Hatori Hatori
Huge Beast, Unaligned The hatori are giant crocodile-like creatures that live in deserts
or beaches where majority of the ground is made up of very loose
Armor Class 17 (natural armor) sand. Instead of legs, hatori have giant muscular paddle-like fins
Hit Points 126 (12d12 + 48) that they use to 'swim' through the sand. They lurk just underneath
Speed 20 ft., (40 ft. in desert or sandy terrain) the sand near caravan trails and burst forth when it is close
enough to seize prey with their massive jaws.
STR DEX CON INT WIS CHA
22 (+6) 2 (-4) 11 (+0) 7 (-2)
9 (-1) 18 (+4)
Skills Perception + 3, Stealth +5 Monstrous Centipede
Senses darkvision 30 ft., passive Perception 13 Huge Beast, Unaligned
Languages ---
Challenge 6 (2,300 XP) Proficiency Bonus +3 Armor Class 16 (natural armor)
Hit Points 92 (8d12 + 40)
Ambusher. In the first round of combat, the hatori has advantage on Speed 40 ft., climb 40 ft.
attack rolls against any creature it has surprised.
STR DEX CON INT WIS CHA
Hold Breath. The hatori can hold its breath for 30 minutes. 1 (-5) 8 (-1) 3 (-4)
21 (+5) 16 (+3) 20 (+5)
Sand Camouflage. The hatori has advantage on Dexterity (Stealth)
checks made to hide in desert or sandy terrain. Senses blindsight 30 ft., passive Perception 9
Actions Languages ---
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Challenge 4 (1,100 XP) Proficiency Bonus +2
Hit: 22 (3d10 + 6) piercing damage, and the target is grappled
(escape DC 16). Until this grapple ends, the target is restrained, Keen Smell. The centipede has advantage on Wisdom (Perception)
and the hatori can't use its Bite attack on another target checks that rely on smell.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target not Actions
grappled by the hatori. Hit: 15 (2d8 + 6) bludgeoning damage. If the
target is a creature, it must succeed on a DC 17 Strength saving Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
throw or be knocked prone. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a
DC 15 Constitution saving throw, taking 21 (6d6) poison damage on
Swallow. The hatori makes one Bite attack against a Medium or a failed save, or half as much damage on a successful one.
smaller target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
other effects outside the hatori, and it takes 14 (4d6) acid damage
at the start of each of the hatori's turns. The hatori can have only
one Medium target or two Small targets swallowed at a time.
If the hatori takes 20 damage or more on a single turn from a
creature inside it, the hatori must succeed on a DC 14 Constitution
saving throw at the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of the hatori.
If the hatori dies, a swallowed creature is no longer restrained by it
and can escape from the corpse by using 5 feet of movement, exiting
prone.
Monstrous Poisonous Snake
Huge Beast, Unaligned
Armor Class 15 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 17 (+3) 2 (-4) 10 (+0) 3 (-4)
Skills Perception + 3
Senses blindsight 10 ft., passive Perception 13
Languages ---
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a
DC 14 Constitution saving throw, taking 31 (9d6) poison damage on
a failed save, or half as much damage on a successful one.
300 Appendix A. Miscellaneous Creatures
Monstrous Scorpion
Huge Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 40 ft.
STR DEX CON INT WIS CHA
1 (-5) 9 (-1) 3 (-4)
19 (+4) 13 (+1) 17 (+3)
Senses blindsight 60 ft., passive Perception 9
Languages ---
Challenge 7 (2,900 XP) Proficiency Bonus +3
Actions
Multiattack. The scorpion makes two Claw attacks and one Sting
attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) bludgeoning damage, and the target is grappled
(escape DC 14). The scorpion has two claws, each of which can
grapple only one target.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC
14 Constitution saving throw, taking 33 (6d10) poison damage on a
failed save, or half as much damage on a successful one.
Monstrous Spider Monstrous Squid
Huge Beast, Unaligned Huge Beast, Unaligned
Armor Class 15 (natural armor) Armor Class 13 (natural armor)
Hit Points 85 (9d12 + 27) Hit Points 171 (18d12 + 54)
Speed 30 ft., climb 30 ft. Speed 10 ft., swim 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 4 (-3) 3 (-4) 10 (+0) 4 (-3)
18 (+4) 16 (+3) 16 (+3) 21 (+5) 13 (+1) 17 (+3)
Skills Stealth +7 Skills Perception +6, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 16
Languages --- Languages ---
Challenge 4 (1,100 XP) Proficiency Bonus +2 Challenge 8 (3,900 XP) Proficiency Bonus +3
Spider Climb. The spider can climb difficult surfaces, including Hold Breath. While out of water, the squid can hold its breath for 1
upside down on ceilings, without needing to make an ability check. hour.
Web Sense. While in contact with a web, the spider knows the exact Underwater Camouflage. The squid has advantage on Dexterity
location of any other creature in contact with the same web. (Stealth) checks made while underwater.
Web Walker. The spider ignores movement restrictions caused by Water Breathing. The squid can breathe only underwater.
webbing.
Actions
Actions
Multiattack. The squid makes two Tentacle attacks. If it has a
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. creature grappled, it can also attack with its Beak.
Hit: 11 (2d6 + 4) piercing damage, and the target must make a
DC 13 Constitution saving throw, taking 18 (4d8) poison damage Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
on a failed save, or half as much damage on a successful one. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a creature,
If the poison damage reduces the target to 0 hit points, the it is grappled (escape DC 15). Until this grapple ends, the target is
target is stable but poisoned for 1 hour, even after regaining hit restrained, and the squid can't use its tentacles on another target.
points, and is paralyzed while poisoned in this way.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target it is
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range grappling. Hit: 18 (3d8 + 5) slashing damage.
30/60 ft., one creature. Hit: The target is restrained by webbing.
As an action, the restrained target can make a DC 12 Strength Ink Cloud (Recharges after a Short or Long Rest). A 30-foot radius
check, bursting the webbing on a success. The webbing can also be cloud of ink extends all around the squid if it is underwater. The area
attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; is heavily obscured for 1 minute, although a significant current can
immunity to bludgeoning, poison, and psychic damage). disperse the ink. After releasing the ink, the squid can use the Dash
action as a bonus action.
Appendix A. Miscellaneous Creatures 301
Monstrous Tarantula
Huge Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft., burrow 5 ft., climb 30 ft.
STR DEX CON INT WIS CHA
2 (-4)
22 (+6) 12 (+1) 20 (+5) 11 (+0) 4 (-3)
Skills Stealth +7
Senses blindsight 10 ft., darkvision 30 ft., tremorsense 60 ft.
passive Perception 10
Languages ---
Challenge 7 (2,900 XP) Proficiency Bonus +3
Spider Climb. The tarantula 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 monstrous tarantula
knows the exact location of any other creature in contact with the
same web.
Web Walker. The tarantula ignores movement restrictions caused by
webbing.
Actions
Multiattack. The tarantula makes two attacks: one with its Forelegs
and one with its Bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 19 (3d8 + 6) piercing damage, and the target must make a
DC 16 Constitution saving throw, taking 18 (4d8) poison damage
on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Forelegs. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 13 (2d6 + 6) bludgeoning damage, and the target must make a
DC 17 Strength saving throw or be knocked prone.
Shed Hairs (Recharges after a Short or Long Rest). Each creature
within 10 feet of the tarantula must make a DC 16 Constitution
saving throw. On a failed save, the creature becomes poisoned for
1 minute. A creature spends its action on each of its turns retching
and reeling while poisoned in this way. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself
on a success. Creatures that don't need to breathe or are immune to
poison automatically succeed on this saving throw.
Sword Spider webbing.
Large Beast, Unaligned Actions
Armor Class 14 (natural armor) Multiattack. The spider makes two Foreleg attacks and one Bite
Hit Points 76 (9d10 + 27) attack.
Speed 30 ft., burrow 5 ft., climb 30 ft.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA Hit: 12 (2d6 + 5) piercing damage, and the target must make a
2 (-4) DC 14 Constitution saving throw, taking 18 (4d8) poison damage
20 (+5) 14 (+2) 16 (+3) 11 (+0) 4 (-3) on a failed save, or half as much damage on a successful one.
Skills Stealth +5 Foreleg. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 9 (1d8 + 5) slashing damage.
Senses blindsight 10 ft., darkvision 30 ft., tremorsense 60 ft.
Deadly Leap. If the spider jumps at least 15 feet as part of its
passive Perception 10 movement, it can then use this action to land on its feet in a space
that contains one or more other creatures. Each of those creatures
Languages --- must succeed on a DC 16 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 27 (5d8 + 5) slashing damage.
Challenge 5 (1,800 XP) Proficiency Bonus +3 On a successful save, the creature takes only half the damage, isn't
knocked prone, and is pushed 5 feet out of the spider's space into an
Spider Climb. The spider can climb difficult surfaces, including unoccupied space of the creature's choice. If no unoccupied space is
upside down on ceilings, without needing to make an ability check. with in range, the creature instead falls prone in the spider's space.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by
302 Appendix A. Miscellaneous Creatures
Winter Wolf Alpha
Huge Monstrosity, Typically Neutral Evil
Armor Class 14 (natural armor)
Hit Points 157 (15d12 + 60)
Speed 50 ft.
STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 8 (-1)
22 (+6) 13 (+1) 18 (+4)
Skills Perception +7, Stealth +4 Worg Alpha
Damage Immunities cold Large Monstrosity, Typically Neutral Evil
Senses darkvision 60 ft., passive Perception 17
Languages --- Armor Class 14 (natural armor)
Hit Points 45 (6d10 + 12)
Challenge 7 (2,900 XP) Proficiency Bonus +3 Speed 50 ft.
Keen Hearing and Smell. The wolf has advantage on Wisdom STR DEX CON INT WIS CHA
(Perception) checks that rely on hearing or smell. 7 (-2)
18 (+4) 13 (+1) 15 (+2) 12 (+1) 8 (-1)
Pack Tactics. The wolf has advantage on an attack roll against a
creature if at least one of the wolf's allies is within 5 feet of the Skills Perception +5
creature and the ally isn't incapacitated.
Senses darkvision 60 ft., passive Perception 15
Snow Camouflage. The wolf has advantage on Dexterity (Stealth)
checks made to hide in snowy terrain. Languages ---
Actions Challenge 2 (450 XP) Proficiency Bonus +2
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Keen Hearing and Smell. The worg has advantage on Wisdom
Hit: 15 (2d8 + 6) piercing damage. (Perception) checks that rely on hearing or smell.
Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing Pack Tactics. The worg has advantage on an attack roll against
wind in a 30-foot cone. Each creature in that area must make a DC a creature if at least one of the worg's allies is within 5 feet of the
15 Dexterity saving throw, taking 36 (8d8) cold damage on a failed creature and the ally isn't incapacitated.
save, or half as much damage on a successful one.
Packmaster. An ally within 5 feet of the worg has advantage on
Savage Howl (Recharge 5–6). The wolf emits a terrifying howl attack rolls against a creature that is within 5 feet of the worg
that also rallies its allies. Each ally that is within 30 feet of it, can and another ally, provided the worg and the other ally aren't
hear it, and not already affected by Savage Howl gain advantage on incapacitated.
attack rolls and saving throw rolls until the start of the wolf's next
turn. All other creatures within 30 feet must succeed on a DC 15 Actions
Wisdom saving throw or become frightened of the wolf for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
ending the effect on itself on a success. If a creature's saving throw Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must
is successful or the effect ends for it, the creature is immune to the succeed on a DC 14 Strength saving throw or be knocked prone.
wolf Savage Howl for the next 24 hours.
Throat Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone
creature. Hit: 18 (4d6 + 4) piercing damage.
Appendix A. Miscellaneous Creatures 303
Appendix B: Nonplayer Characters
This appendix contains stat blocks for various nonplayer
characters. The stat blocks are organized alphabetically by name.
Arcane Guard and Knight
These spellcasting warriors are able to enhance their offensive
and fighting capabilities with their sorcerous magic. They also
take advantage of their quickened spell feature in order to
maximize their efficiency in combat.
Arcane Knight
Medium Humanoid, Any Alignment
Armor Class 17 (half plate)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3)
16 (+3) 14 (+2) 14 (+2) 12 (+1)
Arcane Guard Saving Throws Con +5, Wis +4, Cha +6
Medium Humanoid, Any Alignment Skills Perception +4
Senses passive Perception 14
Armor Class 15 (studded leather) Languages any two languages
Hit Points 44 (8d8 + 8)
Speed 30 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3
STR DEX CON INT WIS CHA Brave. The arcane knight has advantage on saving throws against
12 (+1) 16 (+3) being frightened.
10 (+0) 16 (+3) 12 (+1) 10 (+0)
Sorcery Points. The arcane knight has 7 sorcery points. It can spend
Skills Perception +3 1 or more sorcery points to gain one of the following benefits:
Senses passive Perception 13 Empowered Spell: When the arcane knight rolls damage for a spell,
it can spend 1 sorcery point to reroll up to 3 damage dice. It must
Languages any one language (usually Common) use the new rolls. It can use Empowered Spell even if it has already
used a different Metamagic option during the casting of the spell.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Quickened Spell: When the arcane knight casts a spell that has a
Sorcery Points. The arcane guard has 5 sorcery points. It can spend casting time of 1 action, it can spend 2 sorcery points to change the
1 or more sorcery points to gain one of the following benefits: casting time to 1 bonus action for this casting.
Empowered Spell: When the arcane guard rolls damage for a spell, Actions
it can spend 1 sorcery point to reroll up to 3 damage dice. It must
use the new rolls. It can use Empowered Spell even if it has already Multiattack. The arcane knight makes two Glaive attacks or uses
used a different Metamagic option during the casting of the spell. Elemental Bolt twice.
Quickened Spell: When the arcane guard casts a spell that has a Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
casting time of 1 action, it can spend 2 sorcery points to change the Hit: 8 (1d10 + 3) slashing damage plus 10 (3d6) lightning damage.
casting time to 1 bonus action for this casting.
Elemental Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
Actions target. Hit: 12 (2d8 + 3) acid, cold, fire, or lightning (arcane knight's
choice) damage.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage plus 7 (2d6) lightning damage. Spellcasting. The arcane knight casts one of the following spells
using Charisma as the spellcasting ability (spell save DC 14):
Elemental Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 12 (2d8 + 3) acid, cold, fire, or lightning (arcane guard's At will: mage hand, minor illusion, true strike
choice) damage. 2/day each: mirror image, thunderwave
1/day each: dispel magic, fireball, lightning bolt
Spellcasting. The arcane guard casts one of the following spells
using Charisma as the spellcasting ability (spell save DC 13): Reactions
At will: mage hand, minor illusion, true strike Counterspell (1/Day). The arcane knight casts counterspell using
1/day each: haste, lightning bolt, mirror image Charisma as the spellcasting ability.
Reactions Shield (3/Day). The arcane knight casts shield using Charisma as
the spellcasting ability.
Shield (3/Day). The arcane guard casts shield using Charisma as the
spellcasting ability.
304 Appendix B. NonPlayer Characters
Blight Druid
Medium Humanoid, Typically Neutral Evil
Armor Class 14 (studded leather)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 11 (+0) 17 (+3) 12 (+1)
Saving Throws Dex +5, Con +5, Wis +6
Skills Perception +6, Survival +6
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Scythe. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 7 (1d10 + 2) slashing damage plus 7 (2d6) poison damage.
Blight Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature.
Hit: 7 (2d6) poison damage and 7 (2d6) necrotic damage.
Spellcasting. The blight druid casts one of the following spells using
Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with
spell attacks):
At will: druidcraft, guidance, mold earth
2/day each: ice knife, stinking cloud, wither and bloom
1/day each: cloudkill, confusion, contagion
Blight Wave (Recharge 5–6). Poison and necrotic fire surges Blight Druid
from the blight druid. Each creature within 20 feet of the blight
druid must succeed on a DC 14 Constitution saving throw. On a The blight druid lives to corrupt all life and spread blight and
failed save, a creature takes 14 (4d6) poison damage and 14 (4d6) decay. It is typically a worshipper of Talona, but some worship
necrotic damage and is poisoned for 1 minute. A poisoned creature Moander, Shar, or Zuggtmoy.
can't regain hit points. On a successful save, the target takes half
as much damage and isn't poisoned. The target can make a DC 14 Bodyguard, Elite
Constitution saving throw at the end of each of its turns, ending the
effect on itself with a success.
Medium Humanoid, Any Alignment
Armor Class 19 (half plate, shield)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
Bodyguard STR DEX CON INT WIS CHA
14 (+2) 10 (+0)
Medium Humanoid, Any Alignment 18 (+4) 14 (+2) 16 (+3) 10 (+0)
Armor Class 18 (breastplate, shield) Saving Throws Str +6, Con +5, Wis +4
Hit Points 37 (5d8 + 15)
Speed 30 ft. Skills Intimidation +2, Perception +4
Senses passive Perception 14
STR DEX CON INT WIS CHA Languages any one language (usually Common)
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
Challenge 4 (1,100 XP) Proficiency Bonus +2
Skills Intimidation +2, Perception +3 Actions
Senses passive Perception 13 Multiattack. The bodyguard makes three melee attacks.
Languages any one language (usually Common) Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if
Challenge 2 (450 XP) Proficiency Bonus +2 used with two hands.
Actions Reactions
Multiattack. The bodyguard makes two melee attacks. Intercept Attack. In response to another creature within 5 feet of
it being hit by an attack roll, the bodyguard gives that creature a +5
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. bonus to its AC against that attack, potentially causing a miss. To use
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if this ability, the bodyguard must be able to see the creature and the
used with two hands. attacker.
Reactions Self-Sacrifice. When a creature within 5 feet of the bodyguard is hit
by an attack, the bodyguard swaps places with that creature and is
Protection. When an attacker the bodyguard can see makes an hit instead.
attack roll against a creature within 5 feet of the bodyguard, the
bodyguard can impose disadvantage on the attack roll.
Appendix B. NonPlayer Characters 305
Bounty Hunter Bounty Hunter, Elite
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 15 (studded leather) Armor Class 16 (studded leather)
Hit Points 32 (5d8 + 10) Hit Points 84 (13d8 + 26)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
10 (+0) 16 (+3) 14 (+2) 12 (+1)
Saving Throws Dex +5, Int +3 Saving Throws Strength +4, Dex +7, Wis +5
Skills Perception +4, Stealth +7, Survival +4 Skills Perception +8, Stealth +10, Survival +5
Senses passive Perception 14 Senses passive Perception 18
Languages any two languages Languages any one language (usually Common)
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Assassinate. During its first turn, the bounty hunter has advantage Assassinate. During its first turn, the bounty hunter has advantage
on attack rolls against any creature that hasn't taken a turn. Any hit on attack rolls against any creature that hasn't taken a turn. Any hit
the bounty hunter scores against a surprised creature is a critical hit. the bounty hunter scores against a surprised creature is a critical hit.
Nonlethal Strike. If a creature's hit points drop to 0 from the bounty Nonlethal Strike. If a creature's hit points drop to 0 from the bounty
hunter's attack, the bounty hunter can choose to knock the creature hunter's attack, the bounty hunter can choose to knock the creature
unconscious at 0 hit points instead of leaving it dying. unconscious at 0 hit points instead of leaving it dying.
Sneak Attack (1/Turn). The bounty hunter deals an extra 7 Sneak Attack (1/Turn). The bounty hunter deals an extra 14
(2d6) damage when it hits a target with a weapon attack and has (4d6) damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of advantage on the attack roll, or when the target is within 5 feet of
an ally of the bounty hunter that isn't incapacitated and the bounty an ally of the bounty hunter that isn't incapacitated and the bounty
hunter doesn't have disadvantage on the attack roll. hunter doesn't have disadvantage on the attack roll.
Actions Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Multiattack. The bounty hunter makes two melee attacks or two
Hit: 7 (1d8 + 3) piercing damage. ranged attacks.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
one target. Hit: 7 (1d8 + 3) piercing damage. Hit: 8 (1d8 + 4) piercing damage.
Hunting Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 ft., Light Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
one creature. Hit: 5 (1d4 + 3) bludgeoning damage and the target one target. Hit: 7 (1d8 + 3) piercing damage.
must succeed on a DC 13 Strength saving throw or be restrained
and knocked prone. As an action, the restrained creature can make Hunting Bolas. Ranged Weapon Attack: +7 to hit, range 20/60 ft.,
a DC 13 Strength check, escaping on a success. The effect ends if one creature. Hit: 6 (1d4 + 4) bludgeoning damage and the target
the Hunting Bolas is destroyed. The Hunting Bolas has AC 10, 5 hit must succeed on a DC 15 Strength saving throw or be restrained
points, resistance to bludgeoning damage, and immunity to poison and knocked prone. As an action, the restrained creature can make
and psychic damage. a DC 15 Strength check, escaping on a success. The effect ends if
the Hunting Bolas is destroyed. The Hunting Bolas has AC 10, 5 hit
Bonus Actions points, resistance to bludgeoning damage, and immunity to poison
and psychic damage.
Cunning Action. The bounty hunter takes the Dash, Disengage, or
Hide action. Bonus Actions
Cunning Action. The bounty hunter takes the Dash, Disengage, or
Hide action.
Captain Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
Medium Humanoid, Any Alignment used with two hands.
Armor Class 17 (scale mail, shield) Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
Hit Points 39 (6d8 + 12) creature. Hit: 5 (1d8 + 1) piercing damage.
Speed 30 ft.
Command. The captain targets one ally it can see within 30 feet of
STR DEX CON INT WIS CHA it. If the target can see and hear the captain, the target can use its
10 (+0) 14 (+2) reaction to make one weapon attack.
16 (+3) 12 (+1) 14 (+2) 10 (+0)
Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of
Saving Throws Str +5, Con +4 the captain that can hear it can each use their reaction to move up to
half their speed without provoking opportunity attacks.
Skills Perception +2
Reactions
Senses passive Perception 12
Directed Strike (2/Day). When a creature the captain can see within
Languages any one language (usually Common) 30 feet of it makes an attack roll, and the creature can hear the
captain, the captain grants advantage to that roll.
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Multiattack. The captain makes two melee attacks or two ranged
attacks. It can use its Command or Maneuver Allies in place of one
attack.
306 Appendix B. NonPlayer Characters
Dark Whisperer CHA
17 (+3)
Medium Humanoid, Any Non-Good Alignment
Armor Class 15 (studded leather)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS
10 (+0) 16 (+3) 12 (+1) 13 (+1) 12 (+1)
Saving Throws Dex +5, Cha +5
Skills Deception +5, Perception +3, Stealth +5
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) poison damage.
Maddening Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
creature. Hit: 13 (3d6 + 3) psychic damage and the target must
succeed on a DC 13 Wisdom saving throw or it must use its reaction
to make a melee weapon attack against one creature of the dark
whisperer's choice that the dark whisperer can see. Constructs and
Undead are immune to this effect.
Spellcasting. The dark whisperer casts one of the following spells
using Charisma as the spellcasting ability (spell save DC 13):
At will: dancing lights, friends, minor illusion
1/day each: charm person, dissonant whispers, invisibility,
major image, Tasha's hideous laughter
Bonus Actions
Dark Whispers. The dark whisperer targets one creature within
30 feet of it. If the target can hear the dark whisperer, the target
must succeed on a DC 13 Charisma saving throw or be frightened
for 1 minute. While frightened in this way, a creature must take the
Dash action and move away from the dark whisperer by the safest
available route on each of its turns, unless there is nowhere to move,
in which case it needn't take the Dash action. If the creature ends
its turn in a location where it doesn't have line of sight to the dark
whisperer, the creature can repeat the saving throw. On a success,
the effect ends.
Death Priest CHA Strength saving throws, and the creature’s weapon attacks that
10 (+0) rely on Strength deal half damage. The target can make a DC 14
Medium Humanoid, Any Non-Good Alignment Constitution saving throw at the end of each of its turns, ending the
effects on itself on a success. On a successful save, the target takes
Armor Class 17 (half plate) half as much damage and isn't weakened.
Hit Points 127 (17d8 + 51)
Speed 30 ft. Spellcasting. The death priest casts one of the following spells using
Wisdom as the spellcasting ability (spell save DC 14):
STR DEX CON INT WIS
16 (+3) 14 (+2) 16 (+3) 10 (+0) 17 (+3) At will: guidance, mending, resistance, thaumaturgy
1/day each: animate dead, antilife shell, blindness/deafness, circle of
Saving Throws Con +6, Wis +6, Cha +3
death, symbol (as an action), vampiric touch (4d6)
Skills Perception +6, Religion +6
Bonus Actions
Senses passive Perception 16
Ray of Entropy (Recharge 4-6). The death priest targets one
Languages any one language (usually Common) creature it can see within 60 feet of it. If the target is an Undead
creature, it regains 12 (2d8 + 3) hit points. If the target isn't a
Challenge 7 (2,900 XP) Proficiency Bonus +3 Construct or an Undead creature, it must succeed on a DC 14
Constitution saving throw. On a failed save, the target takes 12 (2d8
Actions + 3) necrotic damage and its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until the
Scythe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. creature finishes a long rest. The target dies if this effect reduces its
Hit: 8 (1d10 + 3) slashing damage plus 7 (2d6) necrotic damage. hit point maximum to 0. On a successful save, the target takes half as
much damage with no additional effects.
Withering Blast (Recharge 5-6). Necrotic energy streams out from
the death priest's hands. Each creature in a 30-foot cone must make
a DC 14 Constitution saving throw. On a failed save, a creature takes
22 (5d8) necrotic damage and is weakened for 1 minute. A weakened
creature has disadvantage on Strength-based ability checks and
Appendix B. NonPlayer Characters 307
Dread Lord of Bane
Medium Humanoid, Typically Lawful Evil
Armor Class 20 (plate, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 12 (+1) 20 (+5) 14 (+2)
Saving Throws Con +8, Wis +10, Cha +7
Skills Intimidation +7, Perception +10, Religion +11
Senses passive Perception 20
Languages any two languages
Challenge 13 (10,000 XP) Proficiency Bonus +5
Aura of Dread. A creature hostile to the dread lord that starts its Divine Trickster
turn within 20 feet of the dread lord must succeed on a DC 18
Wisdom saving throw, unless the dread lord is incapacitated. On Medium Humanoid, Any Non-Lawful Alignment
a failed save, the target is frightened until the start of its next turn.
While frightened in this way, the target can't perform any actions Armor Class 15 (studded leather)
except move up to half its speed. If a creature's saving throw is Hit Points 77 (14d8 + 14)
successful, the creature is immune to the dread lord's Aura of Dread Speed 30 ft., burrow 5 ft., climb 30 ft.
for the next 24 hours.
STR DEX CON INT WIS CHA
Legendary Resistance (3/Day). If the dread lord fails a saving throw, 17 (+3) 14 (+2)
it can choose to succeed instead. 10 (+0) 16 (+3) 12 (+1) 12 (+1)
Actions Saving Throws Dex +6, Wis +6, Cha +5
Multiattack. The dread lord makes two Morningstar attacks or uses Skills Deception +6, Religion +7, Stealth +6
Dire Bolt twice.
Senses passive Perception 13
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) psychic damage Languages any two languages
and the target must succeed on a DC 18 Wisdom saving throw or
become frightened until the end of its next turn. Challenge 5 (1,800 XP) Proficiency Bonus +3
Dire Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one creature. Sneak Attack (1/Turn). The divine trickster deals an extra 14
Hit: 18 (3d6 + 5) psychic damage and the target must succeed on a (4d6) damage when it hits a target with a weapon attack and has
DC 18 Wisdom saving throw or become frightened until the end of advantage on the attack roll, or when the target is within 5 feet of
the dread lord's next turn. an ally of the divine trickster that isn't incapacitated and the divine
trickster doesn't have disadvantage on the attack roll.
Dreadful Word (Recharge 5–6). The dread lord utters a terrifying
word of power. Each creature of the dread lord's choice within 30 Actions
feet of it must succeed on a DC 18 Wisdom saving throw. On a failed
save, a creature takes 28 (8d6) psychic damage and is frightened for Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
1 minute. If the target is already frightened, it becomes paralyzed Hit: 6 (1d8 + 3) piercing damage plus 14 (4d6) poison damage.
while frightened. On a successful save, the target takes half as much
damage and isn't frightened. The target can make a DC 18 Wisdom Befuddling Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
saving throw at the end of each of its turns, ending the effect on itself creature. Hit: 13 (3d6 + 3) psychic damage and the target has
with a success. disadvantage to Intelligence, Wisdom, and Charisma saving throws
and can't use reactions until the end of the divine trickster's next
Spellcasting. The dread lord casts one of the following spells using turn.
Wisdom as the spellcasting ability (spell save DC 18, +10 to hit with
spell attacks): Spellcasting. The divine trickster casts one of the following spells
using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit
At will: guidance, mending, thaumaturgy, toll the dead (4d8 or 4d12) with spell attacks):
2/day each: command, hold person, spirit guardians
1/day each: antimagic field, banishment, flame strike, gate, harm At will: mending, minor illusion, thaumaturgy
2/day each: charm person, disguise self, mirror image
Legendary Actions 1/day each: blink, dimension door, feign death, polymorph
The dread lord can take 3 legendary actions, choosing from the Bonus Actions
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The dread lord Cunning Action. The divine trickster performs the Dash, Disengage,
regains spent legendary actions at the start of its turn. or Hide action.
Attack. The dread lord makes a Morningstar attack or uses Dire Reactions
Bolt.
Misty Escape (Recharges after a Short or Long Rest). In response
Move. The dread lord moves up to half its speed. to taking damage, the divine trickster turns invisible and teleports up
Cast a Spell (Costs 2 Actions). The dread lord uses Spellcasting. to 60 feet to an unoccupied space it can see. It remains invisible until
the start of its next turn or until it attacks, makes a damage roll, or
casts a spell.
308 Appendix B. NonPlayer Characters
Dreadmaster
Dreadmasters are blackguards serving the god Bane. They often
lead Zhentarim troops and the Church of Bane into battle.
Dread Companion. Dreadmasters always have a special
beast or monstrous companion known as a dread beast that
has absolute loyalty to its dreadmaster. Typical dread beasts are
displacer beasts, hell hounds, and nightmares.
Dreadmaster
Medium Humanoid, Typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 16 (+3)
Saving Throws Str +8, Con +7, Wis +5, Cha +7
Skills Intimidation +7, Perception +5, Religion +4
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 10 (5,900 XP) Proficiency Bonus +4
Aura of Dread. An enemy creature that starts its turn within 20 feet Foe Hunter
of the dreadmaster must succeed on a DC 15 Wisdom saving throw,
unless the dreadmaster is incapacitated. On a failed save, the target Medium Humanoid, Any Alignment
is frightened until the start of its next turn. While frightened in this
way, the target can't perform any actions except move up to half Armor Class 16 (studded leather)
its speed. If a creature's saving throw is successful, the creature is Hit Points 84 (13d8 + 26)
immune to the dreadmaster's Aura of Dread for the next 24 hours. Speed 30 ft.
Actions STR DEX CON INT WIS CHA
14 (+2) 10 (+0)
Multiattack. The dreadmaster makes two melee attacks or two 12 (+1) 18 (+4) 14 (+2) 10 (+0)
ranged attacks. It can use Command Ally in place of one weapon
attack. Saving Throws Strength +3, Dex +6, Wis +4
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Skills Perception +4, Survival +4, Stealth +6
Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage
if used with two hands, plus 9 (2d8) psychic damage and the target Senses passive Perception 14
has disadvantage to Wisdom saving throws until the end of the
dreadmaster's next turn. Languages any one language (usually Common)
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one Challenge 4 (1,100 XP) Proficiency Bonus +2
target. Hit: 4 (1d8) piercing damage.
Slay Foe (1/Turn). The foe hunter deals an extra 9 (2d8) damage
Command Ally. The dreadmaster targets an ally it can see within with its weapon attack if it hits a creature that doesn't have all its
30 feet that can see and hear the dreadmaster. The target uses its hit points. If the creature's hit points drop to 0, the foe hunter can
reaction to move up to half its speed and make one melee attack. choose to knock the creature unconscious instead of leaving it dying.
Spellcasting. The dreadmaster casts one of the following spells Actions
using Charisma as the spellcasting ability (spell save DC 15):
2/day each: bane, command, hold person Multiattack. The foe hunter makes two melee attacks or two ranged
1/day each: crusader's mantle, dimension door, haste attacks.
Dreadmaster's Presence (1/Day). Each ally within 30 feet of the Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
dreadmaster, can see the dreadmaster, and not already affected by Hit: 8 (1d8 + 4) piercing damage.
Dreadmaster's Presence gain advantage on attack rolls until the start
of the dreadmaster's next turn. Each creature of the dreadmaster's Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
choice that it can see within 30 feet of it and not already affected creature. Hit: 8 (1d8 + 4) piercing damage.
by Dreadmaster's Presence become frightened until the start of the
dreadmaster's next turn. Bonus Actions
Ensnaring Strike (1/Day). The foe hunter casts ensnaring strike
using Wisdom as the spellcasting ability.
Hunter's Mark (1/Day). The foe hunter casts hunter's mark using
Wisdom as the spellcasting ability.
Stealthy. The foe hunter takes the Hide action.
Appendix B. NonPlayer Characters 309
Frostpriest of Auril
Medium Humanoid, Any Non-Good Alignment
Armor Class 15 (breastplate)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 17 (+3) 10 (+0)
Saving Throws Con +5, Wis +6, Cha +3
Skills Perception +6, Religion +6, Survival +6
Damage Resistances cold
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Frostpriest of Auril Actions
Frostpriests are divine spellcasters who worship Auril the Multiattack. The frostpriest makes two War Pick attacks.
Frostmaiden, the Goddess of Winter. A chilling aura emanates
from them, and frost appears on the ground's surface where they War Pick. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
tread. They either live alone as hermits or with Auril followers or Hit: 6 (1d8 + 2) piercing damage plus 9 (2d8) cold damage.
cold-type creatures such as yeti and frost giants.
Spellcasting. The frostpriest casts one of the following spells using
Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with
spell attacks):
At will: mending, resistance, thaumaturgy
2/day each: armor of Agathys, Snilloc's snowball swarm, sleet storm
1/day each: banishment, cone of cold, control water, ice storm
Frostburst (Recharge 4-6). Freezing, icy shards explode in a 10-foot-
radius sphere centered on a point within 120 feet of the frostpriest.
Each creature in that area must make a DC 14 Constitution saving
throw. On a failed save, a creature takes 11 (2d10) cold damage and
5 (1d10) piercing damage, has its speed is reduced by 10 feet and
it can't use reactions until the end of its next turn. On a successful
save, a creature takes half as much damage with no additional
effects.
Auril's Embrace (1/Day). Each creature within 30 feet of the
frostpriest must make a DC 14 Constitution saving throw. On a failed
save, a creature takes 31 (7d8) cold damage and is hindered by ice
formations for 1 minute, or until it or another creature within reach
of it uses an action to break away the ice. A creature hindered by ice
has its speed reduced to 0. On a successful save, a creature takes
half as much damage and isn’t hindered by ice.
Hexblade spell attacks):
Medium Humanoid, Any Alignment At will: eldritch blast (3 beams), mage hand, minor illusion
3/day (as 5th-level spells): cone of cold, dimension door, dispel magic
Armor Class 18 (scale mail, shield) 1/day: circle of death
Hit Points 71 (11d8 + 22)
Speed 30 ft. Bonus Actions
STR DEX CON INT WIS CHA Hexblade's Curse (Recharges after a Short or Long Rest). The
14 (+2) 14 (+2) 14 (+2) 12 (+1) 11 (+0) 16 (+3) hexblade targets a creature it can see within 30 feet of it. The target
is cursed for 1 minute. The curse ends early if the target dies,
Saving Throws Con +5, Wis +3, Cha +6 the hexblade dies, or it is incapacitated. Until the curse ends, the
hexblade gains the following benefits:
Skills Arcana +4, Deception +6, Intimidation +6
• It deals an extra 3 damage on damage rolls against the cursed
Senses darkvision 60 ft., passive Perception 10 target.
Languages any two languages • Any attack roll it makes against the cursed target is a critical hit
on a roll of 19 or 20 on the d20.
Challenge 7 (2,900 XP) Proficiency Bonus +3
• If the cursed target dies, the hexblade regains 14 hit points.
Actions
Reactions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage. Armor of Hexes. When hit by an attack roll by a creature cursed by
the hexblade's Hexblade's Curse, roll a d6. On a roll of 4 or higher,
Spellcasting. The hexblade casts one of the following spells using the attack instead misses the hexblade, regardless of its roll.
Charisma as the spellcasting ability (spell save DC 14, +6 to hit with
310 Appendix B. NonPlayer Characters
Hex Knight
Medium Humanoid, Any Alignment
Armor Class 19 (half plate, shield)
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 20 (+5)
14 (+2) 14 (+2) 16 (+3) 12 (+1) High Inquisitor
Saving Throws Con +8, Wis +6, Cha +10 Medium Humanoid, Any Lawful Alignment
Skills Arcana +6, Deception +10, Intimidation +10
Senses darkvision 60 ft., passive Perception 11 Armor Class 20 (plate, shield)
Hit Points 165 (22d8 + 66)
Languages any two languages Speed 30 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Legendary Resistance (3/Day). If the hex knight fails a saving throw, STR DEX CON INT WIS CHA
it can choose to succeed instead. 20 (+5) 8 (-1) 16 (+3) 10 (+0) 12 (+1) 16 (+3)
Actions Saving Throws Con +8, Wis +6, Cha +8
Multiattack. The hex knight makes two melee attacks. Skills Intimidation +8, Perception +6, Religion +10
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Senses passive Perception 16
Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) necrotic damage and
the target has disadvantage to its attack rolls and saving throws until Languages any one language (usually Common)
the end of the hex knight's next turn.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Spellcasting. The hex knight casts one of the following spells using
Charisma as the spellcasting ability (spell save DC 18, +10 to hit Aura of Judgment. A creature hostile to the high inquisitor that is
with spell attacks): within 15 feet of the high inquisitor has disadvantage on saving
throws against being frightened, provided that the high inquisitor
At will: eldritch blast (4 beams), mage hand, minor illusion isn't incapacitated.
3/day (as 5th-level spells): blink, cone of cold, dimension door, dispel
Legendary Resistance (3/Day). If the high inquisitor fails a saving
magic throw, it can choose to succeed instead.
1/day each: circle of death, forcecage, maddening darkness
Actions
Bonus Actions
Multiattack. The high inquisitor makes three melee attacks. It can
Hexblade's Curse (Recharges after a Short or Long Rest). As a use Glare of Reckoning in place of one melee attack.
bonus action, the hex knight targets a creature it can see within 30
feet of it. The target is cursed for 1 minute. The curse ends early if Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
the target dies, the hex knight dies, or it is incapacitated. Until the 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) necrotic or radiant
curse ends, the hex knight gains the following benefits: damage, and the target must succeed in a DC 16 Wisdom saving
throw or become frightened until the end of the high inquisitor's next
• It deals an extra 5 damage on damage rolls against the cursed turn.
target.
Glare of Reckoning. The high inquisitor targets one frightened
• Any attack roll it makes against the cursed target is a critical hit creature it can see within 30 feet of it. The target must make a DC
on a roll of 19 or 20 on the d20. 16 Wisdom saving throw. On a failure, the target takes 13 (3d8)
psychic damage and is paralyzed until the high inquisitor deals
• If the cursed target dies, the hex knight regains 20 hit points. damage to it, or until the end of the high inquisitor's next turn.
Legendary Actions Spellcasting. The high inquisitor casts one of the following spells
using Charisma as the spellcasting ability (spell save DC 16):
The hex knight can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a 2/day each: command, dispel magic, hold person, fear
time and only at the end of another creature's turn. The hex knight 1/day each: banishment, destructive wave
regains spent legendary actions at the start of its turn.
Legendary Actions
Attack. The hex knight makes a weapon attack.
Move. The hex knight moves up to half its speed. The high inquisitor can take 3 legendary actions, choosing from
Cast a Spell (Costs 3 Actions). The hex knight uses Spellcasting. 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 high
Reactions inquisitor regains spent legendary actions at the start of its turn.
Armor of Hexes. When hit by an attack roll by a creature cursed by Flail. The high inquisitor makes a Flail attack.
the hex knight's Hexblade's Curse, roll a d6. On a roll of 4 or higher, Glare. The high inquisitor uses its Glare of Reckoning.
the attack instead misses the hex knight, regardless of its roll. Cast a Spell (Costs 2 Actions). The high inquisitor uses
Spellcasting.
Appendix B. NonPlayer Characters 311
Inquisitor Marshal
Medium Humanoid, Any Lawful Alignment Medium Humanoid, Any Alignment
Armor Class 19 (splint, shield) Armor Class 18 (breastplate, shield)
Hit Points 75 (10d8 + 30) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 16 (+3)
16 (+3) 14 (+2) 14 (+2) 12 (+1)
Saving Throws Con +6, Wis +4, Cha +5 Saving Throws Str +6, Con +5, Wis +4
Skills Intimidation +5, Perception +4, Religion +6 Skills Perception +4
Senses passive Perception 14 Senses passive Perception 14
Languages any one language (usually Common) Languages any two languages
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 5 (1,800 XP) Proficiency Bonus +3
Aura of Judgment. A creature hostile to the inquisitor that is within Marshal Allies. Unless the marshal is incapacitated, it and creatures
10 feet of the inquisitor has disadvantage on saving throws against of its choice within 30 feet of it have advantage on saving throws
being frightened, provided that the inquisitor isn't incapacitated. against being frightened.
Actions Actions
Multiattack. The inquisitor makes two melee attacks. Multiattack. The marshal makes three melee attacks or three ranged
attacks. It can use its Command or Maneuver Allies in place of one
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. attack.
Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) necrotic or radiant
damage, and the target must succeed in a DC 13 Wisdom saving Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
throw or become frightened until the end of the inquisitor's next Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
turn. used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 30/120 ft., Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
one target. Hit: 4 (1d10 - 1) piercing damage. creature. Hit: 6 (1d8 + 2) piercing damage.
Spellcasting. The inquisitor casts one of the following spells using Command. The marshal targets one ally it can see within 30 feet of
Charisma as the spellcasting ability (spell save DC 13): it. If the target can see and hear the marshal, the target can use its
1/day each: bane, command, dispel magic, fear, hold person reaction to make one weapon attack.
Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of
the marshal that can hear it can each use their reaction to move up
to half their speed without provoking opportunity attacks.
Rallying Cry (1/Day). Each creature of the marshal's choice that is
within 30 feet of it, can hear it, and not already affected by Rallying
Cry gain advantage on attack rolls and saving throws until the start
of the marshal's next turn. The marshal can then make one attack as
a bonus action.
Reactions
Directed Strike (3/Day). When a creature the marshal can see
within 30 feet of it makes an attack roll, and the creature can hear
the marshal, the marshal grants advantage to that roll.
312 Appendix B. NonPlayer Characters
Sergeant Shadow Fist Initiate
Medium Humanoid, Any Alignment Medium Humanoid, Any Non-Good Alignment
Armor Class 16 (scale mail, shield) Armor Class 15
Hit Points 19 (3d8 + 6) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 11 (+0)
Skills Perception +2 Saving Throws Dex +5, Con +4, Wis +4
Senses passive Perception 12 Skills Perception +4, Stealth +7
Languages any one language (usually Common) Senses passive Perception 14
Challenge 1 (200 XP) Proficiency Bonus +2 Languages any one language (usually Common)
Actions Challenge 3 (700 XP) Proficiency Bonus +2
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Unarmored Defense. While the shadow fist is wearing no armor and
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielding no shield, its AC includes its Wisdom modifier.
used with two hands.
Sneak Attack (1/Turn). The shadow fist deals an extra 3 (1d6)
Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one damage when it hits a target with a weapon attack and has
creature. Hit: 4 (1d8) piercing damage. advantage on the attack roll, or when the target is within 5 feet of
an ally of the shadow fist that isn't incapacitated and the shadow fist
Command. The sergeant targets one ally it can see within 30 feet of doesn't have disadvantage on the attack roll.
it. If the target can see and hear the sergeant, the target can use its
reaction to make one weapon attack. Stunning Strike (3/Day). Once per turn, when the shadow fist hits a
creature with an Unarmed Strike attack, it can force the creature to
Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of make a DC 12 Constitution saving throw or be stunned until the end
the sergeant that can hear it can each use their reaction to move up of the creature's next turn.
to half their speed without provoking opportunity attacks.
Actions
Multiattack. The shadow fist makes three attacks: one with its
Shortsword and two of which can be an Unarmed Strike or a Dart
attack.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
Spellcasting. The shadow fist casts one of the following spells,
requiring no material components and using Wisdom as the
spellcasting ability:
1/day each: darkness, darkvision, pass without trace, silence
Bonus Actions
Cunning Action. The shadow fist takes the Dash, Disengage, or Hide
action.
Shadow Step. While in dim light or darkness, the shadow fist
teleports up to 60 feet to an unoccupied space it can see that is also
in dim light or darkness. It then has advantage on the first melee
attack it makes before the end of the turn.
Shadow Fist
The shadow fist is a monastic organization of pragmatic monk
assassins that follow the Way of Shadow. Though not inherently
evil, they often clash with lawful organizations and adventuring
parties.
Appendix B. NonPlayer Characters 313
Shadow Fist Assassin Shadow Fist Master
Medium Humanoid, Any Non-Good Alignment Medium Humanoid, Any Non-Good Alignment
Armor Class 17 Armor Class 19
Hit Points 84 (13d8 + 26) Hit Points 150 (20d8 + 60)
Speed 40 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 12 (+1) 12 (+1) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 14 (+2)
Saving Throws Str +5, Dex +8, Con +6, Wis +7 Saving Throws Str +7, Dex +11, Con +9, Wis +10
Skills Perception +7, Stealth +12 Skills Perception +10, Stealth +17
Senses passive Perception 17 Senses passive Perception 20
Languages any one language (usually Common) Languages any two languages
Challenge 12 (8,400 XP) Proficiency Bonus +4 Challenge 17 (18,000 XP) Proficiency Bonus +6
Assassinate. During its first turn, the shadow fist has advantage on Assassinate. During its first turn, the shadow fist has advantage on
attack rolls against any creature that hasn't taken a turn. Any hit the attack rolls against any creature that hasn't taken a turn. Any hit the
shadow fist scores against a surprised creature is a critical hit. shadow fist scores against a surprised creature is a critical hit.
Evasion. If the shadow fist is subjected to an effect that allows it to Evasion. If the shadow fist is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, the shadow make a Dexterity saving throw to take only half damage, the shadow
fist instead takes no damage if it succeeds on the saving throw, and fist instead takes no damage if it succeeds on the saving throw, and
only half damage if it fails. only half damage if it fails.
Unarmored Defense. While the shadow fist is wearing no armor and Unarmored Defense. While the shadow fist is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier. wielding no shield, its AC includes its Wisdom modifier.
Sneak Attack (1/Turn). The shadow fist deals an extra 14 (4d6) Sneak Attack (1/Turn). The shadow fist deals an extra 17 (5d6)
damage when it hits a target with a weapon attack and has damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of advantage on the attack roll, or when the target is within 5 feet of
an ally of the shadow fist that isn't incapacitated and the shadow fist an ally of the shadow fist that isn't incapacitated and the shadow fist
doesn't have disadvantage on the attack roll. doesn't have disadvantage on the attack roll.
Stunning Strike (4/Day). Once per turn, when the shadow fist hits a Stunning Strike (7/Day). Once per turn, when the shadow fist hits a
creature with an Unarmed Strike attack, it can force the creature to creature with an Unarmed Strike attack, it can force the creature to
make a DC 15 Constitution saving throw or be stunned until the end make a DC 17 Constitution saving throw or be stunned until the end
of the creature's next turn. of the creature's next turn.
Actions Actions
Multiattack. The shadow fist makes three attacks: one with its Multiattack. The shadow fist makes four attacks: one with its
Shortsword and two of which can be an Unarmed Strike or a Dart Shortsword and three of which can be an Unarmed Strike or a Dart
attack. attack.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a
DC 15 Constitution saving throw, taking 24 (7d6) poison damage on DC 15 Constitution saving throw, taking 24 (7d6) poison damage on
a failed save, or half as much damage on a successful one. a failed save, or half as much damage on a successful one.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) bludgeoning damage. target. Hit: 9 (1d8 + 5) bludgeoning damage.
Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Dart. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target.
Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage. Hit: 7 (1d4 + 5) piercing damage plus 10 (3d6) poison damage.
Spellcasting. The shadow fist casts one of the following spells, Spellcasting. The shadow fist casts one of the following spells,
requiring no material components and using Wisdom as the requiring no material components and using Wisdom as the
spellcasting ability: spellcasting ability:
1/day each: darkness, darkvision, pass without trace, silence 1/day each: darkness, darkvision, pass without trace, silence
Bonus Actions Bonus Actions
Cunning Action. The shadow fist takes the Dash, Disengage, or Hide Cunning Action. The shadow fist takes the Dash, Disengage, or Hide
action. action.
Shadow Step. While in dim light or darkness, the shadow fist Shadow Step. While in dim light or darkness, the shadow fist
teleports up to 60 feet to an unoccupied space it can see that is also teleports up to 60 feet to an unoccupied space it can see that is also
in dim light or darkness. It then has advantage on the first melee in dim light or darkness. It then has advantage on the first melee
attack it makes before the end of the turn. attack it makes before the end of the turn.
Reactions
Uncanny Dodge. The shadow fist halves the damage that it takes
from an attack that hits it. The shadow fist must be able to see the
attacker.
314 Appendix B. NonPlayer Characters
Skald
A skald is a bardic warrior who recites poetry and sings ballads
about heroes and their deeds. In combat, it regales its allies with
inspiring words and lyrics while distracting and taunting its foes
with sharp jests and vulgar profanities. It also uses deliberate,
reckless tactics and magic to confuse its opponents.
Skald CHA
17 (+3)
Medium Humanoid, Any Non-Lawful Alignment
Armor Class 15 (studded leather)
Hit Points 97 (15d8 +30)
Speed 40 ft.
STR DEX CON INT WIS
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2)
Saving Throws Dex +6, Wis +5, Cha +6
Skills Deception +9, Perception +5, Performance +9, Stealth +6
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Reckless. At the start of its turn, the skald can gain advantage on all Skirmisher
melee weapon attack rolls during that turn, but attack rolls against it
have advantage until the start of its next turn. Medium Humanoid, Any Alignment
Actions Armor Class 15 (studded leather)
Hit Points 16 (3d8 + 3)
Multiattack. The skald makes two rapier attacks or it uses Speed 30 ft.
Bewildering Word twice.
STR DEX CON INT WIS CHA
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 12 (+1) 10 (+0)
(1d8 + 3) piercing damage. 10 (+0) 16 (+3) 12 (+1) 10 (+0)
Bewildering Word. The skald utters a magical bewilderment, Skills Perception +3, Stealth +5
targeting one creature it can see within 60 feet of it. The target must
succeed on a DC 14 Wisdom saving throw or take 9 (2d8) psychic Senses passive Perception 13
damage and have disadvantage on attack rolls until the end of the
skald's next turn. Languages any one language (usually Common)
Spellcasting. The skald casts one of the following spells using Challenge 1 (200 XP) Proficiency Bonus +2
Charisma as the spellcasting ability (spell save DC 14):
Skirmish Advantage. Once per turn, the skirmisher gains advantage
At will: dancing lights, mage hand, minor illusion on its attack roll when it makes a weapon attack while occupying a
2/day each: blur, dissonant whispers, fear space at least 15 feet away from where it started its turn.
1/day each: confusion, mass cure wounds
Actions
Bonus Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Inspiring Strike (1/Day). When the skald hits a creature with a Hit: 6 (1d6 + 3) piercing damage.
weapon attack, the skald targets up to three visible allies within 30
feet of it. If the target can see and hear the skald, the target can use Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
its reaction to move up to half its speed and to make one weapon creature. Hit: 7 (1d8 + 3) piercing damage.
attack.
Bonus Actions
Reactions
Lightfooted. The skirmisher takes the Dash or Disengage action.
Distracting Taunt (3/Day). The skald magically imposes
disadvantage to a creature's attack roll, ability check, or saving throw. Reactions
To do so, the creature must be within 30 feet of the skald and must
be visible and be able to hear to the skald. Skirmisher. When an enemy the skirmisher can see ends its turn
within 5 feet of it, the skirmisher can move up to half its speed. This
movement doesn’t provoke opportunity attacks.
Appendix B. NonPlayer Characters 315
Skirmisher Elite Storm Priest
Medium Humanoid, Any Alignment Medium Humanoid, Any Chaotic Alignment
Armor Class 16 (studded leather) Armor Class 15 (breastplate)
Hit Points 65 (10d8 + 20) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 17 (+3) 10 (+0)
10 (+0) 18 (+4) 14 (+2) 10 (+0)
Skills Perception +3, Stealth +6 Saving Throws Con +4, Wis +5, Cha +2
Senses passive Perception 13 Skills Perception +5, Religion +4, Survival +5
Languages any one language (usually Common) Senses passive Perception 15
Challenge 4 (1,100 XP) Proficiency Bonus +2 Languages any one language (usually Common)
Skirmish Advantage. Once per turn, the skirmisher gains advantage Challenge 4 (1,100 XP) Proficiency Bonus +2
on its attack roll when it makes a weapon attack while occupying a
space at least 15 feet away from where it started its turn. Actions
Sneak Attack (1/Turn). The skirmisher deals an extra 10 (3d6) Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
damage when it hits a target with a weapon attack and has Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning
advantage on the attack roll, or when the target is within 5 feet of damage if used with two hands to make a melee attack, plus 10 (3d6)
an ally of the skirmisher that isn't incapacitated and the skirmisher thunder damage.
doesn't have disadvantage on the attack roll.
Storm Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target.
Actions Hit: 16 (3d8 + 3) lightning or thunder (storm priest's choice) damage.
Multiattack. The skald makes two melee attacks or two ranged Spellcasting. The storm priest casts one of the following spells using
attacks. Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with
spell attacks):
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage. At will: mending, resistance, thaumaturgy
2/day each: call lightning, gust of wind, thunderwave
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one 1/day each: banishment, control water, control winds, ice storm
creature. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Bonus Actions
Wrath of the Storm (3/Day). When a creature within 5 feet of the
Lightfooted. The skirmisher takes the Dash or Disengage action. storm priest hits the storm priest with an attack, and the storm
priest can see the creature, the storm priest can magically force the
Reactions creature to make a DC 13 Dexterity saving throw. The creature takes
9 (2d8) lightning or thunder damage on a failed save, and half as
Skirmisher. When an enemy the skirmisher can see ends its turn much damage on a successful one.
within 5 feet of it, the skirmisher can move up to half its speed. This
movement doesn’t provoke opportunity attacks.
316 Appendix B. NonPlayer Characters
Storm Sorcerer CHA
18 (+4)
Medium Humanoid, Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 77 (14d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS
10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1)
Skills Arcana +3, Perception +4
Storm Shaman Damage Resistances lightning, thunder
Medium Humanoid, Any Chaotic Alignment Senses passive Perception 14
Armor Class 14 (studded leather) Languages any one language (usually Common)
Hit Points 97 (13d8 + 39)
Speed 30 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3
STR DEX CON INT WIS CHA Heart of the Storm. Whenever the storm sorcerer casts a spell other
12 (+1) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0) than a cantrip that deals lightning or thunder damage, a stormy aura
surrounds it. In addition to the spell’s effects, creatures of its
Saving Throws Con +6, Wis +6, Cha +3 choice within 10 feet of it take 5 lightning or thunder damage (storm
sorcerer' choice).
Skills Nature +3, Perception +6, Survival +6
Sorcery Points. The storm sorcerer has 12 sorcery points. It can
Senses passive Perception 16 spend 1 or more sorcery points to gain one of the following benefits:
Languages any one language (usually Common) Heightened Spell: When the storm sorcerer casts a spell that forces
a creature to make a saving throw to resist the spell's effects, it can
Challenge 5 (1,800 XP) Proficiency Bonus +3 spend 3 sorcery points to give one target of the spell disadvantage on
its first saving throw against the spell.
Actions
Quickened Spell: When the storm sorcerer casts a spell that has a
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or casting time of 1 action, it can spend 2 sorcery points to change the
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 casting time to 1 bonus action for this casting.
(1d8 + 2) piercing damage if used with two hands to make a melee
attack, plus 4 (1d8) lightning damage. Actions
Storm Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Multiattack. The storm sorcerer makes two Storm Strike attacks.
Hit: 16 (3d8 + 3) lightning or thunder (storm shaman's choice)
damage. Storm Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or
range 60 ft., one target. Hit: 10 (3d6) lightning or thunder damage
Spellcasting. The storm shaman casts one of the following spells (the storm sorcerer’s choice).
using Wisdom as the spellcasting ability (spell save DC 14):
Forked Lightning (Recharge 5–6). The storm sorcerer unleashes
At will: druidcraft, resistance, shape water arcs of magical lightning at up to three creatures it can see within 60
2/day each: call lightning, thunderwave, warding wind feet of itself. Each target must make a DC 15 Dexterity saving throw,
1/day each: control water, summon elemental, tidal wave, wind wall taking 17 (5d6) lightning damage on a failed save, or half as much
damage on a successful one.
Shock Sphere (Recharge 5–6). The storm shaman magically
electrifies a 20-foot-radius sphere it can see within 120 feet of it. Spellcasting. The storm sorcerer casts one of the following spells
Each creature in the sphere must succeed on a DC 14 Constitution using Charisma as the spellcasting ability (spell save DC 15, +7 to hit
saving throw, taking 27 (6d8) lightning damage on a failed save, with spell attacks):
or half as much damage on a successful one. If a creature fails its
saving throw by 5 or more, it is also incapacitated until the end of the At will: dancing lights, mage hand, gust, light
storm shaman's next turn. 2/day each: lightning bolt, shatter, thunderwave
1/day each: chain lightning, control winds, ice storm
Appendix B. NonPlayer Characters 317
Appendix C: Creatures by Challenge Rating
1/8 Blackscale Bruiser, 175 Kuo-toa Exalted Whip, 169 5
Bodyguard, 305 Lizardfolk Witch Doctor, 178
Decrepit Skeleton, 247 Bounty Hunter, 306 Merfolk Priest, 187 Aarakocra Talon of Syranita, 6
Ghastly Claw, 52 Bugbear Footpad, 34 Ogre Bruiser, 203 Azer Taskmaster, 20
Bullywug Brute, 36 Ogre Skirmisher, 204 Bearded Devil Enforcer, 68
1/4 Captain, 306 Orc Witchblade, 216 Blight Druid, 305
Dark Whisperer, 307 Orc Wolf Shaman, 216 Bounty Hunter, Elite, 306
Ankheg Broodling, 18 Direguard Skeleton, 247 Phantom Fungus, 102 Centaur Shaman, 42
Giant Army Ant, 295 Drow Skirmisher, 88 Purple Worm Hatchling, 223 Dire Peryton, 221
Goblin Skeleton, 252 Earth Elemental, Medium, 94 Quaggoth Thonot, 224 Dire Werewolf, 180
Grick Hatchling, 141 Fire Elemental, Medium, 95 Sahuagin Sea Witch, 238 Divine Trickster, 308
Shadow Stirge, 261 Forest Troll, 270 Salamander Flamebrother, 240 Doppelganger Warlock, 78
Wolf Skeleton, 254 Giant Bullfrog, 296 Satyr Trickster, 241 Dragon Skeleton, Young, 250
Giant Caecilia, 296 Shadow Fist Initiate, 313 Dread Specter, 257
1/2 Giant Praying Mantis, 297 Skeleton Knight, 248 Dread Unicorn, 274
Giant Wolverine, 299 Skum Beast, 11 Drow Arcane Guard, 86
Animated Wood Statue, 16 Goblin Alchemist, 130 Spined Devil Crippler, 74 Duergar Champion, 91
Bullywug Swampstalker, 37 Goblin Shaman, 132 Sprite Keeper of the Grove, 260 Ettercap Cavestalker, 97
Burning Skeleton, 246 Gray Ooze, Monstrous, 212 Swarm of Crawling Claws, 52 Frostpriest of Auril, 310
Dire Rat, 295 Grimlock Brute, 143 Swarm of Stirges, 261 Gelatinous Cube, Monstrous, 211
Feral Zombie, 293 Half-Black Dragon Bagaceratops, 148 Thri-kreen Sandstalker, 264 Ghost Knight, 113
Giant Assassin Bug, 295 Hippogriff Alpha, 154 War Hippogriff, 154 Gnoll Matriarch, 128
Gnoll Skeleton, 252 Hobgoblin Veteran, 157 Wererat Thug, 182 Greater Will-o'-Wisp, 284
Goblin Bodyguard, 131 Jackalwere Deceiver, 163 Grell Philosopher, 140
Goblin Skirmisher, 133 Kenku Gang Boss, 164 4 Grick Queen, 141
Grimlock Footpad, 144 Kobold Sneak, 167 Hieracosphinx, 259
Hobgoblin Skeleton, 252 Kobold Wyrmpriest, 167 Agarat, 115 Hobgoblin Dreadmaster, 155
Kobold Skirmisher, 166 Kuo-toa Monitor, 170 Arcane Guard, 304 Hook Horror Alpha, 158
Kuo-toa Harpooner, 169 Large Animated Wood Statue, 16 Azer Zealot, 20 Inquisitor, 312
Lacedon, 116 Megaraptor Skeleton, 254 Bodyguard, Elite, 305 Large Animated Iron Statue, 16
Lizardfolk Skeleton, 253 Merfolk Shaman, 187 Bugbear Bruiser, 33 Lizardfolk Champion of Sess'innek, 176
Orc Archer, 213 Mindmantle, 55 Bugbear Priest of Hruggek, 34 Manticore Skirmisher, 184
Orc Skeleton, 253 Ogre Skeleton, 253 Bullywug Chieftain, 36 Marshal, 312
Skeleton Warrior, 248 Orc Berserker, 213 Centaur Skirmisher, 42 Merrow Shaman, 188
Skum Minion, 11 Orc Raider, 214 Dragonblood Lizardfolk Sorcerer of Mimic, Greater, 189
Sahuagin Hunter, 237 Minotaur Berserker, 193
1 Sahuagin Reaver, 237 Tiamat, 177 Monstrous Poisonous Snake, 300
Sprite Warden of the Grove, 260 Dragonwrought Sorcerer, 166 Nessian Warhound, 152
Aarakocra Scout, 6 Thri-kreen Psi-Warrior, 264 Eldritch Scarecrow, 242 Nothic Mindblight, 202
Baneguard Skeleton, 246 Troglodyte Brute, 267 Feral Wight, 282 Ogre Champion of Vaprak, 203
Bugbear Skeleton, 251 Troglodyte Shaman, 268 Foe Hunter, 309 Ogre Mummy, 196
Giant Leech, 296 Violet Fungus, Giant, 103 Gnoll Shaman of Yeenoghu, 129 Orc Champion of Gruumsh, 214
Giant Robber Fly, 297 Water Elemental, Medium, 96 Goblin Chieftain, 131 Phantom Fungus, Giant, 102
Giant Tiger Beetle, 298 Worg Alpha, 303 Great Horned Owlbear, 220 Quaggoth Alpha, 224
Goblin Blackblade, 131 Griffon of Xvim, 142 Sahuagin High Priestess, 236
Goblin Cutthroat, 132 3 Grimlock Chieftain, 144 Skald, 315
Goblin Witch Doctor, 133 Harpy Witch, 150 Storm Shaman, 317
Grimlock Cavestalker, 143 Aarakocra Brave, 6 Hill Giant Skeleton, 252 Sword Spider, 302
Hobgoblin Scout, 155 Adept of Orcus, 115 Hobgoblin War Priest, 157 Tyrannosaurus Skeleton, 254
Jackalwere Thug, 163 Animated Iron Statue, 15 Kenku Godfather, 165 Violet Fungus, Monstrous, 103
Kenku Eagle Claw, 165 Ankheg Soldier, 18 Large Animated Stone Statue, 16 Winterclaw Owlbear, 220
Kenku Sneak, 165 Bugbear Marauder, 34 Manticore Stalker, 184 Yeti Shaman, 290
Lizardfolk Berserker, 175 Bullywug Witch Doctor, 37 Margoyle, 105 Young Roc, 231
Lizardfolk Swampstalker, 178 Cave Bear, 294 Minotaur Warrior, 194 Yuan-ti Malison Junglestalker, 292
Merfolk Scout, 187 Cyclopskin, 54 Monstrous Centipede, 300
Myconid Devoted, 197 Dire Rust Monster, 234 Monstrous Spider, 301 6
Myconid Guard, 197 Drow Sergeant, 88 Ochre Jelly, Monstrous, 212
Orc Brigand, 214 Duergar Captain, 90 Ogre Earth Shaman, 204 Ankhimera, 44
Orc Scout, 215 Duergar Priest, 91 Ogre Warhulk, 205 Barlgura Abductor, 59
Orc War Drummer, 215 Ettercap Skulker, 98 Orc Sorcerer, 215 Behir, Young, 25
Pixie Court Trickster, 222 Ettin Skeleton, 251 Peryton Alpha, 221 Bugbear Champion of Hruggek, 33
Sahuagin Harpooner, 236 Giant Slug, 297 Pixie Queen, 222 Cyclops Warlock of the Fey, 54
Sergeant, 313 Giant Spitting Cobra, 298 Sahuagin Storm Sorcerer, 238 Dire Bear, 294
Skeleton Captain, 248 Giant Tarantula, 298 Satyr Beguiler, 241 Dire Wereboar, 179
Skirmisher, 315 Giant Velvet Worm, 299 Shadow, Greater, 243 Displacer Beast Stalker, 76
Spore Zombie, 293 Gnoll Huntmaster, 128 Skirmisher Elite, 316 Doppelganger Dark Whisperer, 78
Troglodyte Hunter, 268 Gnoll Witch Doctor, 129 Skullcrusher Ogre, 205 Dryad Witch of the Fey, 89
Zuggtmoy-Touched Shrieker, 103 Griffon Alpha, 142 Spined Devil Scout, 74 Ettin Bruiser, 99
Grimlock Shaman, 144 Storm Priest, 316 Fen Hydra, 159
2 Half-Green Dragon Megaraptor, 148 Troglodyte Chieftain, 268 Ghost Necromancer, 114
Half-Red Dragon Allosaurus, 149 Wererat Captain, 181 Gibbering Horror, 127
Air Elemental, Medium, 93 Jackalwere Beguiler, 162 Wight Captain, 280
Animated Stone Statue, 15 Yeti Snowstalker, 290
318 Appendix C. Creatures by Cr
Hatori, 300 Oni Night Haunter, 206 11 16
Hill Giant Berserker, 124 Rhinoceros Umber Hulk, 273
Ironfeather Owlbear, 220 Shadow Demon, Greater, 65 Barlgura Pack Lord, 59 Chimera, Ancient, 43
Kuo-toa Grand Monitor, 170 Vampire Spawn Sorceress, 278 Bone Devil Taskmaster, 68 Erinyes Dread Champion, 70
Minotaur Earth Shaman, 194 Vrock Doomsayer, 65 Cloaker, Shadow, 49 Fire Giant Duke, 120
Monstrous Water Weird, 279 War Troll, 271 Eye of Flame, 28 Medusa, Ancient, 186
Remorhaz, Young, 229 Wight Warlock, 282 Fire Giant Captain, 119 Oni Lord, 208
Salamander Captain, 239 Young Purple Worm, 223 Flameskull, Greater, 100 Rakshasa Ak'chazar, 225
Skeleton Champion, 248 Zuggtmoy-Touched Shambling Mound, Fomorian Berserker, 101 Shaytan Planetar, 13
Tiger Umber Hulk, 273 Frost Giant Priest of Auril, 122
Vampire Spawn Warrior, 278 244 Frost Giant Wight, 282 17
Wererat Pack Lord, 181 Gorgon, Greater, 138
Wight Champion, 281 9 Hill Giant Chieftain, 124 Banelich, 173
Horrid Umber Hulk, 272 Cloaker Lord, 48
7 Air Elemental, Huge, 93 Mosasaurus, 75 Elder Orb, 27
Bone Naga, Ancient, 198 Oni Magi, 207 Nalfeshnee Captain, 64
Arcane Knight, 304 Cambion Hell Knight, 38 Pyrohydra, 161 Old White Dragon, 83
Azer Priest of the Flame, 19 Cambion Trickster, 39 Roper, Greater, 232 Shadow Fist Master, 314
Black Pudding, Monstrous, 210 Cambion Warlock, 39 Treant Keeper of the Grove, 266
Cave Troll, 269 Cryohydra, 159 Young Adult Blue Dragon, 80 18
Centaur Champion, 41 Dire Werebear, 179 Yuan-ti Abomination Champion, 291
Death Priest, 307 Doppelganger Assassin, 77 Cloud Giant Count, 118
Dire Weretiger, 180 Drider Sorcerer, 85 12 Goristro Juggernaut, 61
Ettercap Spidermaster, 98 Earth Elemental, Huge, 94 Ice Devil Overlord, 72
Fire Giant Skeleton, 251 Elder Xorn, 288 Battle Horror, 153 Iron Golem Juggernaut, 137
Flameskull, Eldritch, 100 Ettin Earth Shaman, 99 Eye of Frost, 29 Marilith General, 63
Ghoul Abomination, 116 Ettin Mummy, 195 Galeb Duhr, Elder, 104 Old Black Dragon, 79
Greenvise, 139 Fire Elemental, Huge, 95 Grell Patriarch, 140 Remorhaz, Ancient, 229
Hexblade, 310 Galeb Duhr, Greater, 104 Hezrou Sergeant, 62 Storm Giant Stormguard, 126
Hill Giant Witch Doctor, 124 Half-Red Dragon Tyrannosaurus Rex, Mountain Troll, 271 Vampire Lord (Blackguard), 276
Hobgoblin Talon of Tiamat, 156 Neo-Otyugh, 218
Hook Horror Clan Mother, 158 149 Shadow Fist Assassin, 314 19
Immolith, 62 Harpy Witch Queen, 151 Wyvern, Ancient, 287
Lifeleech Otyugh, 217 Mind Flayer Warlock, 192 Young Adult Red Dragon, 82 Behir, Ancient, 25
Manticore Alpha, 183 Mind Flayer Wight, 283 Death Knight, Legendary, 57
Mantimera, 46 Oni Yama-Uba, 209 13 Guardian Naga, Ancient, 199
Merrow Champion, 188 Salamander Noble, 240 Old Green Dragon, 81
Minotaur Savage Bull of Baphomet, 193 Sea Hag, Elder, 147 Banshee, Ancient, 22 Rakshasa Maharajah, 226
Monstrous Scorpion, 301 Spinosaurus, 75 Blackroot Treant, 265
Monstrous Tarantula, 302 Water Elemental, Huge, 96 Clay Golem Mauler, 134 20
Ogre Chieftain, 204 Werewolf Pack Lord, 182 Dao Overlord, 107
Sahuagin Champion of Sekolah, 235 Djinni Wind Warden, 109 Black Slaad, 256
Skum Hulk, 11 10 Dread Lord of Bane, 308 Old Blue Dragon, 80
Storm Sorcerer, 317 Dread Wraith, Legendary, 286 Pactlich, 174
Succubus Dark Whisperer, 262 Blight, Ancient, 32 Efreeti Cinderlord, 111
Uchuulon, 47 Bulette, Greater, 35 Fire Giant Forgecaller, 120 21
Vampire Spawn Assassin, 277 Chain Devil Inquisitor, 69 Fomorian Shaman, 101
Wight Hexblade, 281 Chuul Juggernaut, 47 Marid Tidesinger, 111 Aboleth Overseer, 8
Winter Wolf Alpha, 303 Cyclops Storm Sorcerer, 54 Mordant Hydra, 161 Balor Lord, 58
Yeti Chieftain, 289 Dragon Skeleton, Adult, 249 Night Hag, Elder, 146 Dao Great Khan, 107
Dreadmaster, 309 White Slaad, 256 Djinni Grand Caliph, 108
8 Drider Warlock, 85 Efreeti Sultan, 110
Drow Demonbinder, 87 14 Marid Padisha, 112
Ankheg Brood Queen, 18 Duergar High Priest, 92 Old Red Dragon, 82
Banshee, Greater, 21 Fell Troll, 270 Aboleth Slime Lord, 10 Shaytan Solar, 14
Barbed Devil Captain, 67 Flesh Golem Abomination, 135 Frost Giant Jarl, 121 Ultimate Tyrant, 31
Basilisk, Greater, 23 Frost Giant Skald, 122 Gulguthydra, 160
Chasme Tormentor, 60 Gorgimera, 45 Rakshasa Zakya, 228 22
Cockatrice, Greater, 50 Green Hag, Elder, 145 Yochlol Elder, 66
Criosphinx, 258 Hill Giant Mummy, 195 Pit Fiend Aristocrat, 73
Cyclops Berserker, 53 Medusa, Greater, 185 15
Dire Owlbear, 219 Mimic, Enormous, 190 30
Displacer Beast Pack lord, 76 Mind Flayer Sorcerer, 192 Cloud Giant Sorcerer, 118
Dread Wraith, 285 Revenant Avenger, 230 Couatl, Greater, 51 Tarrasque (Variant), 263
Drider Cavestalker, 84 Royal Sorcerer Mummy, 196 Dragon Skeleton, Ancient, 250
Drow Dread Fang of Lolth, 87 Runic Shield Guardian, 245 Glabrezu Deceiver, 60
Enormous Carrion Crawler, 40 Shambling Mound, Greater, 244 Hex Knight, 311
Ghost Warlock, 114 Shaytan Deva, 13 High Inquisitor, 311
Lamia Noble, 171 Stone Giant Earth Shaman, 125 Horned Devil Warmaster, 71
Margoyle, Greater, 105 Urophion, 233 Lamia Queen, 172
Mind Flayer Assassin, 191 Young Adult Black Dragon, 79 Rakshasa Naztharune, 227
Monstrous Squid, 301 Young Adult Green Dragon, 81 Spirit Naga, Ancient, 198
Nightmare, Cauchemar, 200 Young Adult White Dragon, 83 Stone Golem Sentinel, 136
Nothic Eye of Vecna, 201 Young Kraken, 168
Appendix C. Creatures by Cr 319
MONSTER MANUAL EXPANDED II
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Index
A Chimera, Ancient, 43 Eldritch Scarecrow, 242 Goblin Skirmisher, 133
Chuul Juggernaut, 47 Enormous Carrion Crawler, 40 Goblin Witch Doctor, 133
Aarakocra Brave, 6 Clay Golem Mauler, 134 Erinyes Dread Champion, 70 Gorgimera, 45
Aarakocra Scout, 6 Cloaker Lord, 48 Ettercap Cavestalker, 97 Gorgon, Greater, 138
Aarakocra Talon of Syranita, 6 Cloaker, Shadow, 49 Ettercap Skulker, 98 Goristro Juggernaut, 61
Aboleth Overseer, 8 Cloud Giant Count, 118 Ettercap Spidermaster, 98 Gray Ooze, Monstrous, 212
Aboleth Slime Lord, 10 Cloud Giant Sorcerer, 118 Ettin Bruiser, 99 Great Horned Owlbear, 220
Adept of Orcus, 115 Cockatrice, Greater, 50 Ettin Earth Shaman, 99 Greater Will-o'-Wisp, 284
Agarat, 115 Couatl, Greater, 51 Ettin Mummy, 195 Green Hag, Elder, 145
Air Elemental, Huge, 93 Criosphinx, 258 Ettin Skeleton, 251 Greenvise, 139
Air Elemental, Medium, 93 Cryohydra, 159 Eye of Flame, 28 Grell Patriarch, 140
Animated Iron Statue, 15 Cyclops Berserker, 53 Eye of Frost, 29 Grell Philosopher, 140
Animated Stone Statue, 15 Cyclops Storm Sorcerer, 54 Grick Queen, 141
Animated Wood Statue, 16 Cyclops Warlock of the Fey, 54 F Grick Hatchling, 141
Ankheg Brood Queen, 18 Cyclopskin, 54 Griffon Alpha, 142
Ankheg Broodling, 18 Fell Troll, 270 Griffon of Xvim, 142
Ankheg Soldier, 18 D Fen Hydra, 159 Grimlock Brute, 143
Ankhimera, 44 Feral Wight, 282 Grimlock Cavestalker, 143
Arcane Guard, 304 Dao Great Khan, 107 Feral Zombie, 293 Grimlock Chieftain, 144
Arcane Knight, 304 Dao Overlord, 107 Fire Elemental, Huge, 95 Grimlock Footpad, 144
Azer Priest of the Flame, 19 Dark Whisperer, 307 Fire Elemental, Medium, 95 Grimlock Shaman, 144
Azer Taskmaster, 20 Death Knight, Legendary, 57 Fire Giant Captain, 119 Guardian Naga, Ancient, 199
Azer Zealot, 20 Death Priest, 307 Fire Giant Duke, 120 Gulguthydra, 160
Decrepit Skeleton, 247 Fire Giant Forgecaller, 120
B Dire Bear, 294 Fire Giant Skeleton, 251 H
Dire Owlbear, 219 Flameskull, Eldritch, 100
Balor Lord, 58 Dire Peryton, 221 Flameskull, Greater, 100 Half-Black Dragon Bagaceratops, 148
Baneguard Skeleton, 246 Dire Rat, 295 Flesh Golem Abomination, 135 Half-Green Dragon Megaraptor, 148
Banelich, 173 Dire Rust Monster, 234 Foe Hunter, 309 Half-Red Dragon Allosaurus, 149
Banshee, Ancient, 22 Dire Werebear, 179 Fomorian Berserker, 101 Half-Red Dragon Tyrannosaurus Rex,
Banshee, Greater, 21 Dire Wereboar, 179 Fomorian Shaman, 101
Barbed Devil Captain, 67 Dire Weretiger, 180 Forest Troll, 270 149
Barlgura Abductor, 59 Dire Werewolf, 180 Frost Giant Jarl, 121 Harpy Witch, 150
Barlgura Pack Lord, 59 Direguard Skeleton, 247 Frost Giant Priest of Auril, 122 Harpy Witch Queen, 151
Basilisk, Greater, 23 Displacer Beast Pack lord, 76 Frost Giant Skald, 122 Hatori, 300
Battle Horror, 153 Displacer Beast Stalker, 76 Frost Giant Wight, 282 Hex Knight, 311
Bearded Devil Enforcer, 68 Divine Trickster, 308 Frostpriest of Auril, 310 Hexblade, 310
Behir, Ancient, 25 Djinni Grand Caliph, 108 Hezrou Sergeant, 62
Behir, Young, 25 Djinni Wind Warden, 109 G Hieracosphinx, 259
Black Pudding, Monstrous, 210 Doppelganger Assassin, 77 High Inquisitor, 311
Black Slaad, 256 Doppelganger Dark Whisperer, 78 Galeb Duhr, Elder, 104 Hill Giant Berserker, 124
Blackroot Treant, 265 Doppelganger Warlock, 78 Galeb Duhr, Greater, 104 Hill Giant Chieftain, 124
Blackscale Bruiser, 175 Dragon Skeleton, Adult, 249 Gelatinous Cube, Monstrous, 211 Hill Giant Mummy, 195
Blight Druid, 305 Dragon Skeleton, Ancient, 250 Ghastly Claw, 52 Hill Giant Skeleton, 252
Blight, Ancient, 32 Dragon Skeleton, Young, 250 Ghost Knight, 113 Hill Giant Witch Doctor, 124
Bodyguard, 305 Dragonblood Lizardfolk Sorcerer of Ghost Necromancer, 114 Hippogriff Alpha, 154
Bodyguard, Elite, 305 Ghost Warlock, 114 Hobgoblin Dreadmaster, 155
Bone Devil Taskmaster, 68 Tiamat, 177 Ghoul Abomination, 116 Hobgoblin Scout, 155
Bone Naga, Ancient, 198 Dragonwrought Sorcerer, 166 Giant Army Ant, 295 Hobgoblin Skeleton, 252
Bounty Hunter, 306 Dread Lord of Bane, 308 Giant Assassin Bug, 295 Hobgoblin Talon of Tiamat, 156
Bounty Hunter, Elite, 306 Dread Specter, 257 Giant Bullfrog, 296 Hobgoblin Veteran, 157
Bugbear Bruiser, 33 Dread Unicorn, 274 Giant Caecilia, 296 Hobgoblin War Priest, 157
Bugbear Champion of Hruggek, 33 Dread Wraith, 285 Giant Leech, 296 Hook Horror Alpha, 158
Bugbear Footpad, 34 Dread Wraith, Legendary, 286 Giant Praying Mantis, 297 Hook Horror Clan Mother, 158
Bugbear Marauder, 34 Dreadmaster, 309 Giant Robber Fly, 297 Horned Devil Warmaster, 71
Bugbear Priest of Hruggek, 34 Drider Cavestalker, 84 Giant Slug, 297 Horrid Umber Hulk, 272
Bugbear Skeleton, 251 Drider Sorcerer, 85 Giant Spitting Cobra, 298
Bulette, Greater, 35 Drider Warlock, 85 Giant Tarantula, 298 I
Bullywug Brute, 36 Drow Arcane Guard, 86 Giant Tiger Beetle, 298
Bullywug Chieftain, 36 Drow Demonbinder, 87 Giant Velvet Worm, 299 Ice Devil Overlord, 72
Bullywug Swampstalker, 37 Drow Dread Fang of Lolth, 87 Giant Wolverine, 299 Immolith, 62
Bullywug Witch Doctor, 37 Drow Sergeant, 88 Gibbering Horror, 127 Inquisitor, 312
Burning Skeleton, 246 Drow Skirmisher, 88 Glabrezu Deceiver, 60 Iron Golem Juggernaut, 137
Dryad Witch of the Fey, 89 Gnoll Huntmaster, 128 Ironfeather Owlbear, 220
C Duergar Captain, 90 Gnoll Matriarch, 128
Duergar Champion, 91 Gnoll Shaman of Yeenoghu, 129 J
Cambion Hell Knight, 38 Duergar High Priest, 92 Gnoll Skeleton, 252
Cambion Trickster, 39 Duergar Priest, 91 Gnoll Witch Doctor, 129 Jackalwere Beguiler, 162
Cambion Warlock, 39 Goblin Alchemist, 130 Jackalwere Deceiver, 163
Captain, 306 E Goblin Blackblade, 131 Jackalwere Thug, 163
Cave Bear, 294 Goblin Bodyguard, 131
Cave Troll, 269 Earth Elemental, Huge, 94 Goblin Chieftain, 131 K
Centaur Champion, 41 Earth Elemental, Medium, 94 Goblin Cutthroat, 132
Centaur Shaman, 42 Efreeti Cinderlord, 111 Goblin Shaman, 132 Kenku Eagle Claw, 165
Centaur Skirmisher, 42 Efreeti Sultan, 110 Goblin Skeleton, 252 Kenku Gang Boss, 164
Chain Devil Inquisitor, 69 Elder Orb, 27 Kenku Godfather, 165
Chasme Tormentor, 60 Elder Xorn, 288
Kenku Sneak, 165 Nothic Mindblight, 202 Salamander Noble, 240 War Hippogriff, 154
Kobold Skirmisher, 166 Satyr Beguiler, 241 War Troll, 271
Kobold Sneak, 167 O Satyr Trickster, 241 Water Elemental, Huge, 96
Kobold Wyrmpriest, 167 Sea Hag, Elder, 147 Water Elemental, Medium, 96
Kuo-toa Exalted Whip, 169 Ochre Jelly, Monstrous, 212 Sergeant, 313 Wererat Captain, 181
Kuo-toa Grand Monitor, 170 Ogre Bruiser, 203 Shadow Demon, Greater, 65 Wererat Pack Lord, 181
Kuo-toa Harpooner, 169 Ogre Champion of Vaprak, 203 Shadow Fist Assassin, 314 Wererat Thug, 182
Kuo-toa Monitor, 170 Ogre Chieftain, 204 Shadow Fist Initiate, 313 Werewolf Pack Lord, 182
Ogre Earth Shaman, 204 Shadow Fist Master, 314 White Slaad, 256
L Ogre Mummy, 196 Shadow Stirge, 261 Wight Captain, 280
Ogre Skeleton, 253 Shadow, Greater, 243 Wight Champion, 281
Lacedon, 116 Ogre Skirmisher, 204 Shambling Mound, Greater, 244 Wight Hexblade, 281
Lamia Noble, 171 Ogre Warhulk, 205 Shaytan Deva, 13 Wight Warlock, 282
Lamia Queen, 172 Old Black Dragon, 79 Shaytan Planetar, 13 Winter Wolf Alpha, 303
Large Animated Iron Statue, 16 Old Blue Dragon, 80 Shaytan Solar, 14 Winterclaw Owlbear, 220
Large Animated Stone Statue, 16 Old Green Dragon, 81 Skald, 315 Wolf Skeleton, 254
Large Animated Wood Statue, 16 Old Red Dragon, 82 Skeleton Captain, 248 Worg Alpha, 303
Lifeleech Otyugh, 217 Old White Dragon, 83 Skeleton Champion, 248 Wyvern, Ancient, 287
Lizardfolk Berserker, 175 Oni Lord, 208 Skeleton Knight, 248
Lizardfolk Champion of Sess'innek, 176 Oni Magi, 207 Skeleton Warrior, 248 Y
Lizardfolk Skeleton, 253 Oni Night Haunter, 206 Skirmisher, 315
Lizardfolk Swampstalker, 178 Oni Yama-Uba, 209 Skirmisher Elite, 316 Yeti Chieftain, 289
Lizardfolk Witch Doctor, 178 Orc Archer, 213 Skullcrusher Ogre, 205 Yeti Shaman, 290
Orc Berserker, 213 Skum Beast, 11 Yeti Snowstalker, 290
M Orc Brigand, 214 Skum Hulk, 11 Yochlol Elder, 66
Orc Champion of Gruumsh, 214 Skum Minion, 11 Young Adult Black Dragon, 79
Manticore Alpha, 183 Orc Raider, 214 Spined Devil Crippler, 74 Young Adult Blue Dragon, 80
Manticore Skirmisher, 184 Orc Scout, 215 Spined Devil Scout, 74 Young Adult Green Dragon, 81
Manticore Stalker, 184 Orc Skeleton, 253 Spinosaurus, 75 Young Adult Red Dragon, 82
Mantimera, 46 Orc Sorcerer, 215 Spirit Naga, Ancient, 198 Young Adult White Dragon, 83
Margoyle, 105 Orc War Drummer, 215 Spore Zombie, 293 Young Kraken, 168
Margoyle, Greater, 105 Orc Witchblade, 216 Sprite Keeper of the Grove, 260 Young Purple Worm, 223
Marid Padisha, 112 Orc Wolf Shaman, 216 Sprite Warden of the Grove, 260 Young Roc, 231
Marid Tidesinger, 111 Stone Giant Earth Shaman, 125 Yuan-ti Abomination Champion, 291
Marilith General, 63 P Stone Golem Sentinel, 136 Yuan-ti Malison Junglestalker, 292
Marshal, 312 Storm Giant Stormguard, 126
Medusa, Ancient, 186 Pactlich, 174 Storm Priest, 316 Z
Medusa, Greater, 185 Peryton Alpha, 221 Storm Shaman, 317
Megaraptor Skeleton, 254 Phantom Fungus, 102 Storm Sorcerer, 317 Zuggtmoy-Touched Shambling Mound,
Merfolk Priest, 187 Phantom Fungus, Giant, 102 Succubus Dark Whisperer, 262 244
Merfolk Scout, 187 Pit Fiend Aristocrat, 73 Swarm of Crawling Claws, 52
Merfolk Shaman, 187 Pixie Court Trickster, 222 Swarm of Stirges, 261 Zuggtmoy-Touched Shrieker, 103
Merrow Champion, 188 Pixie Queen, 222 Sword Spider, 302
Merrow Shaman, 188 Purple Worm Hatchling, 223
Mimic, Enormous, 190 Pyrohydra, 161 T
Mimic, Greater, 189
Mind Flayer Assassin, 191 Q Tarrasque (Variant), 263
Mind Flayer Sorcerer, 192 Thri-kreen Psi-Warrior, 264
Mind Flayer Warlock, 192 Quaggoth Alpha, 224 Thri-kreen Sandstalker, 264
Mind Flayer Wight, 283 Quaggoth Thonot, 224 Tiger Umber Hulk, 273
Mindmantle, 55 Treant Keeper of the Grove, 266
Minotaur Berserker, 193 R Troglodyte Brute, 267
Minotaur Earth Shaman, 194 Troglodyte Chieftain, 268
Minotaur Savage Bull of Baphomet, 193 Rakshasa Ak'chazar, 225 Troglodyte Hunter, 268
Minotaur Warrior, 194 Rakshasa Maharajah, 226 Troglodyte Shaman, 268
Monstrous Centipede, 300 Rakshasa Naztharune, 227 Tyrannosaurus Skeleton, 254
Monstrous Poisonous Snake, 300 Rakshasa Zakya, 228
Monstrous Scorpion, 301 Remorhaz, Ancient, 229 U
Monstrous Spider, 301 Remorhaz, Young, 229
Monstrous Squid, 301 Revenant Avenger, 230 Uchuulon, 47
Monstrous Tarantula, 302 Rhinoceros Umber Hulk, 273 Ultimate Tyrant, 31
Monstrous Water Weird, 279 Roper, Greater, 232 Urophion, 233
Mordant Hydra, 161 Royal Sorcerer Mummy, 196
Mosasaurus, 75 Runic Shield Guardian, 245 V
Mountain Troll, 271
Myconid Devoted, 197 S Vampire Lord (Blackguard), 276
Myconid Guard, 197 Vampire Spawn Assassin, 277
Sahuagin Champion of Sekolah, 235 Vampire Spawn Sorceress, 278
N Sahuagin Harpooner, 236 Vampire Spawn Warrior, 278
Sahuagin High Priestess, 236 Violet Fungus, Giant, 103
Nalfeshnee Captain, 64 Sahuagin Hunter, 237 Violet Fungus, Monstrous, 103
Neo-Otyugh, 218 Sahuagin Reaver, 237 Vrock Doomsayer, 65
Nessian Warhound, 152 Sahuagin Sea Witch, 238
Night Hag, Elder, 146 Sahuagin Storm Sorcerer, 238 W
Nightmare, Cauchemar, 200 Salamander Captain, 239
Nothic Eye of Vecna, 201 Salamander Flamebrother, 240
Over 320 pages and
475 new creature
stat blocks!
Monster Manual Expanded is a 320-page
source of content that supplements the
Monster Manual. It provides Dungeon
Masters more options and flexibility in
designing adventures and dressing up their
dungeons with a wider variety of critters
and characters that are based on the
Monster Manual. It also adds over 470 new
creatures and variants that give a nostalgic
and classic feel that Dungeon Masters
experienced with the older editions will
enjoy using.
“A fantastic resource for DMs that want to
keep players on their toes or want stronger
or weaker variants of certain monsters.”
- Comicbook.com
“Monster Manual Expanded does a fantastic
job of lovingly recreating monsters that
were sadly missing from 5e.”
- Nerdimmersion
“The variants are more than additional stats
for DMs to memorize; they are reference
materials that enhance the known lore of
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their ecological life histories and/or societal
structures.”
- Bob World Builder
“The creativity and attention to detail that
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