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Published by sptersonbta7, 2023-04-09 03:28:19

Warcraft Manual of Monsters v1.0

Warcraft Manual of Monsters v1.0

Manual of Monsters An assortment of monsters and races for your adventurers to face in the world of Azeroth Version 1.0 — First release


Legal Stuff DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by [your legal name or company name] and published under the Community Content Agreement for Dungeon Masters Guild. Credits Contributors listed by community usernames. Manual of Monsters Leads: Jih, Tangerine Creature Statistics: Angery, Arenalor, Auvreannia, Geamros, Jih, Tangerine Text Writing: Auvreannia, Geamros, Jih, Tangerine Layouting: Jih, Tangerine Managing Editors: Jih, Tangerine Additional Contribution: Our Discord Community Cover Illustrator: Zhang Zs Interior Illustrators: Abe Taraky, Alex Garner, Andrei Kiselev, Andrew Hou, Anndr, Anthony Avon, Arthur Bozonnet, Blizzard Cinematics, Blizzard Entertainment, Chris Deboda, Dan Mumford, Dan Scott, Dmitry Bolotov, Dmitry Prozorov, Elodie Metivier, Glenn Rane, Grace Liu, Jakub Kasber, James Ryman, Jimmy Lo, Jorge Jacinto, Justin Kunz, kikicianjur, Laurel D. Austin, Lloyd Hoshide, Luke Mancini, Mark Gibbons, Markus Erdt, Matt Smith, Matthew Mckeown, Maxence Burgel, Miao Zi, Monica Langlois, Mr. Jack, Noah Warner, Peter Lee, Phillip Zhang, Raymond Swanland, Ruan Jia, Sean O'Daniels, Sojin Hwang, Timens, UnidColor, Wei Wang, Zhang Zs Based on the original D&D game created by E. Gary Gygax and Dave Arneson, as well as Brian Blume, Rob Kuntz, James Ward and Don Kaye. Based on the Warcraft franchise by © Blizzard Entertainment Playtesting provided by Special thanks to This entire book was made using GM Binder. It is an amazing tool for creating authentic-looking homebrew material for 5th Edition Dungeons and Dragons. Without it, this project would've likely never been considered. www.GmBinder.com Foreword We've made this book in an attempt to bring the beloved Warcraft franchise into the 5th edition of Dungeons & Dragons. It is a task that has taken us months to do, and it'll likely take many more still. Everyone involved are working this in their spare time, aiming to bring a genuine recreation of Warcraft as a D&D 5th Edition tabletop RPG. This book is made to compliment official D&D 5th edition books, including the Player's Handbook, Dungeon Master's Guide, and Monster Manual. It has been built on the framework set by those books, and designed to be brought in as any supplement book would. Without any more work than to just use the material presented. It has been written with the intention of always being a free resource for everyone to use. Never to be bought or paid for. We've made this because we want others to enjoy the Warcraft universe under D&D 5th Edition rules. Not for any monetary gain. With each coming update, all changes will be noted in the Changelog — Link is provided below. ChangeLog Heroes Handbook Did you know that we have a Heroes Handbook as well to go alongside the Manual of Monsters? A fully fleshedout player book, bringing with it all the races and classes from World of Warcraft! Heroes Handbook Want to help grow a community? We're a relatively small group working together on this, and as such our ability to playtest all of it is limited. If you want to help the project out and give feedback, suggest changes and new features for the books, or simply just join our growing Warcraft RPG community, we have both an active discord server and a subreddit dedicated to this project! — Links below! Discord Server Subreddit 2


Contents Index of Monster Stat Blocks Ch. 1: Bestiary ..........................................4 Preface .........................................................4 App. A: Miscellaneous Creatures ..116 10 13 14 17 20 22 24 25 26 30 34 36 37 38 46 50 52 53 55 57 58 60 61 62 63 67 69 73 75 77 80 82 84 86 92 93 94 98 100 101 104 108 109 110 112 113 114 Ancients .................................................... Basilisk ...................................................... Bog Beasts ................................................ Centaurs ................................................... Core Hounds ............................................ Dinosaurs ................................................. Dragonhawks ........................................... Dust Devil ................................................. Dwarves: Dark Iron ................................ Elementals ................................................ Faceless Ones .......................................... Fleshbeast ................................................ Furbolg ...................................................... Ghosts ....................................................... Gnolls ........................................................ Golems ...................................................... Grell ........................................................... Harpies ...................................................... Kobolds ..................................................... Kodos ......................................................... Lashers ...................................................... Leper Gnome ........................................... Makrura .................................................... Mana Wyrms ............................................ Mechanicals ............................................. Murlocs ..................................................... Nagas ......................................................... Ogres ......................................................... Owlbeasts ................................................. Quilboars .................................................. Ravagers ................................................... Sabercats .................................................. Satyrs ......................................................... Scourge ..................................................... Shale Spider ............................................ Shredder ................................................... Silithids ..................................................... Skeletons .................................................. Treant ...................................................... Troggs ...................................................... Trolls ........................................................ Thunder Lizard ..................................... Whale Shark .......................................... Wind Serpents ...................................... Wretched ................................................ Worgen: Feral ........................................ Yetis ......................................................... 3


Chapter 1: Bestiary T HERE IS A BIG WORLD OUT THERE. From the familiar shores of Azeroth and the torn reaches of Draenor, across the Twisting Nether to a thousand worlds within the great cosmic planes. It's no wonder so many take to the call for adventure and seek out on their own, and no surprise to hear of the dangers they've found along the way. This chapter presents creatures found throughout the Warcraft universe. Some of the statistics have been brought over or otherwise adopted from the D&D System Reference Document (SRD) under the Open Gaming License (OGL), while the majority were written by the fans and contributors to this project -- without whom this book would likely be a long way away still. Here you will find statistics for many classic fantasy RPG staples -- skeletons, yetis, owlbeasts, harpies, gnolls, basilisks, ghosts, and more -- as well as numerous creatures iconic to Warcraft; such as the insidious murlocs, the lumbering woodland ancients, and the ever-looming threat of the undead Scourge. If you are looking for material to run a campaign set within the Warcraft universe, whether with material of your own or with material taken from the Heroes' Handbook also written as part of this project, we hope this book will provide you with enough material to keep your players on their toes as they venture through Azeroth and beyond. This chapter is not yet finished As of this first release of our Manual of Monsters, this book contains statistics for 179 monsters and miscellaneous creatures suitable for a Warcraft campaign. In the long run, our full goal is a book of statistics for approximately 600 (and perhaps later, even more) monsters, creatures, and NPCs. From mundane beasts to the great Dragonflights and the infernal armies of the Burning Legion, as well as legendary figures. Statistics A monster's statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster. Size A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the 5th edition Player's Handbook for more information on creature size and space. Size Categories Size Space Examples Tiny 2½ by 2½ ft. Small 5 by 5 ft. Medium 5 by 5 ft. Large 10 by 10 ft. Huge 15 by 15 ft. Gargantuan 20 by 20 ft. or larger Modifying Creatures Despite the versatile collection of monsters in this block, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak a creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating. Type A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as drakonids and drakeadons. The game includes the following monster types, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are forgotten ones, nerubians, and the creations of the old gods. Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. CHAPTER 2 | INTRODUCTION 4


Constructs are made, not born. Some are programmed by their creators to follow a set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Dragons are reptilian creatures of ancient origin and tremendous power. The dragonflights are highly intelligent and have innate magic. This category also includes distant relatives of the dragonflights; such as the less powerful and less magical dragonspawns and proto-drakes. Elementals are creatures native to the elemental plane. Some creatures of this type are little more than animate masses of their respective elements. Others have biological forms infused with elemental energy. The races of elemental creatures include ascendants, bound and unbound elementals, and revenants. Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. They are closely tied to the Emerald Dream. Fey include dryads, faerie dragons, and wisps. Fiends are creatures of wickedness native to worlds beyond Azeroth. Many originate from the Great Dark Beyond and its Twisting Nether, others were corrupted on planets far away. Fiends all serve Sargeras the Dark Titan, and in turn the Void Lords themselves. Fiends include demons, infernals, and the Eredar. Giants tower over humans and their kind. They are enormous creatures created by the titans, many of whom still show the stone shapes of their makers. Giants include sea giants, ogres, breakers, and the vrykul. Humanoids are the main people of Azeroth, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, orcs, trolls, and dwarves. A variety of humanoids appear throughout this book, but the races detailed in the Heroes Handbook are dealt with in appendix B. That appendix gives you a number of stat blocks that you can use to make variations of those races. Monstrosities are monsters, frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry, and others are the product of terrible curses. They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any type. Oozes are gelatinous creatures that rarely have a fixed shape. They adapt to their environment, taking on aspects of their surroundings. Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the ancients and treants. Fungal creatures such as sporelings and the mandragora also fall into this category. Titans are beings made by titans themselves. Many resemble constructs, being massive creatures made of stone or other inanimate materials. Titans include titan constructs, titanforged, and titanic watchers. Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as zombies and the San’layn, as well as bodiless spirits, such as ghosts and specters. Tags A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, while a neutral monster might be willing to negotiate. See the Heroes Handbook for descriptions of the different alignments. The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned doomguard or an evil keeper of the grove, there's nothing stopping you. Some creatures can have any alignment. Meaning, you can choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don't have an alignment. Armor Class A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. Hit Points A monster usually dies or is destroyed when it drops to 0 hit points. A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 x 4½). Hit Dice by Size Monster Size Hit Dice Average HP per Die Tiny d4 2½ Small d6 3½ Medium d8 4½ Large d10 5½ Huge d12 6½ Gargantuan d20 10½ A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11). CHAPTER 2 | INTRODUCTION 5


Speed A monster's speed tells you how far it can move on its turn. For more information on speed, see the 5th edition Player's Handbook. All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of groundbased locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. Burrow A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so. Climb A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb. Fly A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the 5th edition Player's Handbook). Such a monster stops hovering when it dies. Swim A monster that has a swimming speed doesn't need to spend extra movement to swim. Ability Scores Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the 5th edition Player's Handbook. Saving Throws The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent. A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Armor, Weapon, & Tool Proficiency Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment. For example, an ogre typically wears hide armor and wields a greatclub. You could equip an ogre with chain mail and a greataxe instead, and assume the ogre is proficient with both, one or the other, or neither. See the 5th edition Player's Handbook for rules on using armor or weapons without proficiency. Proficiency Bonus by Challenge Rating Skills The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-thanexpected bonus (usually double its proficiency bonus) to account for its heightened expertise. Vulnerabilities, Resistances, and Immunities Some creatures have vulnerability, resistance, or immunity to certain types of damage. Additionally, some creatures are immune to certain conditions. If a monster is immune to a game effect that isn't considered damage or a condition, it has a special trait. Challenge Proficiency Bonus 0 +2 1/8 +2 1/4 +2 1/2 +2 1 +2 2 +2 3 +2 4 +2 5 +3 6 +3 7 +3 8 +3 9 +4 10 +4 11 +4 12 +4 13 +5 Challenge Proficiency Bonus 14 +5 15 +5 16 +5 17 +6 18 +6 19 +6 20 +6 21 +7 22 +7 23 +7 24 +7 25 +8 26 +8 27 +8 28 +8 29 +9 30 +9 CHAPTER 2 | INTRODUCTION 6


Senses The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. Blindsight A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and the dragonflights. If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. Darkvision A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. Tremorsense A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Truesight A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. Languages The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "—" indicates that a creature neither speaks nor understands any language. Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. A telepathic monster doesn't need to see the creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiative or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and contact is terminated. A creature within the area of an antimagic field or in any other location where magic doesn't function can't send or receive telepathic messages. Challenge A monster's challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat monsters that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. Monsters that are significantly weaker than 1st-level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. Experience Points The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster although the DM may also award XP for neutralizing the threat posed by the monster in some other manner. Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. The 5th edition Dungeon Master's Guide explains how to create encounters using XP budgets, as well as how to adjust an encounter's difficulty. Experience Points by Challenge Rating Challenge XP 0 0 or 10 1/8 25 1/4 50 1/2 100 1 200 2 450 3 700 4 1,100 5 1,800 6 2,300 7 2,900 8 3,900 9 5,000 10 5,900 11 7,200 12 8,400 13 10,000 Challenge XP 14 11,500 15 13,000 16 15,000 17 18,000 18 20,000 19 22,000 20 25,000 21 33,000 22 41,000 23 50,000 24 62,000 25 75,000 26 90,000 27 105,000 28 120,000 29 135,000 30 155,000 CHAPTER 2 | INTRODUCTION 7


Special Traits Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. Innate Spellcasting A monster with this innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast as its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. An innate spell can have special rules or restrictions. For example, a spell might have a "self only" restriction, which means that the spell affects only the caster. A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them. Spellcasting A monster with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the 5th edition Player's Handbook). The spellcaster level is also used for any cantrips included in the feature. The monster has a list of spells known or prepared from a particular class. The list might also include spells from a feature in that class, such as the Divine Priesthood feature of the priest or the Druid Path feature of the druid. A monster can cast spells from its list at a higher level if it has the spell slot to do so. For example, a creature with the 3rd-level lightning bolt spell can cast it as a higher level spell if such a spell slot is available. You can change the spells that a monster knows or has prepared, replacing any spell on a monster's spell list with a different spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating. Psionics A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells. Actions When a monster takes its action, it can choose from the options in the Action section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the 5th edition Player's Handbook Melee and Ranged Attacks The most common action that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on the different kinds of attacks, see the 5th edition Player's Handbook. Creature vs. Target. The target of a melee or ranged attack is either one creature or one target, the difference being that a "target" can be a creature or an object CHAPTER 2 | INTRODUCTION 8


Hit. any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. Miss. If an attack has an effect that occurs on a miss that information is presented after the "Miss:" notation. Multiattack A creature that can make multiple attacks on its turn has the Multiattack ability. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack. Ammunition A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. Limited Usage Some special abilities have restrictions on the number of times they can be used. X/Day. The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to use it again. Recharge X—Y. The notation "Recharge X—Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5-6 on a d6. Recharge after a Short or Long Rest. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. Grapple Rules for Monsters Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless said otherwise. A creature grappled by the monster can use its action to try and escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10 + the monster's Strength (Athletics) modifier. Equipment A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as humanoid, is assumed to be dressed appropriately. You can equip monsters with additional gear and trinkets however you like, using the equipment chapter of the 5th edition Player's Handbook, and our Heroes Handbook for inspiration, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a monster with spellcasting requires material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. Legendary Creatures A legendary creature can do things that ordinary creatures can't. Legendary creatures can take special actions outside their turns, and a few can exert power over their environment, causing extraordinary magical effects to occur in their vicinity. Legendary Actions A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A legendary creature regains spent legendary actions at the start of its turn. It isn't required to use its legendary actions, and it can't use legendary actions while incapacitated. A Legendary Creature's Lair A legendary creature might have a section of describing its lair and the special effects it can create while there, either by act of will or simply by being present. Not all legendary creatures have lairs. This section only applies to legendary creatures that spend a great deal of time in their lairs and are most likely to be encountered there. Lair Actions If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), the creature can use one of its lair action options, or forgo using any of them that round. Regional Effects The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. CHAPTER 2 | INTRODUCTION 9


Ancients The Ancients are massive, leaf-covered trees given life. With an unparalleled wisdom and insight into the world around them, they act as guardians of the forests where they dwell -- such as those of northern Kalimdor, where their shared bonds with the night elves have kept the two races in a long-lasting symbiosis. Staunch Defenders. An ancient is grown from an acorn, like so many other trees, though the acorn itself is far rarer and far more powerful. It takes years upon years for an ancient to grow to its full size, where it stays for thousands of years without feeling the wear of old age. The ancients who have allied themselves with the honorable night elves stand guard of their cities, and of their border territories. They can burrow their rooted feet into the soil beneath, becoming indistinguishable from a normal tree if they stand perfectly still. This allows both for other creatures to take shelter between its leaves, such as a squirrel with its own acorns, and for the ancient to keep quiet watch over the wilds. Due to their immense lifespan and often slow, lumbering presence, an ancient sees time differently from mortal races. Often times, years may become akin to hours, minutes, or even seconds. Plantlike Creatures. An ancient doesn't require food or sleep. Instead, it draws nourishment from the soil and can carry on for weeks without a fresh supply of water. Ancient Protector Most often when the acorn of an ancient sprouts, it grows to become an ancient protector. These hulking trees make up most of the ancients, and are critical in safeguarding night elven civic areas and groves. Ancient of Lore Some ancients grow to become enlightened beings of the forest, wise beyond belief and capable of establishing meaningful contact with the free-spirited dryads. These ancient have a close connection to night elven druids and priests, taking on a role as instructors in the ways of magic and the secrets of nature. Ancient of War The toughest of ancients grow into ancients of war; mighty plants often found defending night elven settlements or supporting Alliance forces in battle. Embodied in these ancient guardians are the spirits of courage and determination, which they wield to call upon the forest itself to rise in order to turn the tide of battle in favour of them and their allies. ANCIENTS Ancient Protector Huge plant, neutral good Armor Class 15 (natural armor) Hit Points 105 (10d12 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 19 (+4) 12 (+1) 16 (+3) 12 (+1) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses darkvision 120 ft., passive Perception 13 Languages Darnassian, Druidic Challenge 6 (2,300 XP) False Appearance. While the ancient remains motionless, it is indistinguishable from a normal tree. Siege Monster. The ancient deals double damage to objects and structures. Actions Multiattack. The ancient makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. Rock Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage. Take Root. The ancient buries its roots in the ground or uproots them. While rooted, the ancients speed becomes 0, it gains advantage on its attack rolls, and is immune to any effect that would force the ancient to move or be moved. A 10


ANCIENTS Ancient of Lore Huge plant, neutral good Armor Class 15 (natural armor) Hit Points 115 (11d12 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 19 (+4) 14 (+2) 21 (+5) 12 (+1) Saving Throws Wis +8 Skills History +5, Nature +8 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses darkvision 120 ft., passive Perception ## Languages Darnassian, Druidic Challenge 7 (2,900 XP) False Appearance. While the ancient remains motionless, it is indistinguishable from a normal tree. Siege Monster. The ancient deals double damage to objects and structures. Speak with Nature. The ancient can communicate with beasts and plants as if they shared a language. Spellcasting. The ancient is a 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The ancient has the following druid spells prepared: Cantrips (at will): dancing lights, druidcraft, solar wrath, thorn whip 1st level (4 slots): detect magic, detect poison and disease, faerie fire, starfire 2nd level (3 slots): locate animals and plants, moonbeam, skywrite 3rd level (3 slots): dispel magic, plant growth, protection from energy, starsurge 4th level (3 slots): confusion, locate creature 5th level (2 slots): dream, wrath of nature 6th level (1 slot): starfall, wall of thorns Actions Multiattack. The ancient makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. Rock Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 25 (5d8 + 3) bludgeoning damage. Take Root. The ancient buries its roots in the ground or uproots them. While rooted, the ancients speed becomes 0, it gains advantage on its attack rolls, and is immune to any effect that would force the ancient to move or be moved. A 11


Variant: Tree of Life A tree of life is a sapling born from the world tree Nordrassil, these ancients have suffered great losses in recent wars, and those who remain have returned to the forest to spread their seeds and replenish their numbers undisturbed. A tree of life has a challenge rating of 11 (7,200 XP). It has the same statistics as an ancient of lore, and gains the following additional traits: Nature's Blessing. The tree add its Wisdom modifier to its Armor Class (AC 20). Rooted Tranquility. While the tree have taken root, each plant of the tree's choice within 60 feet of it regains 20 hit points at the start of its turn. If the plant takes fire damage, this trait doesn't function at the start of the plant's next turn. A plant dies if it starts its turn with 0 hit points. Spellcasting. The tree has the following additional spells prepared. 4th level: guardian of nature, grasping vine 5th level: commune with nature 6th level: druid grove, sunbeam The tree has the following additional action option. Summon Wisps (1/Day). The tree calls forth ten wisps that appear in empty spaces within 60 feet of it. These wisps act as allies of the tree. The wisps remains for 1 day or until they die. ANCIENTS Ancient of War Huge plant, neutral good Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) Skills Athletics +10, Nature +7, Perception +7 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 17 Languages Darnassian, Druidic Challenge 9 (5,000 XP) False Appearance. While the ancient remains motionless, it is indistinguishable from a normal tree. Resilient Nature. Unless the ancient of war is incapacitated, it and plant creatures of its choice within 60 feet of it have advantage on saving throws against being charmed or frightened. Siege Monster. The ancient deals double damage to objects and structures. Actions Multiattack. The ancient makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (5d8 + 6) bludgeoning. Take Root. The ancient buries its roots in the ground or uproots them. While rooted, the ancients speed becomes 0, it gains advantage on its attack rolls, and is immune to any effect that would force the ancient to move or be moved. Animate Trees (1/Day). The ancient magically animates five or fewer trees that it can see within 60 feet of it. The trees have the statistics of a treant, except they have Intelligence and Charisma scores of 1 and they only have the Claw action. An animated tree acts as an ally of the ancient. The tree remains animated for 1 day, until it dies, or until the ancient takes a bonus action to turn it back into an inanimate tree. If the tree doesn't die and is made inanimate, it takes root again if it can. A 12


Basilisk Sometimes, travelers find carved stone statues of people or wildlife that look remarkably lifelike. Sometimes these statues are whole. Other times, the parts that are missing appear to have been bitten off. Seasoned explorers regard such relics as a warning, knowing that the basilisk responsible is likely to still be close by. Territorial Creatures. Although basilisks are powerful creatures, and fierce combatants, they rarely exhibit a deliberately cruel or violent intent. Basilisks live as solitary predators, sometimes in small colonies, and keep a watchful eye on the borders of their territory. From their domain, they prefer to hunt those who choose to trespass, leaving behind petrified chunks of whatever remains. Gaze of Stone. As far as predators go, basilisks are often slow and ponderous creatures, as they rarely need to chase their prey. Meeting a basilisk's supernatural gaze can be enough to rapidly transform their prey into stone -- which the basilisk then breaks apart with its strong jaws, perfectly capable of tearing down the stone for nutrition. A Fondness for Crystals. Though many scholars have examined the basilisk's inherent attraction to crystals, there is no agreement as to why the lumbering beasts exhibit such fondness for them. They exhibit great fondness for crystalline structures and are capable of sensing them from a great distance, which they will gladly traverse -- in groups or by their lonesome -- to retrieve their coveted prize. Basilisks have such an insatiable hunger for such crystals, it is not uncommon to find colonies that have begun to sprout crystal formations across their rocky hides, as a side-effect of their gluttonous diet. In Stranglethorn Vale, especially, some colonies have taken to forming their nests from these same crystals, making for an attractive gamble for any adventurers daring enough to come face to face with the terrifying beasts. BASILISK Basilisk Medium monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (+2) Senses Darkvision 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP) Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Actions Bit. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d6 +3) piercing damage plus 7 (2d6) poison damage. B 13


Bog Beasts A bog beast is a massive, shambling monster made of plants, roots, and flesh. Inhabiting bogs and swamps, they hide away beneath the water surface, disguising themselves as thick, waterlogged lumps of vegetation. There they wait patiently for any unaware critters to venture too close -- or better yet, unaware adventurers. Creatures of Mystery. Bog beasts are frightful creatures, and notoriously elusive. They are adept at avoiding the gaze of scholars attempting to study them; and for many who have tried, only moss-riddled remains have been found. Their aggressive, territorial nature makes them a considerable danger to any unfortunate enough to cross paths with them. Plants Anatomy. Thick roots stretch across the entirety of the bog beast's form, as if to conceal what hides underneath. It is speculated that they have no real need for sustenance apart from the waters they dwell in, and some have been observed spending months still in the murky depths -- only barely grasping the surface to draw breath. Naturally Powerful. Explorers who have encountered a bog beast and lived to tell the tale, describe them as immensely powerful and resilient to harm. Their massive limbs can quickly overwhelm their enemies, crushing opponents with their fists or with whatever nearby objects they can throw. Timberling A timberling is by many considered the child of bog beasts, very similar and yet considerably smaller at a height comparable to that of a dwarf. As far as bog beasts go, timberlings are fairly peaceful creatures that live in harmony with the land. However, any disruption to their habitat will quickly drive them into an unnatural frenzy. Thistleshrub Thistleshrubs, unlike most bog beasts, do not dwell in swamps or marshes. Instead they prefer arid climates, and bear a resemblance to a large mass of withered vines covered in sharp briars. They are known to be very hostile, and will certainly attack anyone foolish enough to approach; sporadically lashing out with whip-like thorns at anything that comes near. Swampwalker These hulking masses are rarely ever witnessed outside of dense swamps, and blend perfectly into their chosen habitat with their dark green and brown colors. They are both the most territorial and the most cunning among bog beasts, and have been witnessed deliberately attempting to lure travellers farther into their lair in order to spring a trap. Their natural camouflage allows them to move through their territory entirely unseen, and have left adventurers wary even of rippling water and rustling leaves when venturing through swamps. Tar Creeper Cherishing humid air and temperatures, the tar creeper is by far the most abnormal of all bog beasts for its viscous, tar-like appearance. Not to mention the most dangerous. Though they might seem slow, these massive beasts can cut through tar like a fish through water; lunging forth to trap their prey and drag it back down below. BOG BEASTS B 14


BOG BEASTS Timberling Medium plant, unaligned Armor Class 14 (natural armor) Hit Points 26 (4d8 + 8) Speed 25 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 7 (-2) Skills Perception +2, Stealth +3 Damage Vulnerabilities fire Damage Resistances lightning; bludgeoning, piercing and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 12 Languages - Challenge 1 (200 XP) Hold Breath. The timberling can hold its breath for 30 minutes. Swamp Camouflage. The timberling has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Swamp Mobility. The timberling ignores difficult terrain created by swamps, and can see through nonmagical mists of swamplands. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is Medium or smaller, it is either grappled (escape DC 12) or pushed up to 10 feet away. Until the grapple ends, the target is restrained, and the swampwalker can only make one claw attack. Thistleshrub Large plant, unaligned Armor Class 14 (natural armor) Hit Points 68 (8d10 + 24) Speed 25 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 16 (+3) 4 (-3) 10 (+0) 7 (-2) Skills Perception +3, Stealth +4 Damage Vulnerabilities fire Damage Resistances lightning; bludgeoning, piercing and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 4 (1,100 XP) False Appearance. While the thistleshrub remains motionless, it is indistinguishable from a shrub covered in thorns. Water Awareness. The thistleshrub can sense the presence of water reservoirs up to 5 miles away, as well as water within a creature's body. It knows the general direction they're in but no their exact location. Actions Multiattack. The thistleshrub makes two claw attacks. Thorny Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is Large or smaller, it is either grappled (escape DC 14) or pushed up to 10 feet away. Until the grapple ends, the target is restrained, and the swampwalker can only make one claw attack. Entangling Roots (Recharge 5-6). Grasping thorny roots and vines sprout in a 15-foot radius centered on the thistleshrub, withering away after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature of the thistleshrub's choice in that area when the plants appear must succeed on a DC 14 Strength saving throw or become restrained. While restrained in this way, the target takes 9 (2d8) piercing damage at the start of their turn. A creature can use its action to make a DC 14 Strength check, freeing itself or another entangled creature within reach on a success. B 15


BOG BEASTS Swampwalker Large plant, unaligned Armor Class 15 (natural armor) Hit Points 76 (9d10 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 7 (-2) Skills Perception +3, Stealth +5 Damage Vulnerabilities fire Damage Resistances lightning; bludgeoning, piercing and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 5 (1,800 XP) Hold Breath. The swampwalker can hold its breath for 30 minutes. Regeneration. The swampwalker regains 5 hit points at the start of its turn. If the swampwalker takes acid or fire damage, this trait doesn't function at the start of the swampwalker's next turn. The swampwalker dies if it starts its turn with 0 hit points. Swamp Camouflage. The swampwalker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Swamp Mobility. The swampwalker ignores difficult terrain created by swamps, and can see through nonmagical mists of swamplands. Actions Multiattack. The swampwalker makes two claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is Large or smaller, it is either grappled (escape DC 13) or pushed up to 10 feet away. Until the grapple ends, the target is restrained, and the swampwalker can only make one claw attack. Tar Creeper Large elemental, unaligned Armor Class 15 (natural armor) Hit Points 123 (13d10 + 52) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 18 (+4) 4 (-3) 10 (+0) 7 (-2) Skills Perception +3, Stealth +5 Damage Vulnerabilities fire Damage Resistances lightning; bludgeoning, piercing and slashing from non magical attacks Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 8 (3,900 XP) Hold Breath. The tar creeper can hold its breath for 30 minutes. Tar Stench. Any creature other than a tar creeper that starts its turn within 5 feet of the tar creeper must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all tar creepers for 1 hour. Swamp Camouflage. The tar creeper has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Swamp Mobility. The tar creeper ignores difficult terrain created by swamps, and can see through non magical mists of swamplands. Charge. If the tar creeper moves at least 10 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an additional 14 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. Actions Multiattack. The tar creeper makes two attacks with its poison claws. Poison Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) poison damage. Tar Spray (1/Day). The tar creeper sprays sticky tar in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed saving throw a creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. A creature can remove the tar on itself during a short or long rest by bathing in water, alcohol, or vinegar. B 16


Centaurs Abundant across the plains of central and southern Kalimdor, the centaur are a race of half-horse humanoids, appearing as a human's torso, arms, and head extending from the neck of an equine body. Full-grown centaurs stand over seven feet tall, hooves to head, and weigh over a ton. Nomadic Culture. They keep in small nomadic tribes, roaming the broad regions they consider their territory, with regular spots by which they settle their tents to hunt and forage. Each tribe is lorded by its khan, who'll more often than not keep open conflict with both neighboring tribes and races alike. While on their warpath, travelling from place to place, centaurs often claim prisoners during their raids. Usually, these prisoners are tortured, driven to exhaustion, and eventually eaten. Cycle of Conflict. Though many attempts have been made, either between tribes or at the behest of tauren settlements in a tribe's warpath, the centaur have never been ones for diplomacy. Both the Horde and the Alliance have done their part to feed this inter-tribal conflict, seeing it as a necessary act to keep scattered clans, especially in regions such as the Barrens or Desolace, from banding together and becoming a more dangerous foe. Centaur Earthcaller Though centaurs follow a shamanistic faith, their rites and rituals are unique; given their heritage as children of the elemental princess Theradras. Earth Callers are commonly female centaurs, acting as shamans of their tribes as they wield the power to rain elemental earth upon their foes. Centaur Khan At the heart of each centaur tribe is the khan, who acts as a leader both for their great intelligence and their unmatched ferocity. Rage and savagery are key to the centaur khans, allowing them to lead their tribe into battle as a fearless commander without equal. Centaur Names and Languages The centaur speak Low Common, and often learn phrases from the languages of their enemies; including Common, Orcish, Goblin, and Taur-ahe. A few centaurs even go as far as to learn the entirety of these languages, with fewer still adopting this second language as their primary language. Their names are short and sharp, while tribes draw their name from the first khan to lead them -- such as khan Gelk of the Gelkis. The ending of a tribe's name sits at the whim of its first khan, it is speculated that they draw these from other languages spoken by the tribe's founding members. Centaur Names: Ablik, Arug, Blizh, Drothar, Feth, Jamrek, Kerrak, Kromzar, Magra, Sherik, Shodo, Warug Tribe Names: Galak, Jhenek, Kolkar, Krenek, Okrim, Wethek, Worrak CENTAURS C 17


The Children of Zaetar The centaur are the progeny of Zaetar, a Keeper of the Grove and son of Cenarius; Lord of the forest and Demigod of the Groves. Though Zaetar was no lesser than his brother, Remulos, he often felt himself living in the shadow of his brother's presence and accomplishments. When Cenarius sent his son Zaetar out to investigate the re-emergence of the elemental princess Theradras, daughter of Therazane the Stonemother, Zaetar saw himself enchanted by Theradras' beauty. The two became mates, in secrecy, and out of their forbidden union the centaur were born. Zaetar realized his deed upon seeing the centaurs, who in turn saw the disgust in their father's eyes and brutally murdered him. Therazane chastised them for the deed, for which the centaurs promised to honor Zaetar's memory to please their beloved mother. Theradras entombed her lover's spirit within her own lair, which the centaur gave the name Maraudon and grew to be regarded as a sacred place. CENTAURS Centaur Large humanoid (centaur), chaotic evil Armor Class 12 Hit Points 45 (6d10 + 12) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0) Skills Athletics +6, Perception +3, Survival +3 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Actions Multiattack. The centaur makes two attacks: one with its hooves and one with another melee weapon, or two with its longbow. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing. Centaur Earthcaller Large humanoid (centaur), chaotic evil Armor Class 13 (leather) Hit Points 52 (7d10 + 14) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 14 (+2) 11 (+0) 17 (+3) 11 (+0) Skills Athletics +5, Perception +6, Survival +6 Senses passive Perception 16 Languages Common Challenge 4 (1,100 XP) Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Spellcasting. The centaur is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following shaman spells prepared: Cantrips (at will): lightning blast, mending, mold earth 1st level (4 slots): detect magic, earth tremor, fog cloud, thunderwave 2nd level (3 slots): chain heal, lava burst, maximilian's earthern grasp 3rd level (2 slots): call lightning, earthen spike Actions Multiattack. The centaur makes two attacks: one with its hooves and one with another melee weapon. Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) bludgeoning damage. Reactions Earthen Shield (3/Day). When a creature makes an attack against another creature within 15 feet of the centaur, the centaur can give all attacks against that C creature disadvantage until the start of its next turn. 18


CENTAURS Centaur Khan Large humanoid (centaur), chaotic evil Armor Class 16 (natural armor) Hit Points 105 (11d10 + 44) Speed 50 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 11 (+0) 14 (+2) 11 (+0) Skills Athletics +8, Perception +5, Survival +5 Senses passive Perception 15 Languages Common Challenge 6 (2,300 XP) Brave. The centaur has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra damage die when the centaur hits with it (included in the attack). Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Relentless (Recharges after a Short or Long Rest). If the centaur takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack. The centaur makes three attacks: two with its greataxe and one with its hooves. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. War Cry (1/Day). Each creature of the centaurs choice within 30 feet of it that can hear it gains advantage on attack rolls until the start of the centaurs next turn. The centaur then makes a melee weapon attack as a bonus action. C 19


CORE HOUNDS Core Hound Large elemental, chaotic evil Armor Class 16 (natural armor) Hit Points 115 (11d10 + 55) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 20 (+5) 8 (-1) 10 (+0) 6 (-2) Skills Athletics +8 Damage Resistances bludgeoning, piercing, and slashing from non magical attacks Damage Immunities fire Senses darkvision 60 ft., passive Perception 10 Languages understands Kalimag but can't speak Challenge 7 (2,900 XP) Illumination. The core hound sheds bright light in a 15- foot radius and dim light in an additional 15 feet. Molten Core. A creature that touches the core hound or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, any nonmagical weapon that hits the core hound melts. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the core hound is destroyed after dealing damage. Two Heads. The core hound has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful. When one of the core hounds heads is asleep, its other head is awake. Actions Multiattack. The core hound makes two bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 9 (2d8) fire damage. Molten Breath (Recharge 4-6). The core hound exhales searing flames in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one. A creature failing the save who wears non magical armor or a shield take a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. C 20


Core Hounds Most who venture to Blackrock Mountain would rather face a squad of orcs than confront a single core hound. These hulking bulldogs drip of magma as they trail, guarding the molten core of the black mountain -- as well as the scorched earth of the lands around. A core hound's body is covered in thick, sweltering metal plates, with streaks of fire running the length of its back. Its mouth is filled with rows of sharp teeth, said to be hotter than white-hot steel. Faithful Servants. Core hounds are the faithful servants of the Firelord and his minions, and in many ways do act like loyal dogs in that regard, following the will of their fiery master as best they can. Endless Growth. If allowed, a core hound can grow for an eternity, ultimately becoming hulking titans of gargantuan size -- like their progenitor, Magmadar. Few core hounds ever manage to reach such a size, as often their aggressive nature becomes their downfall. The dark iron hounds, considered misshapen by true core hounds, cease to grow once they reach maturity. Core Hound The core hound is a monstrous, vicious, two-headed bulldog with a faithful bond to the Firelord Ragnaros and his minions. Waves of scorching heat emanate from the core hound's body, and those who engage it with head-on quickly find their weapons rendered useless as each slash and stab melts it all away. They are are ferocious, unforgivable beings. Hostility toward intruders is always a given, as they are impossible to reason with. They take orders solely from the Firelord's rank and file, or from the Firelord himself. Dark Iron Hound A dark iron hounds is smaller, one headed, core hound. They are often seen accompanying the dark iron dwarves who dwell within Blackrock Mountain. These hounds are often used as mounts by the dark iron dwarves that keep them, though they do not take well to others. CORE HOUNDS Dark Iron Hound Medium elemental, neutral evil Armor Class 14 Hit Points 30 (4d8 + 12) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 17 (+3) 6 (-2) 11 (+0) 5 (-3) Damage Immunities fire Senses darkvision 60 ft., passive Perception 10 Languages understands Kalimag, and Dwarven but can't speak Challenge 2 (450 XP) Charge. If the hound moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a Dc 13 Strength saving throw or be knocked prone. Illumination. The hound sheds bright light in a 10-foot radius and dim light in an additional 10 feet. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. C 21


Variant: Raptor Ravager The most ferocious in a pack of raptors are often referred to as ravagers. A raptor ravager has a challenge rating of 2 (450 XP). It has the same statistics as a raptor, and gains the following trait: Rampage. When the raptor reduces a creature to 0 hit points with a melee attack on its turn, the raptor can take a bonus action to move up to half its speed and make a bite attack. DINOSAURS Raptor Medium beast, unaligned Armor Class 13 (Natural Armor) Hit Points 27 (5d8 + 5) Speed 50 ft STR DEX CON INT WIS CHA 12 (+2) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 6 (-2) Skills Perception +4, Stealth +4 Senses passive Perception 14 Challenge 1 (200 XP) Keen Hearing and Smell. The raptor has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The raptor has advantage on attack rolls against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If the raptor moves at least 20 ft. straight toward a creature and then hits it with a claw or bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Multiattack. The raptor makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d4+3) Piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8+3) Slashing damage. Raptor Matriarch Medium beast, unaligned Armor Class 13 (Natural Armor) Hit Points 45 (7d8 + 14) Speed 50 ft STR DEX CON INT WIS CHA 12 (+2) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 12 (+1) Skills Perception +4, Stealth +5, Intimidation +3 Senses passive Perception 14 Challenge 3 (700 XP) Keen Hearing and Smell. The raptor has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The raptor has advantage on attack rolls against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If the raptor moves at least 20 ft. straight toward a creature and then hits it with a claw or bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Multiattack. The raptor makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) Piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) Slashing damage. Matron's Call (1/Day). The raptor utters a series of guttural noises and cries. Other raptors within 30 ft. who hear the call, can use their reaction to make an opportunity attack against a creature within 5 ft. of them. D 22


D i n o s a u r s D i n o s a u r s a r e a m o n g t h e o l d e s t r e p t i l e s i n t h e w o r l d. Fo r t h e m o s t p a r t, t h ey s p l i t i n t o t w o g r o u p s: s av a g e, t e r r i t o r i a l p r e d a t o r s, a n d d o c i l e b u t s t i l l u n d e n i a b l y d a n g e r o u s h e r b i v o r e s. These cr e a t u r e s c o m e i n m a ny s i z e s a n d s h a p e s, w i t h a w i d e v a r i e t y o f m a r k i n g s a n d c o l o r a t i o n s b e t w e e n t h e m. They roam far and wide across Azeroth, all the way from remote mountain valleys to humid jungles and rugged barren plains. Raptor The raptor is an aggressive theropod predator, known for its great strength and speed. It is fast enough to chase down near anything out in the open, and prefers to pounc e o n i t s p r ey i n o r d e r t o t r a p i t. T h e n, i t t e a r s fl e s h fr o m b o n e w i t h i t s l o n g, c u r v e d c l aw s a n d r a z o r - s h a r p t e e t h. Threshadon A plesiosaurus is a marine dinosaur whose comp a c t b o d y i s d r i v e n b y p o w e r fu l fl i p p e r s. A n a g g r e s s i v e p r e d a t o r, i t a t t a c k s a ny c r e a t u r e t h a t i t e n c o u n t e r s. I t s fl e x i b l e n e c k a c c o u n t s fo r a t h i r d o f i t s t o t a l l e n g t h, a l l o w i n g i t t o t w i s t i n a ny d i r e c t i o n i n o r d e r t o d e l i v e r i t s p o w e r fu l b i t e. D I N O S AU R S T h r e s h a d o n H ug e b e a s t, u n a l ig n e d A rm o r Clas s 1 4 ( n a t u r al a r m o r ) H i t P o i n ts 6 0 ( 7 d 1 0 + 2 2 ) S p e e d 2 0 ft., swi m 4 0 ft. STR D E X C O N IN T WIS C H A 1 8 ( + 4 ) 1 5 ( + 2 ) 1 4 ( + 2 ) 2 ( - 4 ) 1 2 ( + 1 ) 5 ( - 3 ) S k ills P e r c e p tio n + 3, S t e alt h + 4 S e n s e s p a s siv e P e r c e p tio n 1 3 L a n g u ag e s — C h alle n g e 3 ( 7 0 0 X P ) Ho ld brea th. T h e t h r e s h a d o n c a n h old it s b r e a t h fo r 3 0 min u t e s. Keen Hearing. T h e t h r e s h a d o n h a s a d v a n t a g e o n Wis d o m ( P e r c e p tio n ) c h e c k s t h a t r ely o n h e a rin g. Relentless (Recharges after a Short or Long Rest). If the threshadon takes 12 points of damage or le s s t h a t wo uld r e d u c e it t o 0 hit p oin t s, it is r e d u c e d t o 1 hit p oin t in s t e a d. Actions Bite. Melee Weap o n A t ta c k: + 6 t o hit, r e a c h 1 0 ft., one target. Hit: 14 (3d6 + 4) piercing damage. D23


Dragonhawks Travelers entering the enchanted forests of Quel'Thalas might catch a glimpse of the mystical dragonhawk gliding above the trees. An unusual warmth hangs in the air, as the majestic beast vanishes out of sight. Bred for War. The elves of Quel'Thalas have a long standing tradition domesticating dragonhawks. They are vicious flying predators, swift and deft, able to crack bones and pierce hides with their long talons, and the elves have long mastered training them for use as aerial mounts. Majestic and magnificent creatures, dragonhawks and their elven riders make for an impressive sight. Wild Legends. Few wild dragonhawks still exist. Most of the beasts found in Quel'Thalas, if not all, are kept by the elves. Wild ones are near-mythical beings that few ever witness, as they stay clear of their tamed kin and have become masters of avoiding detection. These dragonhawks are formidable hunters and among the deadliest predators found on the Eastern Kingdoms. DRAGONHAWKS Young Dragonhawk Medium beast, unaligned Armor Class 12 Hit Points 22 (4d8 + 4) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 8 (-1) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages understands Thalassian but can't speak Challenge 1 (200 XP) Keen Sight. The dragonhawk has advantage on Wisdom (Perception) checks that rely on sight. Avoidance. If the dragonhawk is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. The dragonhawk makes two attacks with its talons. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Fire Breath (Recharges after a Short or Long Rest). The dragonhawk exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Dragonhawk Large beast, unaligned Armor Class 13 Hit Points 67 (9d10 + 18) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 7 (-2) 14 (+2) 8 (-1) Saving Throws Dex +5, Con +4 Skills Perception +4 Damage Resistances fire Senses darkvision 60 ft., passive Perception 14 Languages understands Thalassian but can't speak Challenge 4 (1,100 XP) Keen Sight. The dragonhawk has advantage on Wisdom (Perception) checks that rely on sight. Avoidance. If the dragonhawk is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. The dragonhawk makes two attacks with its talons. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Fire Breath (Recharge 5-6). The dragonhawk exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much D damage on a successful one. 24


D u s t D e v i l A d u s t d e v i l i s a n e l e m e n t a l o f a i r a n d e a r t h. Ro a r i n g o u t a c r o s s t h e l a n d, t h e s e v i o l e n t v o r t e x e s c a n s p e l l a r e a l p r o b l e m fo r a ny n e a r b y s e t t l e m e n t s, a s t h e i r c h a o t i c n a t u r e m a ke s t h e m p r o n e t o c a u s e g r e a t u p h e av a l. Eternal Nuisance. Dust devils find an un u s u a l e nj o yment in their uncanny roaming, destroying whatever they come across in their path by sending forth incredible gust s o f w i n d o r b y t e a r i n g i t a s u n d e r w i t h t h e i r h a n d s. Conjured by Magic. Certain spells and magic i t e m s c a n c o nj u r e fo r t h e l e m e n t a l s fr o m t h e E l e m e n t a l P l a n e t o t h e M a t e r i a l P l a n e. E l e m e n t a l s, a n d d u s t d e v i l s i n p a r t i c u l a r, resent this treatment and the shackles of servitude that comes with it. A creature that summons an elemental mu s t a s s e r t t h e fo r c e o f w i l l t o c o n t r o l i t. Elemental Nature. A dust devil d o e s n't r e q u i r e a i r, fo o d, drink, or sleep. D U S T D EV I L D u s t D e v i l M e d i u m e le m e n ta l, c h a o t i c n e u t ra l A rm o r Clas s 1 4 H i t P o i n ts 4 4 ( 8 d 8 + 8 ) S p e e d 0 ft., fly 4 0 ft. STR D E X C O N IN T WIS C H A 1 2 ( + 1 ) 1 6 ( + 3 ) 1 3 ( + 1 ) 6 ( - 2 ) 1 0 ( + 0 ) 6 ( - 2 ) D a m ag e R e s i s ta n c e s t h u n d e r; blu d g e o nin g, pie r cin g, and slashing from non magical attacks D a m ag e Im m u n i t i e s p ois o n Co n d i t i o n Im m u n i t i e s e x h a u s tio n, g r a p ple d, p a r aly z e d, petrified, poisoned, prone, restrained, unconscious S e n s e s d a r k visio n 6 0 ft., p a s siv e P e r c e p tio n 1 0 L a n g u ag e s A u r a n C h alle n g e 2 ( 4 5 0 X P ) A ir Form. T h e ele m e n t al c a n e n t e r a h o s tile c r e a t u r e's s p a c e a n d s t o p t h e r e. It c a n m o v e t h r o u g h a s p a c e a s n a r r ow a s 1 in c h wi d e wi t h o u t s q u e e zin g. Actions Multiattack. The elemental makes two atta c k s: o n e wi t h it s sla m a n d o n e wi t h it s g u s t. Slam. Melee Weapon Attack: +5 to hit, r e a c h 5 ft., o n e t a r g e t. H i t : 7 ( 1 d 8 + 3 ) blu d g e o nin g d a m a g e. Gust. One target must make a DC 11 Strengt h s a vin g t h r ow. O n a failu r e, t h e t a r g e t t a k e s 7 ( 2 d 6 ) blu d g e o - nin g d a m a g e a n d is flu n g u p t o 2 0 fe e t dir e c tly awa y fr o m t h e ele m e n t al a n d k n o c k e d p r o n e. If t h e s a vin g t h r ow is s u c c e s s ful, t h e t a r g e t o nly t a k e s h alf d a m a g e a n d is n't flu n g awa y o r k n o c k e d p r o n e. Upheaval (Recharge 4-6). The elemental p u s h e s d u s t u pwa r d s a t a p oin t it c a n s e e wi t hin 1 5 fe e t o f it. E a c h c r e a t u r e o t h e r t h a n t h e ele m e n t al wi t hin 5 fe e t o f t h e u p h e a v al m u s t s u c c e e d o n a D C 1 3 D e x t e rit y s a vin g t h r ow o r b e blin d e d u n til t h e e n d o f t h e ele m e n t al's n e x t t u r n. T h e ele m e n t al n e e d s lo o s e e a r t h, r o c k, o r s o m e t hin g simila r t o u s e u p h e a v al. D25


Dwarves: Dark Iron Known for their fiery tempers and fierce determination, the Dark Iron clan of dwarves has a history of strife with the other dwarven clans, as well as within their own ranks. Twisted by the influence of Ragnaros the Firelord, they are a greedy, cruel, and despotic kind. Most dark iron dwarves have hair as red as fire or black as coal, trickling with ember flakes, and skin the color of ash. Though their clothes are drab and dark, their ornate style and lavish jewelry is a prominent display of status. Legacy of Thaurissan. In ages past, the Dark Iron clan cut out their own from the Bronzebeard clan of Ironforge and the Wildhammer clan of Grim Batol. Sworn to revenge on his dwarven king, the Sorcerer-Thane Thaurissan and his wife Modgud led their clansfolk to the southern borders of Khaz Modan, into the far-reaching stretches of the Redridge Mountains. There, founding the city of Thaurissan, the clan let their hatred seethe and and their forces swell, before they ultimately led a two-pronged assault on both Ironforge and Grim Batol. Thaurissan himself was routed by the Bronzebeards at Ironforge and his wife saw her end to the Wildhammers at Grim Batol. The Dark Iron clan fled back to their home in the Redridge Mountains, where they were ultimately cornered by their dwarven kin -- intent to wipe Thaurissan's legacy from the continent. Rise of the Firelord. To avoid a seemingly inevitable defeat, Thaurissan attempted to summon forth and ancient power that had been left sleeping beneath the earth. What he brought forth was the Firelord, Ragnaros, once locked away by the Titans when the world was still young. The towering elemental Lord rose forth, unleashed from his prison, in an apocalyptic rebirth that shattered the Redridge Mountains. At the center of the devastation, a volcano rose forth to spew ash and molten rock across the land. This volcano became known as Blackrock Mountain. The smoldering crater of destruction to its north became known as the Searing Gorge, while the lifeless reaches to its south became the Burning Steppes. Though Sorcerer-Thane Thaurissan himself was killed in the eruption, both the legacy of his name and the legacy of his surviving clansfolk have lived on. Enslaved by the Ragnaros the Firelord and his elemental hordes. Shadowforge City. For decades after, the Dark Iron clan lived in servitude to their elemental master. Not as thralls in chains, but as devoted warriors under the Firelord's scalding banner. Following in the footsteps the SorcererThane's legacy was the son of him and his wife Modgud; Dagran Thaurissan, crowned emperor of the Dark Iron clan and their new home beneath Blackrock Mountain: Shadowforge City. DWARVES: DARK IRON D 26


Born in Flames. Like other dwarves, dark iron dwarves have a strong constitution. Adding to their formidable stamina is an incredible affinity to fire -- a gift granted to them by their long servitude to Ragnaros the Firelord. Though fire can still harm them, the soot-stained skin of a dark iron dwarf shields them well from the smoldering fires at the heart of Blackrock Mountain. Conflicted Kin. The dark iron dwarves have long nurtured conflict with the other dwarven clans. A failed coup in Ironforge ignited the War of the Three Hammers, which in turn became the catalyst that ultimately brought forth Ragnaros. Worse still, the dwarves remain as split within their own ranks as they are with the other clans. Open conflicts between independent groups and splintered factions is a common occurrence within the blackened halls beneath the mountain. Dark Iron Sorcerer For those among the dark iron dwarves who lack the strength to train as warriors, a few hold the privilege to instead pursue the study of magic. Sorcerers within the Dark Iron clan have unlocked the power to harness their inner fire, and even yield some control of the mountain's elemental forces from their master. This power seats them at the heart of clan. Dark Iron Overseer The Dark Iron Overseers keep the daily operations of the clan's numerous prospects -- both within Blackrock Mountain and out across the surrounding landscape. The Searing Gorge, in particular, has proven beyond valuable for its mithril and truesilver. As the tireless work of the dark iron work drudges on, the overseers stand with hateful smiles on their faces, cracking the whips that drive their labouring thralls forward. Dark Iron Herald Heralds stand at the pinnacle of dark iron society. They are the voice of their kin, the mouth through which the Firelord enacts his will upon the dwarves. Their presence brings forth the fiery temper that has become the clan's legacy; driving dwarves around them to fanatical extremes. To this end, they have been bestowed with the power to weave devastating spells and conjure forth the Firelord's minions to their own aid. DWARVES: DARK IRON Dark Iron Dwarf Medium humanoid (dwarf), lawful evil Armor Class 16 (breastplate, shield) Hit Points 26 (4d8 + 8) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 14 (+1) 12 (+1) 10 (+0) 9 (-1) Damage Resistances fire Senses darkvision 120 ft., passive Perception 10 Languages Common, Dwarven Challenge 1 (200 XP) Innate Spellcasting. The dwarf's spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: produce flame 1/day each: lesser restoration, searing smite Sunlight Sensitivity. While in sunlight, the dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack. Blunderbuss. Ranged Weapon Attack: +2 to hit, range 15/60 ft., one target. Hit: 9 (2d8) piercing damage. D 27


DWARVES: DARK IRON Dark Iron Sorcerer Medium humanoid (dwarf), lawful evil Armor Class 12 (15 with mage armor) Hit Points 52 (8d8 + 16) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 17 (+3) 10 (+0) 10 (+0) Saving Throws Int +5 Damage Resistances fire Senses darkvision 120 ft., passive Perception 10 Languages Common, Dwarven Challenge 5 (1,800 XP) Forged in Flames. Any melee weapon the dwarf wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). Innate Spellcasting. The dwarf's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: produce flame 1/day each: lesser restoration, searing smite Spellcasting. The dwarf is an 8th-level spellcaster. Its spellcasting ability is Intelligence (save DC 13, +5 to hit with spell attacks). The dwarf has the following mage spells prepared: Cantrips (at will): control flames, fire bolt, mage hand 1st level (4 slots): burning hands, hellish rebuke, mage armor, sudden awakening 2nd level (3 slots): aganazzar's scorcher, continual flame, flaming sphere, hold person 3rd level (3 slots): counterspell, slow 4th level (2 slots): fire shield, wall of fire Sunlight Sensitivity. While in sunlight, the dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Summon Darkhound (1/Day). The dwarf magically summons a pair of darkhounds. The darkhounds appears in unoccupied spaces within 60 feet of the summoner, and acts as an ally of its summoner. They remain for 10 minutes, until they die, or until the summoner dismisses them as an action. Dark Iron Overseer Medium humanoid (dwarf), lawful evil Armor Class 17 (half plate, shield) Hit Points 102 (12d8 + 48) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 18 (+4) 14 (+2) 10 (+0) 12 (+1) Skills Investigation +5, Insight +3, Intimidation +4 Damage Resistances fire Senses darkvision 120 ft., passive Perception 10 Languages Common, Dwarven Challenge 7 (2,900 XP) Innate Spellcasting. The dwarf's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: produce flame 1/day each: lesser restoration, searing smite Sunlight Sensitivity. While in sunlight, the dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dwarf makes three battleaxe attacks, or two blunderbuss attacks and uses Call to Attack. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands to make a melee attack. Blunderbuss. Ranged Weapon Attack: +2 to hit, range 15/60 ft., one target. Hit: 9 (2d8) piercing damage. Call to Attack. Up to three allied dark iron dwarves within 120 feet of this dwarf that can hear it can each use their reaction to make one weapon attack. Reactions Hateful Command. When an ally that the dwarf can see makes a d20 roll, the dwarf can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can't be affected by Hateful Command. D 28


DWARVES: DARK IRON Dark Iron Herald Medium humanoid (dwarf), lawful evil Armor Class 18 (plate) Hit Points 127 (15d8 + 60) Speed 25 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 18 (+4) 19 (+5) 13 (+1) 12 (+1) Saving Throws Str +6, Con +8, Int +8 Skills History +8, Insight +5, Intimidation +5 Damage Resistances fire Senses darkvision 120 ft., passive Perception 10 Languages Common, Dwarven Challenge 10 (5,900 XP) Forged in Flames. Any melee weapon the dwarf wields deals an extra 10 (3d6) fire damage on a hit (included in the attack). Innate Spellcasting. The dwarf's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: produce flame 1/day each: lesser restoration, searing smite Spellcasting. The dwarf is a 14th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The dwarf has the following mage spells prepared: Cantrips (at will): control flames, fire bolt, mage hand, minor illusion, prestidigitation 1st level (4 slots): burning hands, hellish rebuke, mage armor, sudden awakening 2nd level (3 slots): aganazzar's scorcher, continual flame, flaming sphere, hold person 3rd level (3 slots): counterspell, fireball, slow 4th level (3 slots): confusion, fire shield*, wall of fire 5th level (2 slots): dominate person, immolation 6th level (1 slot): investiture of flame* *The dwarf casts these spells on itself before combat. Sunlight Sensitivity. While in sunlight, the dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dwarf makes two warhammer attacks. Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack, plus 10 (3d6) fire damage. Conjure Fire Elemental (1/Day). The dwarf magically conjures a fire elemental. The fire elemental appears in an unoccupied space within 60 feet of its conjurer, and acts as an ally of its conjurer. It remains for 10 minutes, or until it dies. Legendary Actions The dwarf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dwarf regains spent legendary actions at the start of its turn. Attack. The dwarf makes one melee weapon attack. Spell (Costs 2 Actions). The dwarf casts a spell from its prepared spell list. D 29


Elementals Elementals are as ageless as they are unchanging; volatile beings of raw elemental power, manifested in physical form. Since the early days of creation, as life hurdled through the cosmos and manifested itself upon countless worlds, the most common primordial form of life has been the elementals -- who now populate nearly every world spanning across the great dark beyond, nourishing themselves off of the energies within. Bound to the Elemental Plane. On Azeroth, as the titanic Keepers saw to the ordering of the world, they found the elementals wreaking havoc under the corrupting influence of the Old Gods. As a safeguard, to protect their intended new denizens of the planet from such a destructive force, the Keepers constructed the Elemental Plane as a prison in which the elementals could be locked away, free to roam at their own behest. In their absence, the Keepers could tend to their task at hand; settling the natural order of Azeroth. The Elemental Plane is divided into four interlinked regions, each existing within its own pocket dimension as a representation of its associated element: The Abyssal Maw, domain of water; Deepholm, domain of earth; the Firelands, domain of fire; and Skywall, domain of air. An Eternity of Conflict. Though the domains within the Elemental Plane are intended to be sealed off, none of them accessible from the others, the elementals have never ceased their endless strife with one another. By what means they can, whether by breaching the walls of their domain to invade another or by taking their conflict to the physical plane with the help of mortal hands, the elementals are quick to clash as they meet -- sometimes waging battles of titanic proportions. The Ordering of Elements. Though elementals are chaotic and violent by nature, some more so than others, they themselves follow a strict ordering of power within their elemental domain. Above all other sits the Elemental Lords; beings of untamed power, whose sum can be considered even larger than most else existing within their realm. They hold power over their domain within the Elemental Plane, subjugating lesser elementals to carry out their bidding. It is said that if magic drawing power from the Elemental Plane is cast in the presence of the Elemental Lord governing that particular elemental domain, it may well fall to said Lord to take control of the spell at their own whim. Carrying out the bidding of the Elemental Lords are their lieutenants. While nowhere near as powerful as their respective Lord, it is not uncommon for an elemental lieutenant to wield both great power and agency in carrying out their master's bidding. Elemental Nature. An elemental doesn't require air, food, drink, or sleep. Air Elemental Taking form as a swirling storm, or a billowing cloud given faint humanoid shape, an air elemental holds command of wind and weather. Fast and silent, it strikes out by enveloping its foes in a blinding whirlwind to seize the upper hand. Arcane Elemental Appearing in areas suffused with arcane energy, these elementals manifest from its energy and are often found in the service of mages, feeding of the fluctuation of magic from their spells. Earth Elemental Near indistinguishable from rocks if standing still, an earth elemental is as hardy and steadfast as the element it embodies. It burrows through the ground with utmost ease, and faces its opponents head-on if engaged. Fire Elemental A fire elemental manifests as a smoldering pillar of unwavering destruction. While susceptible to water, it is a cunning presence that will often attempt to overwhelm and outright engulf those who try to stand in its way. Ice Elemental Manifest from frozen water, ice elementals share domain and allegiance with other water elementals. It moves unhindered through the icy reaches in which it dwells, and is very quick to enrage at the sight of fire wielded in its vicinity. Water Elemental A favoured companion among mages, human mages in particular, a water elemental is near impossible to discern while underwater. If able, it often attempts to deal with threats by luring them along into the water -- dragging them from there into the murky depths. Variant: Elemental Revenant An elemental revenant is a furious elemental being that has manifested itself with a crude suit of armor for protection. A revenant has the same statistics as its elemental counterpart, except for an Armor Class of 17 (half plate, shield). It loses any ability to move through and stop in the space of other creatures, as well as any ability to move through spaces smaller than 2 feet, its slam or touch action is replaced with the following option, using the same attack modifier and damage type as the original action. Maul. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 5) damage of the elemental's type. ELEMENTALS E 30


ELEMENTALS Air Elemental Large elemental, neutral Armor Class 15 Hit Points 90 (12d10 + 24) Speed 0 ft., fly 90 ft. (hover) STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 5 (1,800 XP) Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up to 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the save is successful, the target takes half the damage and isn't flung away or knocked prone. Arcane Elemental Large elemental, neutral Armor Class 14 Hit Points 76 (9d10 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 7 (-1) 10 (+0) 6 (-2) Damage Resistances acid; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities force, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 5 (1,800 XP) Arcane Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. When the elemental enters the area of an antimagic field spell for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw against the spell save DC of its spellcaster, or be stunned until the start of its next turn. Illumination. The elemental sheds bright light in a 15-foot radius and dim light in an additional 15 feet. Actions Multiattack. The elemental makes two touch attacks. Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Arcane Blast (Recharge 5-6). The elemental erupts arcane energy at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a DC 14 Dexterity saving throw, taking 10 (4d4) force damage on a failed save, or half as much damage on a successful one. E 31


ELEMENTALS Earth Elemental Large elemental, neutral Armor Class 17 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3) Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from non magical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran Challenge 5 (1,800 XP) Earth Glide. The elemental can burrow through non magical unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Fire Elemental Large elemental, neutral Armor Class 13 Hit Points 102 (12d10 + 36) Speed 50 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from non magical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 5 (1,800 XP) Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The elemental makes two touch attacks Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of its turn. E 32


ELEMENTALS Ice Elemental Large elemental, neutral Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+4) 18 (+4) 5 (-3) 10 (+0) 8 (-1) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from non magical attacks Damage Immunities cold, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan Challenge 5 (1,800 XP) Frost Form. The elemental can burrow through non magical unworked ice and snow. While doing so, the elemental doesn't disturb the material it moves through. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage. Additionally, the elemental freezes non-creature liquids within a 10-foot radius of it. A creature caught in the liquid when the elemental freezes it is grappled (escape DC 14). Ice Walk. The elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement. Actions Multiattack. The elemental makes two attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Icicle. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 11 (2d12) piercing damage. Water Elemental Large elemental, neutral Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., swim 90 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+4) 18 (+4) 5 (-3) 10 (+0) 8 (-1) Damage Resistances acid; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan Challenge 5 (1,800 XP) Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. E 33


Faceless Ones The faceless ones are a monstrous kin, brought forth from the organic matter that seeped away from the Old Gods in primordial times, before the Titans brought about the ordering of Azeroth. Cunning and intelligent, they serve their eldritch masters with fanatical devotion. Tales of their unspeakable deeds paint them as unstoppable juggernauts. Spawn of the Old Gods. The faceless ones are the creation of the Old Gods, in the most literal sense of the word. They are shaped from the Old Gods' own flesh and blood; trickled from their eternal prisons through the core of the planet, like bile through the gutters. Some of these aberrations are unique, while others are so uniform as to be virtually identical. They are all loyal to the gods that spawned them forth, unwavering in their devotion to the will of their creators. Unexpected Allies. These eldritch horrors are powerful, but not innumerable. What they lack in either is quickly recouped by corrupting other beings that happen in their path. Even a faceless one on its own is almost guaranteed to never truly be alone. The faceless ones keep a few valuable allies, such as the Naga, while simultaneously seeding hatred and distrust even among the most loyal of factions. Corrupting Presence. Faceless ones carry the stain of the Old Gods with the, wherever they go, and their presence alone can change things for the worse. Life is tainted in their wake, slowly twisted around as friends become foes and alliances dissolve into bitter hatred. Whether by instilling paranoia or asserting dominance directly, the faceless ones will always seek to divide and conquer. Return of the Black Empire. The Old Gods once ruled over Azeroth, in a time long before mortal races saw the light of day. Locked away by the Titans, they have long ever since to return to power -- an end to which their faceless servants are the means by which they act. Long have they sown the seeds of corruption, turning the denizens of the world against one another, so that they can break free and seize control once more. Zoatroid Many would see the small, squid-like zoatroid as utterly inconsequential. Nowhere near as dangerous as the towering n'raqi. Fools are those who underestimate them, as these merciless critters hunt to gain complete of their victims -- which they do by latching onto the face of a suitable target in order to bore into its mind. Zoatroids have found a second home among the Naga, saiding their serpentine allies by infiltrating and corrupting their enemies. Some zoatroids are only able to seize control of a creature's body, while others are able to claim both body and mind as their own. FACELESS ONES F 34


Variant: Royal Zoatroid A royal zoatroid has a challenge ration of 6 (2,300 XP). It has the same statistics as a zoatroid except that it adds its Wisdom modifier to its Armor Class (AC 17) and gains the following additional trait: Magic Resistance. The zoatroid has advantage on saves against spells and other magical effects. The royal zoatroid has the following action option in place of the zoatroid's Enslave: Dominate (Recharge 6). One humanoid grappled by the zoatroid must succeed on a DC 13 Wisdom saving throw or be dominated by the zoatroid: the dominated target goes on the zoatroids initiative, it controls the target using its action. The Dominate deprives the target of its vision but not its awareness. The royal zoatroid can be targeted by attacks, spells, and other effects but any attack roll that misses the zoatroid automatically hits its dominated target. The domination lasts until the target drops to 0 hit points, the zoatroid ends it as a bonus action, or a creature uses their action to attempt a grapple check contested by the zoatroid. FACELESS ONES Zoatroid Small aberration, neutral evil Armor Class 15 (natural armor) Hit Points 63 (14d6 + 14) Speed 5 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 8 (-1) 14 (+2) 4 (-3) Saving Throws Dex +4, Wis +4 Skills Athletics +8, Perception +4 Condition Immunities charmed Senses darkvision 30 ft., passive Perception 14 Languages understands Nazja but can't speak, telepathy 60 ft. Challenge 4 (1,100 XP) Hold Breath. While out of water, the zoatroid can hold its breath for 1 hour. Water Breathing. The zoatroid can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, plus 13 (3d8) psychic damage. If the target is a creature, it is grappled (escape DC 16). Until the grapple ends, the zoatroid shares space with it, the target is blinded, and the zoatroid can't use its tentacles on another target without ending the grapple. Enslave (Recharge 6). One humanoid grappled by the zoatroid must succeed on a DC 13 Wisdom saving throw or be enslaved by the zoatroid; the enslaved target goes on the zoatroids initiative, it controls the target's body using its actions, but it doesn't gain access to the target's knowledge, class features, or proficiencies. The enslave deprives the target of its vision but not its awareness. The zoatroid can be targeted by attacks, spells, and other effects, but any attack roll that misses it automatically hits its enslaved target. The enslavement lasts until the target drops to 0 hit points, the zoatroid ends it as a bonus action, or a creature uses their action to attempt a grapple check contested by the zoatroid. Fogged Mind (Recharges after a Short or Long Rest). Each non-aberration creature within 10 feet of the zoatroid must succeed on a DC 12 Wisdom saving throw or be blinded for 1 minute. A blinded target can repeat the saving throw at the end of each of its turns. Reactions Reactive Shield. The zoatroid forces an attack roll that would hit it to instead hit its enslaved target. To do so, the zoatroid must be able to see the attacker. F 35


Fleshbeast Though the exact origin of these monstrous aberrations is unknown, the theories are many. Some even go so far as to claim them a product of the Twisting Nether itself, pulled from there onto other worlds. Nightmare Made Flesh. Slavering, hungering monstrosities, the best way to describe the terrifying fleshbeasts are plainly as creatures of nightmare. Their presence has been witnessed both on Azeroth and beyond, as they appear to tail along on magical experiments that try to exploit the powers of the Twisting Nether, using them as rifts through which they can travel between worlds. Parasitic Brood. Fleshbeasts are decidedly mindless, acting entirely on instinct. They hunt by flocking together in large swarms, overpowering their prey and consuming it, sometimes while it is still alive. Even after the fleshbeast has had its fill, most of the victim will still be left behind intact -- a perfect nesting ground for their wormlike spawn, who will later devour the remains as they hatch. Other predators attempting to scavenge remains left behind by a fleshbeast will most likely be infected as well, and later devoured by the hatchlings. Fleshbeast Fleshbeast Small aberration, neutral evil Armor Class 12 Hit Points 36 (8d6 + 8) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 2 (-4) Damage Resistances poison Condition Immunities blinded, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages — Challenge 2 (450 XP) Actions Multiattack. The fleshbeast makes two attacks: one with its tentacle and one with its bite. Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one Large or smaller creature. Hit: The creature must succeed on a DC 12 Dexterity saving throw, or have the fleshbeast lash onto it. When done, the fleshbeast is considered grappled and shares the same space as the creature and it gains advantage on its bite attack. In addition, at the start of each of the target's turns, the target takes 7 (2d6) acid damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. A swarm of insect's crawl out of a creature 1d4 rounds after it died if it was diseased upon its death. F 36


Furbolg Furbolgs are large, kind-hearted creatures. Resembling humanoid bears, they form tribal settlements in caves, forest thickets, and other defensible locations. Though they have care little for conflict, they appear particularly susceptible to corruption. Peaceful Nature. Furbolgs are a peaceful race, wishing to live for themselves with as little outside interference as they can. They keep a close tie to nature and worship the ancient bear twins; Ursoc and Ursol. Their tribes can grow exceptionally large, though they are masters at staying secluded from the world around. A furbolg tribe is its family, and tension within is rare. Most tribes are led by its wisest, oldest shaman. Corrupted Kin. Perhaps leading to their secluded nature, furbolgs have been shown to be easily manipulated by outside forces. As the lands around have blighted, tribes have been transformed into vicious, hateful packs. Many such tribes lost their ways to the Burning Legion's invading forces, as well as to the corrupting influence of the Old Gods. Turned away from their kin and onto a bloody path of war. Furbolg Names and Languages Furbolgs have their own language, Furbolg, whose sayings are usually intended literally. A few also speak Darnassian or Common. Their names are comprised of short utterings, each of which has meaning in their own tongue. Furbolg Names: Ak, Adak, Dal, Grazle, Krolg, Oota, Rann Tribe Names: Barkskin, Blackwood, Deadwood, Frostpaw Gnarlpine, Redfang, Timbermaw, Thistlefur Variant: Furbolg Shaman Some furbolgs devote themselves to becoming a shaman for their tribe. A furbolg shaman gains the Spellcasting trait. Spellcasting. The furbolg is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following shaman spells Cantrips (at will): gust, produce flame 1st level (4 slots): chromatic orb, cure wounds, fog cloud, thunderwave 2nd level (2 slots): heat metal, lesser restoration FURBOLG Furbolg Medium monstrosity, neutral Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 16 (+3) 10 (+0) 15 (+1) 7 (-2) Skills Nature +2, Perception +4, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Druidic, Furbolg Challenge 2 (450 XP) Innate Spellcasting. The furbolg's spellcasting ability is Wisdom (spell save DC 12). The furbolg can innately cast the following spells, requiring no material components. At will: dancing lights, druidcraft 1/day each: enhance ability, entangle Wounded Fury. While it has 10 hit points or fewer, the furbolg has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. Actions Multiattack. The furbolg makes two claw attacks, or one with its claws and one with its quarterstaff. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands to make a melee attack. F 37


Ghosts While most mortal souls eventually find their way to the Shadowlands, not all who have died manage to find rest. Some are unwillingly bound to roam the trackless wastes that exist between the Shadowlands and the physical world, appearing in the latter as ghostly apparitions as they search for release from their endless suffering. Existing Between Worlds. There are many reasons for why a soul would remain. Curses and deliberate magical entrapment are both common, though the most prevalent are souls unwilling to abandon the physical realm -- also known as the Material Plane -- for the realm of spirits. A person whose life ended abruptly at the hands of someone else is very likely to return as a malevolent spectre, seeking to exact revenge upon those who did them wrong. Conversely, other spirits may be unwilling to find rest out of fear for what lies beyond, or for a feeling that their life never really reached its full potential. Bitter Resentment. It is not uncommon for ghosts, especially those forced to dwell in this state for too long, to grow resentful of the living. Unable to accept their own death, and envious of those still living, they grow to foster a seething hatred for warmth, hope, and joy. The presence of such may even drive them into a murderous frenzy. The Shadowlands. Shaped before mortal life even walked the universe, the Shadowlands is a realm of existence spanning all known worlds, including Azeroth. Those who have seen it describe it as a nightmarish world of decay; a labyrinth of intertwined spiritual planes all teeming with the souls of the dead. Many believe this to be the final destination for all mortal souls. The realm into which they are drawn in death, destined to remain forever after. Others choose to hope for their final rest to be brighter -- more pleasant than an eternity languishing such cold and bleak confines. Within the Shadowlands, time does not pass as it would elsewhere. Sometimes, years outside of the Shadowlands may only seem like days within. Sometimes, a year passed by within this bleak domain takes little more than a minute, or perhaps an hour, in the physical realm. While it is often next to impossible to see what lies ahead inside the Shadowlands, it is possible for those within to hear whispered fragments of what is happening outside. It is said that Icecrown, the frozen peak of Northrend and citadel of the Scourge, exists as an anchoring bridge between the Shadowlands and the physical world. Some of the most prominent beings dwelling in the Shadowlands are regarded as patrons of death among various races; such as Bwonsamdi, the troll Loa of death. Also prominent are the Spirit Healers; ascendant Val'kyr who, following the banishment of Helya and the sealing of the Halls of Valor, disappeared into the Shadowlands -- hidden away there, even from the corrupting influence of the Lich King. The Spirit Healers The first of the Val'kyr was the titanic Watcher Helya, bound by the Keeper Odyn to an eternal servitude as the bringer of souls to his gilded Halls of Valor: the golden realm for all slain spirits of Odyn's followers. Her servitude was not willing, but a punishment, and one for which she had let her hatred for Odyn simmer for millennia. When the Keeper Loken came with a promise of a way out, and subsequently broke her chains, she called upon her powers to bend the arcane energies of Azeroth into an impregnable seal around Odyn's halls, its inhabitants sealed within. Free from her servitude, Helya forged the mistshrouded realm of Helheim as a new home for herself and her Val'kyr, though not all chose to follow her on this path. Instead, some chose to break bonds and disappear into the Shadowlands. There, just as they once guided fallen vrykul to the Halls of Valor, these Val'kyr have dubbed themselves Spirit Healers. From their refuge in the Shadowlands, they have kept an eye on those who enter the dark beyond, and have on occasion granted passage back for those they've found worthy. Encountering a Spirit Healer. If your adventurers have met an untimely demise and their quest remains unsolved, seeking out a Spirit Healer within the Shadowlands could be an option for them. The Spirit Healer may judge, or otherwise be convinced, that it is not yet their time and return them to the realm of the living. GHOSTS G 38


Apparition An apparition is a spectral impression whose presence in the Material Plane has been caught in flux with the latent energies from a nearby ley line or other font of magical power. As a result, apparitions wield the power to weave their anguish and their resentment into powerful, often harrowing spells. Banshee A banshee is the tormented remnant of an elven woman, whose death came to pass in the most gruesome manner -- with the fall of the Highborne, the first coming of the Burning Legion, and the fall of Quel'Thalas all noteworthy events from which banshees have been formed. Robbed of their elven gift of immortality, the banshees were left to wander the world in tormented silence until they were discovered by Ner'zhul, the first Lich King. In return for a promise of servitude to the Scourge, Ner'zhul gifted the banshees their terrible, blood-curdling voice, which they in turn have used to enact their revenge. Though some banshees still roam free in their own lamentation, most remain beholden to their bond with the Scourge. Some banshees, particularly those formed after the fall of Quel'Thalas, have since found new purpose among the Forsaken. Shade Shades are much alike other ghosts, appearing as disembodied spirits left to wander the reaches between the physical realm and the darkness beyond. This, however, is as far as the similarities go. While other ghostly beings are the remnants of those unwilling or unable to accept death, shades are formed through willing sacrifice: necromancers offering up their acolytes to better serve the undead Scourge. Empowered by the Lich King, shades can remain unseen if they will it, detectable only by powerful magic. This allows them to act as the eyes and ears of their undead masters. Spectre Much like the banshee, a spectre is the tormented remnant of an elven man, slain by monstrous foes and robbed of their immortality. Though spectres do not possess the anguished screams for which banshees are known and feared, they still remain a considerable danger to those who encounter them. Driven both by a bitter resentment for the living and by their hubris in death, a spectre may attempt to lure unwary travelers into dangerous traps, waiting for an opportune moment to overpower them and seep away their life force. Wisp Wisps are the disembodied spirits of deceased night elves, made one with the forest in their passing. Unlike other ghosts who wander the world in anguish, wisps use their spiritual being to bridge a connection ever closer to the forests where they delve. Though silent for all but a soft, quiet humming, wisps are able to communicate with the living. Acting together in unison with the tree-like ancients, they act as guardians and caretakers -- often flourishing around druidic groves. Wraith Though they are beholden to their masters -- whether they necromantic cults or the undead Scourge -- wraiths are notorious for how they retain most of their intelligence and individuality, even in death. Self-motivated and exceptionally cunning, it is not uncommon for a wraith to act by its own accord, in defiance of its master's plan. Some wraiths may be found holding to the same sense of honour and law as they did in life, and may even be willing to negotiate with the living if prompted. Other wraiths, meanwhile, offer little more than a jealous rage for those who approach them. Spurred by a resentment for their undead state, these wraiths readily yearn for a chance to visit their anguish upon any unfortunate enough to cross their path. Ghost Template Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form can be altered. When a creature becomes a ghost, it retains its statistics unless otherwise is stated below. The ghost loses any trait that assumes a living physiology. Type. The ghost's type is undead, and it loses any tags. It no longer requires air, food, drink or sleep. Speed. The ghost loses its original movement speed and gains fly 40 ft. (hover). Senses. The ghost has darkvision with a radius of 60 ft. Damage Resistances. The ghost gains resistance to acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities. The ghost gains immunity to cold, necrotic and poison damage. Condition Immunities. The ghost can't be charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Ethereal Sight. The ghost can see 60 ft. into the Spirit World when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. New Action: Etherealness. The ghost enters the Spirit World from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Spirit World, and vice versa, yet it can't affect or be affected by anything on the other plane. Hit Points. If the creature already has three or more damage resistances or immunities, its hit points remain unchanged. Otherwise, the creature's hit points are reduced by a multiplier based on its challenge rating. Using the Hit Points Based on Challenge Rating table, apply the appropriate multiplier to the creature's hit points to determine ghost's hit point. Hit Points Based on Challenge Rating Creature Challenge Rating HP Multiplier 1-10 x 0.5 11-16 x 0.65 17 or more x 0.8 GHOSTS G 39


GHOSTS Ghost Knight Medium undead (any race), any alignment Armor Class 18 (plate) Hit Points 26 (4d8 + 8) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Con +4, Wis +2 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages any two languages Challenge 3 (700 XP) Ethereal Sight. The ghost can see 60 ft. into the Spirit World when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The ghost makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the ghost can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the ghost. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. Etherealness. The ghost enters the Spirit World from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Spirit World, and vice versa, yet it can't affect or be affected by anything on the other plane. Reactions Parry. The ghost adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. Ghost Spy Medium undead (any race), any alignment Armor Class 12 Hit Points 13 (3d8) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) Skills Deception +5, Insight +4, Perception +6, Persuasion +5, Stealth +4 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 16 Languages any two languages Challenge 1 (200 XP) Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Ethereal Sight. The ghost can see 60 ft. into the Spirit World when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sneak Attack (1/Turn). The ghost deals an extra 7 (2d6) 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 an ally of the ghost that isn't incapacitated and the ghost doesn't have disadvantage on the attack roll. Actions Multiattack. The ghost makes two melee attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (ld6 +3) piercing damage. Etherealness. The ghost enters the Spirit World from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Spirit World, and vice versa, yet it can't affect or be affected by G anything on the other plane. 40


GHOSTS Ghost Witch Doctor Medium undead (any troll), chaotic evil Armor Class 12 Hit Points 32 (5d8 + 10) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 13 (+1) 17 (+3) 12 (+1) Saving Throws Con +4, Wis +5 Skills Arcana +3, Insight +6, Medicine +6, Nature +6 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks. Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 13 Languages Common, Zandali Challenge 5 (1,800 XP) Ethereal Sight. The ghost can see 60 ft. into the Spirit World when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Loa's Blessing. The ghost has advantage on saving throws against being charmed. Spellcasting. The ghost is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The troll has the following priest and shaman spells prepared: Cantrips (at will): light, shocking grasp, spare the dying, toll the dead 1st level (4 slots): absorb elements, inflict wounds, thunderwave 2nd level (3 slots): gentle repose, lesser restoration 3rd level (3 slots): bestow curse, lightning bolt, revivify, speak with dead 4th level (2 slots): banishment, death ward Actions Multiattack. The ghost makes two quarterstaff attacks. Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands to make a melee attack. Apparition Medium undead, chaotic evil Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 11 (+0) 14 (+2) 10 (+0) 12 (+1) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands any language it knew in life, but can't speak Challenge 2 (450 XP) Incorporeal Movement. The apparition can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Spellcasting. The apparition is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The apparition has the following mage spells prepared: Cantrips (at will): flurry, frostbite, ray of frost 1st level (4 slots): armor of Agathys, frostfire bolt, ice knife 2nd level (3 slots): detect thoughts, hold person, misty step Sunlight Sensitivity. While in sunlight, the apparition has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Withering Touch. Melee Weapon Attack: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 1) necrotic damage. G 41


GHOSTS Banshee Medium undead, chaotic evil Armor Class 13 Hit Points 91 (14d8 + 28) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 19 (+4) Saving Throws Wis +4, Cha +7 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks. Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages Common, Darnassian or Thalassian Challenge 7 (2,900 XP) Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations. Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Actions Multiattack. The banshee makes three attacks: one with its Banshee's Curse and two with its withering touch. Withering Touch. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. Banshee's Curse. One creature of the banshee's choice within 60 feet of it must make a Constitution saving throw or have disadvantage on all ability checks, saving throws, and attack rolls until the end of the banshee's next turn. Wail (Recharge 4-6). The banshee releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw, taking 22 (4d12) necrotic damage on a failed save, or half as much damage on a successful one. Possession (1/Day). One humanoid that the banshee can see within 5 feet of it must succeed on a DC 15 Charisma saving throw or be possessed by the banshee; the banshee then disappears, and the target is incapacitated and loses control of its body. The banshee now controls the body but doesn't deprive the target of awareness. The banshee can't be targeted by any attack, spell, or other effect except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the banshee ends it as a bonus action, or the banshee is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the banshee reappears in an unoccupied space within 5 feet of the body. Reactions Anti-magic Shell. The banshee adds 3 to its AC against one spell attack that would hit it. To do so, the banshee must see the attacker. G 42


GHOSTS Shade Medium undead, lawful evil Armor Class 12 Hit Points 16 (3d8 + 3) Speed 40 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) Skills Stealth +4 (+6 in dim light or darkness) Damage Vulnerabilities radiant Damage Resistances acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, grappled paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages Telepathy 60 ft. Challenge 1/2 (100 XP) Amorphous. The shade can move through a spade as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the shade can take the Hide action as a bonus action. Sunlight Weakness. While in sunlight, the shade has disadvantage on attack rolls, ability checks, and saving throws. Actions Wisdom Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Wisdom score is reduced by 1d4. If the target's Wisdom score is reduced to 0, it is paralyzed until it regains at least one point of Wisdom. Invisibility (Recharges after a Short or Long Rest). The shade magically turns invisible until it attacks, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Spectre Medium undead, chaotic evil Armor Class 12 Hit Points 36 (8d8) Speed 0 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 11 (+0) 10 (+0) 11 (+0) 15 (+2) Saving Throws Wis +2, Cha +4 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Common, Darnassian or Thalassian Challenge 3 (700 XP) Incorporeal Movement. The spectre can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object. Actions Siphon Life. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The spectre regains hit points by an amount equal to half the necrotic damage dealt. Horrifying Wail. Each non-undead creature within 60 feet of the spectre that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this spectre's Horrifying Wail for the next 24 hours. G 43


Will of the Forest Five wisps within 30 feet of each other are able to cast powerful spells. Each of the five must use its action and movement on three consecutive turns to call upon the powers of Elune and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the ritual, the wisps gain the Spellcasting trait and can cast one spell in total at a target or point within 120 feet, no matter the spells normal range. Innate Spellcasting. The wisps spellcasting ability is Wisdom (spell save DC 12). They can innately cast one of the following spells as a 4th-level spell, requiring no material components. If a spell requires concentration, all five wisps concentration must be broken to remove the spell: 1/ritual: banishment, charm monster, confusion, dispel magic, spike growth, wind wall GHOSTS Wisp Small fey, neutral good Armor Class 18 Hit Points 14 (4d6) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 26 (+8) 10 (+0) 13 (+2) 14 (+2) 11 (+0) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks. Damage Immunities poison, radiant Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious Senses darkvision 120 ft., passive Perception 12 Languages the languages it knew in life Challenge 1/2 (100 XP) Ephemeral. The wisp can't wear or carry anything. Incorporeal Movement. The wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination. The wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The wisp can alter the radius as a bonus action. Actions Intertwine. The wisp enters the space of another creature and attempts entwine it in place. The target must pass a DC 12 Wisdom saving throw or be paralyzed for 1 minute. At the end of the target's turns, it can make another save, ending the paralysis on a successful one. While the wisp has a creature intertwined, attack rolls against it has disadvantage. If a target's saving throw is successful or the effect ends for it, the target is immune to this wisp's intertwine for the next 24 hours. Renew (Recharge 5-6). One plant that the wisp can see within 5 feet of it is renewed by the wisp; the wisp disappears. The wisp can't be targeted by any attack, spell, or other effect while renewing a plant. The renewed plant regains 10 hit points at the start of its turn. If the plant takes fire damage, the renew doesn't function at the start of its next turn. The plant dies if it starts its turn with 0 hit points. The renew lasts until the renewed plant drops to 0 hit points, the wisp ends it as a bonus action. When the plant takes damage, the wisp must pass a Concentration saving throw (as if concentrating on a spell) or G be pushed out of the plant. 44


GHOSTS Wraith Medium undead, lawful evil Armor Class 13 Hit Points 67 (9d8 + 27) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks and weapons that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Spawn. The wraith targets a humanoid within 10 feet of it that died a violent death and has been dead for no longer than 1 minute. The target's spirit rises as a wraith spawn in an unoccupied space by the corpse, under the wraith's control. The wraith spawn has the same statistics as the wraith, except that it has an Intelligence and Charisma score of 1, it cannot speak or use Create Spawn, and its Life Drain does not reduce a target creature's hit point maximum. The wraith can have no more than two wraith spawns active under its control at one time. G 45


Gnolls Gnolls are feral humanoids, resembling bipedal hyenas. They are known to attack frontier settlements and unsuspecting hamlets without warning, rushing their way through to grab whatever they can escape with. Rampant Scavengers. Gnolls are notorious for how they hunt. Even those fortunate enough to spot a pack settling their camp might only have hours at best to prepare, before the gnolls come charging in to plunder. In their wake, they leave little more than razed buildings, burnt crops, and gnawed remains. The easier their target, the better. If they perceive no threat to the pack after the raid has been done, they might stick around in one location for longer. If they fear retaliation from armed guards, like a nearby garrison, the pack will abandon what they must in order to move on as soon as they can. Hungering Nomads. Gnolls are not known for leaving anything lasting. Their weapons and armour are all scavenged from their victims, alongside trophies sewn into their patchwork clothing -- ears, teeth, scalps, and more. To a gnoll, meat is meat. Once they've gone for the kill, they will gnaw the bones to the marrow. Though they are intelligent beasts, they won't go shy of cannibalizing rival packs and outcasts if they are hungry enough. Even if one of their own die in a fight, they'll try to drag the corpse away in order to eat it later. Gnoll Brute Gnolls are known for their immense strength, though some of them show it better than the rest. A gnoll brute is hardly intelligent, but it is guaranteed to be ferocious without equal. Gnoll Mystic Some gnolls are sensitive to the elemental forces coursing through the world. Though the powers they wield would be considered novice for true mages, these gnolls are both feared and respected by their pack; elevated to the title of mystics and regarded as wise beyond compare. Gnoll Pack Lord The alpha of a gnoll pack is its pack lord. Keeping a steeljawed hold on any gnoll following it, the pack lord claims first pick from the pack's raids, and many have been witnessed wearing ornate decor in the form of piercing and grotesque trophies. Gnoll Names and Languages Gnolls speak Low Common and Gnoll; presumably a guttural offshoot of the former. Their names are often just descriptions, aiming to intimidate. A pack lord chooses the name for its pack in a similar fashion. Gnoll Names: Dirtpaw, Cackler, Blackfang, White-Eye Snarlface, Loose-Tooth, Yowler Pack Names: Riverpaw, Mudtail, Ashfang, Bloodeyes, Road-Robbers, Rotclaws, Grimepack GNOLLS Gnoll Medium humanoid (gnoll), chaotic evil Armor Class 14 (hide armor) Hit Points 16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2) Senses darkvision 60 ft., passive Perception 10 Languages Low Common, Gnoll Challenge 1/2 (100 XP) Last Stand. When the gnoll is reduced to 0 hit points, it can use its reaction to make a bite attack before falling unconscious. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Gnoll Brute Medium humanoid (gnoll), chaotic evil Armor Class 14 (hide armor) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2) Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Low Common, Gnoll Challenge 1 (200 XP) Brute. A melee weapon deals one extra die when the gnoll hits with it (included in the attack). Last Stand. When the gnoll is reduced to 0 hit points, it can use its reaction to make a bite attack before falling unconscious. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage. Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. G 46


GNOLLS Gnoll Mystic Medium humanoid (gnoll), chaotic evil Armor Class 12 (leather armor) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 6 (-2) 14 (+2) 9 (-1) Skills Insight +2, Perception +4, Deception +4 Senses darkvision 60 ft., passive Perception 14 Languages Low Common, Gnoll Challenge 1 (200 XP) Last Stand. When the gnoll is reduced to 0 hit points, it can use its reaction to make a bite attack before falling unconscious. Spellcasting. The gnoll is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following shaman spells prepared: Cantrips (at will): lightning blast, gust 1st level (4 slots): absorb elements, cure wounds, detect magic, fog cloud 2nd level (2 slots): dust devil, heat metal Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage. Gnoll Pack Lord Medium humanoid (gnoll), chaotic evil Armor Class 17 (chain shirt, shield) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 15 (+2) 9 (-1) 12 (+1) 13 (+1) Skills Athletics +5, Survival +3, Intimidation +3 Senses darkvision 60 ft., passive Perception 11 Languages Low Common, Gnoll Challenge 3 (700 XP) Last Stand. When the gnoll is reduced to 0 hit points, it can use its reaction to make a bite attack before falling unconscious. Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Actions Multiattack. The gnoll uses its Kill Command, if it can. It then makes two melee weapon attacks or one heavy crossbow attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands to make a melee attack. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Kill Command (Recharge 5-6). The gnoll targets one ally it can see within 30 feet of it. If the target can see and hear it, the target can make one weapon attack as a reaction. G 47


Gnoll King Hogger Ask any person in Elwynn forest, from the simplest farmer to a soldier of the king's guard, and they can tell you stories of the Gnoll King and his horrific riverpaws. This notorious gnoll is unlike any other. As the leader of the Riverpaw clan he has transformed the ragtag gnolls into an organized clan wreaking havoc through the forests of Elwynn. The Gnoll King. Hogger has crowned himself the king of gnolls, a title well deserved for the beast. He is a formidable foe on his own, and any adventurer seeking to take him down is advised to be well prepared. It is solely for his prowess in controlling other gnolls, making them work in unison, that he enjoys his status. Cheap Tactics. The mad gnoll will stop at nothing to achieve his goals, and is not beneath utilizing dirty tricks to gain an advantage in doing so. Hogger is not a creature of honor and won't let notions of a fair fight get in his way. After all, there are no real laws of engagement for a gnoll; all that matters is that his quarry dies in the end. Unknown Alliances. Although many of their supplies are considered plundered goods, the Riverpaw clan have access to high quality steel tools, arms, and armor. All of it suggests that the gnolls -- or Hogger himself -- have an understanding with some unknown ally, one capable of escorting such tools to them in the dead of night. It is unknown, however, who such allies would even be. Public Enemy No. 1. Through Elwynn forest and other nearby regions, the Riverpaw clan have gained a notorious reputation. With their supply of quality weaponry they are able to strike at small-and-large settlements alike. Ever since the gnoll king took charge, the Riverpaws have become a thorn in the side of the Kingdom of Stormwind. Far and wide trough Stormwind's settlements, posters can be found offering rewards for their heads. Hogger's Lair Hogger is a notorious villain. Even when he is captured and put under lock-and-key, the gnoll king is still capable of rallying the creatures around him. Hogger's lair reeks of death, as the carcasses of previous meals are scattered across the floor and decorated on spikes. Through his life, Hogger has had two different lairs, both of which are described in further detail below: Hogger Hill. In the southwestern thickets of Elwynn forest, unlucky travelers may stumble upon Hogger Hill. A hill of insignificant proportions, it has become home to the Riverpaws; a clan of gnolls ruled with an iron fist and grim temper by Hogger himself. Adventures are unlikely to ever find Hogger alone, as his clan is never far away and willing to rush to his aid in the event that a fight breaks out. Stockades. Rumors claim that hogger was once caught by Alliance troops and locked away in Stormwind's stockades. His loyal Riverpaw's would use the cover of night to sneak into Stormwind, tearing apart the guards keeping watch over the prison. From the depths of the stockades, he would turn the other prisoners to his side, claiming its torch-lit tunnels as his domain. Lair Actions On initiative count 20 (losing initiative ties), Hogger takes a lair action to cause one of the following effects: Hogger screams for aid. 1d4 gnolls within 300 feet of Hogger that can hear him rush to his side, appearing in a space within 60 feet of him. This lair action has no effect if there are no gnolls within 300 feet of Hogger. Each gnoll that Hogger can see can use its reaction to move up to its speed without provoking attacks of opportunity. Until the next initiative count 20, all gnolls within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. Lair Traits Hogger's lair might have any or all of the following effects in place: The lair is considered difficult terrain for any non-gnoll creature that moves across it. Any gnoll within the lair has advantage on saving throws against being charmed or frightened. GNOLLS G 48


GNOLLS Gnoll King Hogger Medium humanoid (gnoll), chaotic evil Armor Class 15 (chain shirt) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 13 (+1) Skills Athletics +7, Survival +5, Intimidation +7 Senses darkvision 60 ft. passive Perception 12 Languages Low Common, Gnoll Challenge 5 (1800 XP) Charge. If Hogger moves at least 15 feet straight toward a target and then hits it with a battleaxe attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Last Stand. When Hogger is reduced to 0 hit points, he can use his reaction to make a bite attack before falling unconscious. Rampage. When Hogger reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half his speed and make a bite attack. Actions Multiattack. Hogger uses his Kill Command, if he can. He then makes two melee weapon attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Kill Command. Hogger targets one ally he can see within 30 feet of him. If the target can see and hear him, the target can make one weapon attack as a reaction. Reactions Headbutt. Hogger headbutts a creature within reach that missed him with an attack. The creature must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hogger's next turn. To do so, Hogger must see the attacker. Legendary Actions Hogger can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hogger regains spent legendary actions at the start of his turn. Attack. Hogger makes one melee weapon attack. Move. Hogger move up to half his speed. Kill Command (Costs 2 Actions). Hogger uses Kill Command. G 49


GOLEMS Arcane Golem Large construct, unaligned Armor Class 12 (17 with shield) Hit Points 115 (11d10 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 9 (-1) 18 (+4) 20 (+5) 11 (+0) 1 (-5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non magical attacks Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception ## Languages understands the languages of its creator but can't speak Challenge 8 (3,900 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Innate Spellcasting. The golem's innate spellcasting ability is Intelligence (spell save DC 16). The golem can innately cast the following spells, requiring no material components. At will: detect magic, magic missile, shield 3/day each: counterspell, dispel magic 1/day each: arcane explosion, wall of force Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapon. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two slam attacks. Arcane Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) force damage. Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. G 50


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