to its speed.
• A stunned creature is Incapacitated (see the condition),
• The condition ends if the grappler is incapacitated
(see the condition). can't move, and can speak only falteringly.

• The condition also ends if an effect removes the • The creature automatically falls Strength and Dexterity
grappled creature from the reach of the grappler or
grappling effect, such as when a creature is hurled saving throws. . ^.

away by the thunderwave spell. • Attack rolls against the creature have advantage. “*

Incapacitated Unconscious

• An incapacitated creature can't take actions or • An unconscious creature is incapacitated (see the
condition), can't move or speak, and is unaware of its
reactions.
surroundings.
Invisible • The creature drops whatever it's holding and

• An invisible creature is impossible to see without falls prone.
the aid of magic or a special sense. For the purpose • The creature automatically fails Strength and Dexterity
of hiding, the creature is heavily obscured. The
creature's location can be detected by any noise it saving throws.
makes or any tracks it leaves. • Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if the
• Attack rolls against the creature have disadvantage,
and the creature's attack rolls have advantage. attacker is within 5 feet of the creature.




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