Golems Though a golem is made from humble materials — flesh and bones, metal and stone — its creation is a complex process, wrought with magic. At the hands of a skilled creator, their power, durability, and potential is nothing short of astonishing. These constructs hold no ambition, need no sustenance, feel no pain, and know no remorse. Most golems are made with a singular purpose in mind; usually as a guardian for a person or a place, or as a construct of war. Blind Obedience. A golem is created to perform its given task, without fault. If a golem is left without any new instructions, it will continue to follow its current orders to the best of its abilities. If it is unable to do so, it will either remain idle until new orders are given or break down into a violent rampage. It cannot think or act for itself. Though it understands its commands perfectly, it has no real grasp of language and cannot be tricked or reasoned with. Constructed Nature. A golem doesn't require air, food, drink, or sleep. Arcane Golem Arcane golems are hulking constructs, powered by their crystallized arcane core, that are commonly employed as peacekeepers and defenders. Deep grooves are often carved into their outer shell, allowing the energies from their crystal to surge over them in colorful patterns. They are highly favoured among blood elves, both for their sturdy build and for their magical resilience. In Quel'thalas, they vigilantly patrol the streets within the city and beyond. Harvest Golem A lumbering figure skulking across the fields, with razorsharp claws and blazing, orange eyes: that is the visage of the Harvest Golem. These large, terrifying 'scarecrows' sow terror and wreak havoc across the fallow fields of Westfall. Where they came from or who made them still remains a mystery, but it is clear as day that they have been programmed with a single goal in mind — driving the farmers from the land, killing them if necessary. Anyone looking to cross Westfall would be wise to stay alert, look out for any odd figures in the distance, and keep clear of the fields after nightfall. GOLEMS Harvest Golem Large construct, unaligned Armor Class 13 (natural armor) Hit Points 66 (7d10 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5) Damage Resistances bludgeoning, piercing, and slashing from non magical attacks Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages of its creator but can't speak Challenge 4 (1,100 XP) Charge. If the golem moves at least 15 feet straight toward a target and then hits it with a claw 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. False Appearance. While the harvest golem remains motionless, it is indistinguishable from an ordinary scarecrow. Immutable Form. The golem is immune to any spell or effect that would alter its form. Actions Multiattack. The golem makes two claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Razer Claws (Recharge 5-6). The golem upper body spins in a circle, slashing it claws at creatures within 5 feet of it. Each creature must make a DC 13 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a success. G 51
Grell A grell is a small, long-armed forest spirit with pointed ears and an accentuated brow. Though they are uncannily similar to imps, a grell is very large by comparison and lack any other features typical for a demon. Among explorers, researchers, and naturalists, it is speculated that the similarities between grells and imps are not coincidental, and that the first imps were in fact grells fallen to corruption during the first invasion of the Burning Legion. Such theories are widespread, but have never been confirmed nor denied. Wild Presence. Most grells have skin in shades of green, orange, or brown, mimicking the wilderness where they dwell. Their arms and legs are covered in dense fur, and their hands and feet are all fitted with sharp claws. It is common for grells to fashion themselves simple clothes, as well as other adornments -- such as ear and nose-rings. Some have speculated as to whether these adornments serve a purpose, such as magical foci for casting spells, or if they are just for decoration. Fiendish Personality. It is said that the grell exist as an embodiment of the wild, uncanny side of nature, and their personality shows this notion all too well. A grell on its own poses no particular danger, but a gang of grells working together can be a real threat to settlements and communities in their vicinity. Grells who commit to keeping in a pack like this have been witnessed actively searching for travellers to ambush, overwhelm, and steal from. Though their diet mainly consists of moss, tubers, and mushrooms, it is not unheard of for a grell pack to hunt wild game. ' GRELL Grell Small fey, unaligned Armor Class 12 Hit Points 9 (2d6 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 12 (+1) Skills Stealth +4 Senses darkvision 60 ft., passive Perception 10 Languages Low Common Challenge 1/4 (50 XP) Nimble Escape. The grell can take the Disengage or Hide action as a bonus action on each of its turns. Innate Spellcasting. The grell's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: solar wrath, minor illusion 2/day each: blur, misty step Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage. G 52
H a r p i e s Ta k i n g g l e e i n s u ffe r i n g a n d d e a t h, t h e s a d i s t i c h a r p y i s a l w ay s o n t h e h u n t fo r p r ey. T h ey a r e v i c i o u s p r e d a t o r s, well-known for luring adventures back to their craggy la i r s a n d a c e r t a i n d e a t h. A harpy combines t h e b o d y, a r m s, a n d h e a d o f a n i g h t e l f w i t h t h e l e g s a n d w i n g s o f a h u n t i n g b i r d. I t s w i c ke d t a l o n s c a n r i p fl e s h fr o m b o n e, a n d i t s g r a c e fu l w i n g s l e t s i t s o a r s i l e n t l y t h r o u g h t h e a i r a s i t h u n t s fo r i t s n e x t k i l l. I t i s s a i d t h a t i n t h e ey e s o f e v e r y h a r p y s h i n e s t h e e v i l d w e l l i n g i n t h e i r h e a r t. Noxious Nests. H a r p i e s n e s t i n h i g h - p e r c h e d, h a r d - t o - r e a c h p l a c e s, fr o m w h i c h t h ey c a n t e r r o r i z e t h e i r s u r r o u n d i n g s. A fl o c k o f h a r p i e s l e ft u n c h e c ke d m ay l e av e d e s t r u c t i o n i n t h e i r w a ke; k i l l i n g a ny t h i n g t h ey e n c o u n t e r, leaving only their noxious odor in their wake. This stench, a mixture of rotting flesh and mottled feathers, makes it easy to discern the whereabouts of an active nest. Precious Collectors. These winged humanoids place great value in shiny baubles, ornate trinkets, rare gems, and ores, using them to adorn themselves and their nests. They may be willing to barter and negotiate with travellers and settlements, if there is a chance for them to claim a pretty prize from the ordeal. Whatever calm such trade may instill is never more than a temporary measure, before the harpies take wing to pillage once again. Beguiling Creatures. Harpies resembles malformed night elves, decked in feathers and given wings. Though they are a repulsive presence, they could be considered quite beautiful from afar -- and only become more beautiful as they grow older, with a strikingly vibrant plumage. They are incapable of producing male children, as their eggs always hatch females. To this end, their survival relies on their ability to beguile and entrap males from other races, keeping them around until the end of their mating season before killing them off for food. Harpy Witch Some harpies are capable of wielding the forces of nature at their will. These harpy witches are powerful individuals within their nest, with the most powerful exploiting their powers to rise to a near regal status. Keeping any semblance of control in a nest of harpies is a formidable task, driving those who try to extreme measures. Variant: Beguiling Harpy Some harpies can have a special ability that allows them to charm humanoids. Innate Spellcasting (2/day). The harpy's can innately cast charm person, requiring no material or somatic components. Its spellcasting modifier is Wisdom. H A R P I E S H53
HARPIES Harpy Medium humanoid (harpy), chaotic evil Armor Class 12 Hit Points 18 (4d8) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 8 (-1) Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Darnassian, Low Common Challenge 1 (200 XP) Dive Attack. If the harpy is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Poisonous Kiss. If the harpy kisses a humanoid on the lips, the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1d4 hours. While poisoned in this way, the target also has disadvantage on Wisdom saving throws. Actions Multiattack. The harpy can use its Incapacitating Screech. It then makes one attack with its talons. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 2 (1d4) poison damage. Incapacitating Screech (Recharge 6). The harpy emits a horrific screech. Each creature within 15 feet of it that can hear it and that isn't a harpy must succeed on a DC 11 Constitution saving throw or be incapacitated until the end of the harpy's next turn. Harpy Witch Medium humanoid (harpy), chaotic evil Armor Class 13 Hit Points 50 (9d8 + 10) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 13 (+1) 12 (+1) 16 (+3) 9 (-1) Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Darnassian, Low Common Challenge 3 (700 XP) Dive Attack. If the harpy is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Poisonous Kiss. If the harpy kisses a humanoid on the lips, the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1d4 hours. While poisoned in this way, the target also has disadvantage on Wisdom saving throws. Spellcasting. The harpy is a 5th-level spellcaster. Its spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks). The harpy has the following shaman spells prepared: Cantrips (at will): gust, lightning blast, thunderclap 1st level (4 slots): absorb elements, earth tremor, fog cloud, thunderwave 2nd level (3 slots): dust devil, gust of wind 3rd level (2 slots): lightning bolt, wind wall Actions Multiattack. The harpy can use its Incapacitating Screech. It then makes two attacks: one with its talons and one with a prepared cantrip. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 2 (1d4) poison damage. Incapacitating Screech (Recharge 6). The harpy emits a horrific screech. Each creature within 15 feet of it that can hear it and that isn't a harpy must succeed on a DC 11 Constitution saving throw or be incapaciH tated until the end of the harpy's next turn. 54
Kobolds Diminutive, rat-like, and subterranean, kobolds can be found dwelling in sprawling caverns and abandoned mines across Kalimdor and the Eastern Kingdoms alike. Even throughout Northrend one can find their aptly named cousins; the snobolds. As far back as the first human settlements in the Eastern Kingdoms, kobolds have been a persistent, and annoying, presence. Kobolds average at four feet tall, with coarse skin, sharp claws, a pronounced snout, and a spindly tail. Educated guesses have pinned them as a distant offshoot from the troggs, though this has never been proven. Skittish Creatures. Adventurers who have seen a kobold, especially a kobold away from its pack and lair, can testify for their cowardice. Kobolds are not particularly intelligent, and many consider them more of a nuisance than real danger -- at least in smaller numbers. Massive Flocks. Kobolds are not only known to bear a resemblance to vermin; they breed like vermin as well. Wherever one kobold can be found, hundreds more are likely not too far behind. While kobolds are rarely threatening smaller numbers, a pack numbering in dozens, even hundreds, can pose a threat even to seasoned adventurers if one were to try and evict them. They have no concept of marriage. Rather, they form a loose structure of packs and clans based on their lineages, with young individuals opting to migrate between nests and warrens in search of mates outside of their own family. Famously, a kobold can become very protective of its keepsakes, and they prefer to keep a distance from other races in order to keep themselves safe. Candle-Hoarders. Despite living deep underground, populating self-made caverns and abandoned mines -- sometimes even chasing miners away if the pack is large enough -- kobolds do not see well in the dark. They rely on candles to traverse whichever caverns they call home. These candles are usually made by the kobolds themselves, twining wicks from their hairs and pulling wax from their ears, though in desperation a kobold may contemplate stealing candles from other nearby settlements. Once a candle has been acquired, it is placed atop the kobold's head and left to burn there. Legends of the Darkness. Kobold legends speak of a dark, devouring presence dwelling in the deep places of the world, giving reason to the creatures' candle obsession. To the same end, some kobold packs have been seen keeping rats as pets, as the critters do not fear the darkness themselves. A well-trained rat can keep the kobold company and help out with digging, while a not so welltrained rat can make for a good dinner. KOBOLDS Kobold Small humanoid (kobold), chaotic neutral Armor Class 12 Hit Points 5 (2d6 - 2) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 8 (-1) 7 (-2) 7 (-2) 8 (-1) Skills Perception +2 Senses passive Perception 10 Languages Low Common, Common Challenge 1/8 (25 XP) Nimble Escape. The kobold can take the Disengage or Hide action as a bonus action on each of its turns. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 ft. of the creature and the ally isn’t incapacitated. Actions Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 4 (1d6) piercing damage. K 55
Kobold Names and Languages Kobolds typically speak Low Common, and often adopt other wide-spoken languages in the regions they dwell. The latter is especially prevalent across the Eastern Kingdoms, where most kobold packs and clans have learned Common over their long history of interacting with humans. Kobold names and clan names are a descriptive amalgamation of everyday words. Kobold name usually has two parts; a short, easily vocalized first name, and a descriptive surname. Kobold surnames are personal and not inherited, but rather like a title that sums up their character, appearance, or a well-known possession of theirs. Their clan names often refer to common traits passed down through that clan's lineage, or to quirks unique to their society, though they can be hard to distinguish from the names the kobolds give themselves. Kobold Names: Bukk, Feb, Feez, Gik, Kubb, Mlepp, Naal, Slag, Znaz, Zniv Kobold Surnames: Fatcandle, Flintdagger, Goldtooth, Halfcandle, Luckybristles, Onetooth, Skullhat Clan Names: Bluewax, Boulderslide, Gravelsnout, Mudwhisker, Skywhisker, Windshear Variant: Candles in the Dark Kobold legends speak of a devouring presence, hiding in the darkness, giving to them their overwhelming fear of the dark. A kobold without a lit candle, who is standing in dim light or darkness, must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. The kobold can repeat the saving throw at the end of each its turns, also ending the effect if it manages to light a candle again. On a successful save, if another creature was responsible for the loss of candlelight, the kobold deals an extra 4 (1d6) damage when it hits that creature with a melee attack. KOBOLDS Kobold Geomancer Small humanoid (kobold), chaotic neutral Armor Class 12 Hit Points 17 (5d6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 7 (-2) 14 (+2) 8 (-1) Skills Perception +4 Senses passive Perception 14 Languages Low Common, Common Challenge 1/2 (100 XP) Nimble Escape. The kobold can take the Disengage or Hide action as a bonus action on each of its turns. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 ft. of the creature and the ally isn’t incapacitated. Spellcasting. The kobold is a 2nd-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): Produce Flame, Mold Earth 1st level (3 slots): Absorb Elements, Cure Wounds, Earth Tremor, Searing Smite, Thunderwave Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage. Kobold Taskmaster Small humanoid (kobold), chaotic neutral Armor Class 13 (leather armor) Hit Points 22 (5d6 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 12 (+1) 9 (-1) 11 (+0) Skills Perception +2 Senses passive Perception 11 Languages Low Common, Common Challenge 1 (200 XP) Nimble Escape. The kobold can take the Disengage or Hide action as a bonus action on each of its turns. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 ft. of the creature and the ally isn’t incapacitated. Actions Multiattack. The kobold makes two melee attacks. Shovel. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d8 + 1) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the kobold can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. 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 kobold. A creature can benefit from only one Leadership die at a time. This effect ends if the kobold is incapacitated. K 56
Kodos A kodo is a giant reptile, known for its thick hide and characteristics horns. Large and lumbering, these grazing beasts roam together in herds, their steps like rolling thunder across the plains of Kalimdor. Though their strength is immense, they are peaceful creatures whose horns serve more to defend than to fight. Herd Animals. Kodos are pack animals, and show a clear line of authority in their herds. The head of the pack leads the way, while the rest keep close guard of the weak and young as to not leave anyone behind. Most kodo herds number in a dozen at the most, though some have been sighted in groups as large as fifty beasts. It is rare for a kodo to wander alone, though some elderly beasts have been seen taking to a life of solitude. Tauren Culture. Among the tauren, the kodos have a strong cultural presence as a symbol of vigor and power. Long have they hunted and tamed these imposing beasts, revering these acts important rites of passage for young tauren warriors. And for the size and brawn of the tauren themselves, few beasts can carry them as well as a kodo. Pack Beasts. Kodos are formidable pack beasts, long elevated as such by the tauren and since ingrained in the Horde as a whole. They can carry even immense loads for long periods of time without any trouble. KODOS Kodo Large beast, unaligned Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 9 (-1) 15 (+2) 3 (-4) 10 (+0) 6 (-2) Senses passive Perception 10 Languages — Challenge 2 (450 XP) Trampling Charge. If the kodo moves at least 20 feet straight towards a Large or smaller creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the kodo can make one stomp attack against it as a bonus action. Actions Gore. Melee Attack Weapon: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Stomp. Melee Attack Weapon: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. Ancient Kodo Huge beast, unaligned Armor Class 13 (natural armor) Hit Points 76 (8d12 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 17 (+3) 4 (-3) 11 (+0) 6 (-2) Senses passive Perception 10 Languages — Challenge 4 (1,100 XP) Trampling Charge. If the kodo moves at least 20 feet straight towards a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the kodo can make one stomp attack against it as a bonus action. Actions Gore. Melee Attack Weapon: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. Stomp. Melee Attack Weapon: +7 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. Devour. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage. A Medium or smaller target must succeed on a DC 13 Dexterity saving throw or swallowed by the lizard. The lizard can only have one target swallowed at a time. If a target fails the saving throw while the lizard has a creature swallowed, it is grappled instead. A swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. If the lizard takes 15 damage or more on a single turn from the swallowed creature, the lizard must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the lizard. If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. K 57
Lashers Lashers are a family of large, slithering flora, known for their long, appendage-like tendrils and found across most of Azeroth. Though most lashers are not predatory, they will defend themselves if threatened. Sentient Plants. Their existence is the result of nature magic, seeped down into the ground and left to spread. There, it has given the plants enough will to uproot themselves and roam around. For some lashers, this awakening has been deliberate and fairly harmless. For others, it has transformed the plants into vile monstrosities. Widely Adapted. With their presence found far and wide, most lashers have found ways to adapt to their surroundings -- be it lush jungles, arid hills, or even barren tundras. They plant their seeds wherever there's magic to sustain them, quickly sprouting into a myriad of tiny creatures before slowly maturing. Fast Learners. Though they appear driven by little more than instinct, fully mature lashers have shown themselves to be remarkably intelligent. Even capable of laying traps, forming decorations, and conveying messages with simple gestures. Lasher Spitter A lasher spitter is a large, carnivorous plant. It produces a strong acid within its stalk, which it then spits out with impressive accuracy through the large maw situated between its petals. The acid is strong enough to dissolve flesh, for easier consumption. Barbed Orchid A barbed orchid stands out from other lashers for its large, vibrant flower-head, centre of which some describe as resembling an owlbeast's beak. Their long tendrils are covered with barbs, which they strike out at prey and intruders alike. Bloodpetal Flayer At a glance, most would take the bloodpetal flayer for little more than a very colorful lasher. Looks are sure to betray, however; as these lashers are unmatched for their ferocity, and for the potency of the vile toxin kept in their sharp thorns. Variant: Mature Lasher When lashers reach maturity, some learn to channel the powers of the moon in their favor. A mature lashers has the same statistics as a lasher spitter, except that it has a Wisdom score of 12, and replaces the spitter's action options with the following action options Dream Lash. Ranged Spell Attack: +3 to hit, range 15/30 ft., one target. Hit: 5 (1d10) radiant damage. LASHERS Lasher Medium plant, unaligned Armor Class 11 (natural armor) Hit Points 5 (1d8 + 1) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4) Skills Stealth +3 Damage Vulnerabilities fire Condition Immunities blinded, deafened Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 1/8 (25 XP) False Appearance. While the lasher remains motionless, it is indistinguishable from an ordinary plant. Actions Thorny Slash. Melee Weapon Attack: +3 to hit, reach 5 L ft., one target. Hit: 4 (1d6 + 1) piercing damage. 58
LASHERS Lasher Spitter Medium plant, unaligned Armor Class 12 (natural armor) Hit Points 13 (2d8 + 4) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 4 (-3) 8 (-1) 3 (-4) Skills Stealth +4 Damage Vulnerabilities fire Condition Immunities blinded, deafened Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 1/2 (100 XP) False Appearance. While the lasher remains motionless, it is indistinguishable from an ordinary plant. Actions Thorn Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Acid Spit. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one creature. Hit: 6 (1d8 + 2) acid damage. At the end of each of its turns, the creature must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. Barbed Orchid Medium plant, unaligned Armor Class 14 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+3) 14 (+2) 4 (-3) 8 (-1) 3 (-4) Skills Stealth +5 Damage Vulnerabilities fire Condition Immunities blinded, deafened Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 1 (200 XP) False Appearance. While the lasher remains motionless, it is indistinguishable from an ordinary orchid. Actions Multiattack. The lasher makes two thorn slash attacks. Thorn Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Thorn Volley. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one creature. Hit: 6 (1d8 + 2) poison damage. Reactions Thorn Shield. When a creature within 5 feet of the lasher hits it with a melee attack, the creature takes 2 (1d4) piercing damage. Bloodpetal Flayer Medium plant, unaligned Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 4 (-3) 8 (-1) 3 (-4) Skills Stealth +5 Damage Vulnerabilities fire Condition Immunities blinded, deafened Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 2 (450 XP) False Appearance. While the lasher remains motionless, it is indistinguishable from an ordinary flower. Actions Multiattack. The lasher makes two thorn slash attacks or uses its whirlwind strike. Thorn Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) poison damage. Whirlwind Strike (Recharge 5-6). The lasher lashes out in all directions with thorny vines, tearing any opponent within range. Each creature in a 10-foot radius centered on the lasher must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) piercing damage. L 59
Leper Gnome Beneath the snow capped mountains of Dun Morogh lay the halls of Gnomeregan. Once the gnomish capitol, the city's irradiated halls now only swarm with troggs and crazed, addled gnomes. These gnomes, permeating with radiation, have become known as leper gnomes. Their skin has turned a sickly green, dotted with abscesses that burst at the smallest stress or strain. A Necessary Sacrifice. When the gnomish capitol of Gnomeregan was invaded by troggs, a desperate decision was made when the High Tinker ordered all radioactive waste from the city's numerous machines unleashed. Vented through the city in a noxious green gas, and flooded through the pipes in rivers of green goop, the attempt to cull their invaders ultimately killed off more gnomes than troggs -- and left the city a radioactive wasteland, riddled with danger. Worse yet, as the city's ruins were later explored, it became clear how many had survived the ordeal; all of them mutated and driven mad by the city's green haze. Hostile Insanity. Fractious at best, the leper gnomes have continued their life in Gnomeregan as though all is as it once was. Their minds warped by toxic fumes, most leper gnomes do not seem to grasp the reality of their situation. Most dangerous are the few that do. Still sharing the city with their trogg invaders, leper gnomes are known to be extremely paranoid and prone to immediate hostility toward any who would come looking for them. After all, anyone they don't know could suddenly turn out to be in tow with the troggs. Mutated Creatures. Once the radiation takes hold in a creature, as witnessed with the leper gnomes, it slowly warps into something else; gradually tearing it apart until little more is left than a mindless puddle of toxic sludge. With the time the leper gnomes have spent below the earth, in Gnomeregan, some unfortunate few have already twisted and devolved into monstrous aberrations. Radiation Disease When an uninfected creature comes into contact with a source of radiation — such as contaminated water, being bitten by an infected creature, or for every hour spent in a high-radiation area — the creature must succeed on a DC 11 a Constitution saving throw or contract the radiation disease. It takes 1d4 days for the disease to manifest. As it does, the creature's skin takes on a sickly green tint and abscesses start to spread across its surface. At the end of that period, the creature gains advantage on saving throws against poison and resistance against poison damage. However, the creature also has disadvantage on all Strength and Dexterity ability checks, as well as weapon attack rolls. Once a creature has carried the radiation disease for more than two weeks, its skin turns completely green. It no longer suffers from disadvantage on ability checks or weapon attacks, but it gains an indefinite madness as described in the Dungeon Master's Guide (p. 260). The radiation symptoms can be cured by a spell, such as lesser restoration. Once the disease has manifested, a more potent spell such as greater restoration or heal is required. LEPER GNOME Leper Gnome Small humanoid (gnome), chaotic evil Armor Class 11 Hit Points 9 (2d6 + 2) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 12 (+1) 13 (+1) 10 (+0) 9 (-1) Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Common, Gnomish Challenge 1/4 (50 XP) Escape Artist. The gnome can move through the space of any Medium or larger creature. Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Miasma. When the gnome dies, toxic fumes spread in a 10-foot radius out from it. The fumes spread around corners and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Creatures that start their turn in that area must succeed on a DC 11 Constitution saving throw or gain the radiation sickness. Read the Radiation Sickness sidebar for more information. Actions Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Pistol (Recharge 5-6). Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 6 (1d10 + 1) piercing damage. L 60
Makrura A makrura is a large aquatic creature found living in small colonies along Azeroth's numerous coastlines and deep oceans. They resemble enormous crayfish, some near six feet tall, to which some call them lobster men. Aggressive and Hostile. Makruras within the confines of their colony are immediately hostile toward intruders, and will attack anyone who dare approach. With their massive claws, they pinch and pin their target down, before subsequently tearing it into tiny pieces. Wrecked Colonies. With their homes often situated in turbulent waters or along contested shorelines, it is not uncommon for a colony to seek seclusion by taking shelter inside wrecked ships or underwater caverns. Savory Prey. Makrura meat is a delicacy, tried and tested, for many races both above and beneath the ocean. Some towns and villages may try to turn a nearby colony into a hunting opportunity, though the most prominent enemy of the makrura are murlocs and nagas. Makrura Tidecaller Some Makrura have an innate affinity for water magic, able to summon its powers at will. These notorious mystics are known as tidecallers; often wise sages in their colonies, they bring forth the tides both to heal and to harm. MAKRURA Makrura Medium monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 7 (-2) 10 (+0) 6 (-2) Skills Stealth +4 Senses blindsight 30 ft., passive Perception 10 Languages Nerglish Challenge 1 (200 XP) Amphibious. The makrura can breathe air and water. Actions Multiattack. The makrura attacks twice with its claws. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. The target is grappled (escape DC 11) The makrura has two claws, each of which can grapple only one target. Makrura Tidecaller Medium monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 6 (-2) Skills Perception +4, Stealth +4 Senses blindsight 30 ft., passive Perception 14 Languages Nerglish Challenge 3 (700 XP) Amphibious. The makrura can breathe air and water. Innate Spellcasting. The makrura's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: frostbite, mending, shape water 3/day each: armor of agathys, entangle, healing word 1/day each: fog cloud, mass healing word, tidal wave Actions Multiattack. The makrura attacks twice with its claws. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage. The target is grappled (escape DC 11) The makrura has two claws, each of which can grapple only one target. M 61
Mana Wyrms Manifesting near pockets of arcane energy, mana wyrms are, as the name implies, serpent-like creatures that shimmer with arcane energy. Their bodies are translucent, hovering above the ground as though they are swimming through the air. More a nuisance than a threat, they rarely pose much concern for seasoned adventurers who happen by them. Unstable Temperament. The temperament of a mana wyrm hangs solely on how long it’s been since it last fed. Though they are considered fairly harmless, an agitated wyrm can very quickly turn aggressive. If threatened, they are known to explode in a flash of arcane energy. Arcane Sense. A mana wyrms can sense the presence of arcane energy around it, and will gravitate toward its source. If the source is a creature and the wyrm is hungry, it may attempt to attack the creature accordingly. Arcane Wyrm An arcane wyrm is in many ways similar to a mana wyrm, though it is much, much larger, slowly snaking their way through the air near arcane fonts. Some have attributed their existence to them simply being left to feed on too much energy, though their temperament is still calm and even so long as they are not directly threatened. MANA WYRMS Arcane Wyrm Large elemental, unaligned Armor Class 15 (natural armor) Hit Points 29 (4d10 + 8) Speed 0 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 14 (+2) 12 (+1) 11 (+0) 8 (-1) Damage Immunities force Condition Immunities prone Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 2 (450 XP) Death Burst. When the wyrm dies, it explodes in a burst of arcane. Each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 10 (3d6) force damage on a failed save, or half as much damage on a successful one. Magic Sense. The wyrm can sense magic users within 30 feet of it, and focus its attacks on those creatures. Mana Burn. Whenever the wyrm hits a target with its bite, the target must succeed on a DC 13 Intelligence saving throw or have their lowest available spell slot expended. The target regains any spell slots lost in this way when they finish a short rest. Actions Multiattack. The wyrm makes two attacks: one with its bite and one to constrict. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: 2 (1d4) bludgeoning damage plus 7 (2d4 +3) force damage. The target is grappled (escape DC 13) if the wyrm isn't already constricting a creature, and the target is restrained until this grapple ends. Faerie Fire (1/day). The wyrm manifests the effects of a faerie fire spell within 60 feet of it (spell save DC 12). Mana Wyrm Small elemental, unaligned Armor Class 13 (natural armor) Hit Points 4 (1d6 + 1) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 8 (-1) Damage Immunities force Condition Immunities prone Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Death Burst. When the wyrm dies, it explodes in a burst of arcane. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 5 (2d4) force damage on a failed save, or half as much damage on a successful one. Magic Sense. The wyrm can sense magic users within 30 feet of it, and focus its attacks on those creatures. Mana Burn. Whenever the wyrm hits a target with its bite, the target must succeed on a DC 11 Intelligence saving throw or have their lowest available spell slot expended. The target regains any spell slots lost in this way when they finish a short rest. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one M target. Hit: 5 (1d6 + 2) force damage. 62
Mechanicals Mechanical constructs distinguish themselves from organic creatures mainly for their lack of blood, internal organs, and natural instincts. Instead, gears whirr and circuits spark inside these mobile machinations. Some act only at the behest of whoever holds the remote, while others automatically carry out their given set of preconfigured instructions. Some mechanicals distinguish themselves even further, possessing instructions so meticulously crafted as to resemble genuine intelligence. As they are wholly driven by the logic of their instructions, mechanical constructs do not possess the ability to give any emotional response: they cannot be charmed, and they certainly cannot be frightened. Titanic Legacy. The origin of Azeroth's great mechanical achievements can be traced back to the titanic Watchers and the ordering of Azeroth. There, the titanic Keeper Mimiron oversaw the creation of a race of diminutive clockwork humanoids -- mechagnomes, forerunners of the gnomes -- as well as a number of other mechanical creations that have since stood the test of time. Gnomish and Goblin Ingenuity. Alongside the legacy of the gnomes, instinctively carrying on the work of their titanic creator, another point of technological innovation across Azeroth has been the artifically enhanced ingenuity of the goblins. Unlike the gnomes, however, goblin creations have a tendency to be remarkably destructive. The two races lead a contested field of engineering, and have overseen countless mechanical wonders and mishaps across the years -- including cities, transportation systems, explosive automatons, and giant death rays. Mechanical Animal Template A mechanical animal is any Huge or smaller construct created by a skilled engineer to mimic a beast of the same size. The following characteristics change or are added to a creature when a mechanical version is created. Retained Characteristics. The mechanical animal retains its Armor Class, hit points, Hit Dice, Speed, Strength, Dexterity, Constitution, vulnerabilities, resistances, immunities, and special traits. Lost Characteristics. The mechanical animal loses its original saving throw and skill bonuses, and special sense. It loses any action that isn't Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item. Type. The mechanical animal's type is construct, and it loses any tags it might have had. Alignment. The mechanical animal is unaligned. Ability Scores. The mechanical animal's ability scores change as follows: Int 3 (-4), Wis 11 (+0), Cha 1 (-5). Senses. The mechanical animal has 60 feet darkvision. Condition Immunities. The mechanical animal can't be charmed, frightened, paralyzed, petrified, poisoned, or gain exhaustion levels. Languages. The mechanical animal loses all languages it might've known, and understand the languages of its creator, but can't speak. Sample Mechanical Animal As an example, the Mechanostrider shown here uses the base statistics of a tallstrider. MECHANICALS Mechanostrider Medium construct, unaligned Armor Class 11 Hit Points 9 (2d8) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 10 (+0) 3 (-4) 11 (+0) 1 (-5) Skills Athletics +3 Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands gnomish but can't speak Challenge 1/8 (25 XP) Immutable Form. The mechanostrider is immune to any spell or effect that would alter its form. Actions Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. M 63
Alarm-o-Bot These constructs are, as the name suggests, walking alarms. Envisioned by gnomes as a safeguard against threats hiding in the dark, rugged terrain of their homeland, the alarm-o-bot keeps a constant watch for sights, sounds, and more with its numerous sensors. If there's a presence it cannot confirm to be friendly, it blares out a high-pitched warning that danger is afoot. Bombling An old goblin classic, the bombling -- or bomb bot -- is a small set of legs and a pair of eyes designed to carry an explosive charge on its back. It can be primed both to a specific target and to a general swathe of targets, which it will then try to chase down. Once it gets close enough, it detonates. Crowd Pummeler A mechanical design adopted by both goblins and gnomes, crowd pummelers take the form of a tall, bipedal construct loaded with weapons. Its name is not coincidental, as it is often used as a cheap throw-away sentry; programmable with a set of laws and regulations, alongside a chief directive to pummel any perpetrators. Mechano-Tank The Mechano-tank, or spider tank, is a gnomish construct best known for its armoured chassis and spider-like design. Built for close quarters, the tanks are reinforced to withstand the elements and fined-tuned for maximum destruction. Their legs are able to contract and release, allowing the tank to launch forward into combat. MECHANICALS Alarm-o-bot Small construct, unaligned Armor Class 10 Hit Points 7 (2d6) Speed 20 ft. STR DEX CON INT WIS CHA 6 (-2) 10 (+0) 10 (+0) 3 (-4) 11 (+0) 1 (-5) Skills Perception +4 Damage Resistances poison Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned Senses darkvision 60 ft., blindsight 60 ft., passive Perception 14 Languages — Challenge 0 (10 XP) DANGER! When the alarm-o-bot notices a creature that isn't a construct or gnome it sends out a warning that can be heard within 240 feet of it. Immutable Form. The alarm-o-bot is immune to any spell or effect that would alter its form. Actions Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage. Bombling Small construct, unaligned Armor Class 10 Hit Points 7 (2d6) Speed 25 ft. STR DEX CON INT WIS CHA 6 (-2) 10 (+0) 10 (+0) 3 (-4) 11 (+0) 1 (-5) Damage Resistances poison Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 1/8 (25 XP) Detonate. When the bombling dies, it detonates in a 10-foot radius explosion. Any creature within range must make a DC 10 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. Immutable Form. The bombling is immune to any spell or effect that would alter its form. Actions Self-destruct. The bombling immediately detonates, killing itself in the process. M 64
Variant: Arcane Nullifier An arcane nullifier has a challenge rating of 4 (1,100 XP). It has the same statistics as a crowd pummeler except that it replaces the pummeler's action options with the following action options. Multiattack. The nullifier makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Slow (Recharge 5-6). The nullifier targets one creature it can see within 10 feet of it. The creature must make a DC 13 Wisdom saving throw against this magic. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can take either an action or a bonus action on its turn, not both. The effect lasts for 1 minute. The creature can repeat the saving throw at the end of each of its turns. Nullify (Recharge after a Long Rest). The nullifier attempts to dispel all magical effects within 30 feet of it, as if it had cast the dispel magic as a 3rd-level spell on everything within range. The nullifier also gains the following reaction. Reflection Field. When a creature hits the nullifier with a ranged spell attack, the nullifier can reflect the spell onto a target within 15 feet of it. Crewing a Mechano-tank Most mechano-tanks are manual machines that require a pilot to operate, and even autopiloted tanks can be overwritten to work manually for a time. A creature can use its action to attempt to climb a piloted mechano-tank by succeeding on a DC 14 Strength (Athletics) check. On a failed save, the creature expends half its movement and is unable to climb the mechano-tank. The controls of the mechano-tank is sealed tight behind a hatch. The hatch can be opened with a successful DC 20 Strength check, or broken if dealt 20 bludgeoning, piercing, or slashing damage, it has an Armor Class (AC 15). A Small or smaller creature can expend 5 feet of movement to enter an unoccupied mechano-tank. A creature unfamiliar with the controls of tank must succeed on a DC 15 Intelligence check to understand the controls of the machine before it is able to pilot it and control its actions and movement. While piloted, the mechano-tank's Intelligence, Wisdom, and Charisma scores are exchanged with those of the pilot. A piloted tank uses the initiative of its pilot. The pilot must use its action, reaction, and movement to use the machines action options or force it to move to a new location. While a creature is crewing the mechano-tank, it is considered to have full cover against any attack made against it from the ground. Taking control of an autopiloted tank requires a successful DC 17 Tinker's Tool Intelligence check. On a successful save, the creature takes control of the tank until the end of the creature's next turn. At which point the tank's failsafe mechanisms return, requiring a new save to temporarily take control of it. MECHANICALS Crowd Pummeler Medium construct, unaligned Armor Class 13 (natural armor) Hit Points 32 (5d6 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 9 (-1) 16 (+3) 3 (-4) 11 (+0) 1 (-5) Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non magical attacks Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands gnomish but can't speak Challenge 3 (700 XP) Immutable Form. The pummeler is immune to any spell or effect that would alter its form. Actions Multiattack. The pummeler makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Crowd Pummel (Recharge 6). The pummeler slams its claws into the ground. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 9 (2d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed saving throw, the target is knocked prone. M 65
MECHANICALS Mechano-tank Large construct, unaligned Armor Class 15 (natural armor) Hit Points 95 (10d10 + 30) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 13 (+1) 10 (+0) 9 (-1) Damage Resistances poison; bludgeoning, piercing, and slashing from non magical attacks Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10 Languages Common, Gnomish Challenge 6 (2,300 XP) Immutable Form. The tank is immune to any spell or effect that would alter its form. Magic Resistance. The tank has advantage on saving throws against spells and other magical effects. Mechano Resistance. The tank is resistance to the damage type of its thrower weapon, as described in the Mechano-tank Type table below. Actions Multiattack. The tank can use its Charged Leap. It then makes two machine gun attacks. Machine Gun. Ranged Weapon Attack: +5 to hit, range 120/380 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Thrower Weapon (Recharge 5-6). The tank uses its thrower to spew out a blast of destructive energy. The mechano-tank type determines the size, shape, and damage type of the thrower's attack. Each creature in the area of the thrower must make a DC 14 saving throw, the type of which is determined by the tank's thrower type. A creature takes 18 (4d8) damage on a failed save, or half as much damage on a success. Charged Leap (Recharge 6). The tank leaps high into the air, landing in a space no more than 60 feet from where it started. Each creature in the tank's space when it lands must make a DC 15 Dexterity saving throw, taking 10 (3d6) damage of the tank's thrower type on a failed save, or half as much damage on a successful one. On a failed saving throw, a target is knocked prone. Mechano-tank Type Type Damage Thrower Weapon Firewalker Fire 15 ft. cone (Dex. save) Frostwalker Cold 15 ft. cone (Con. save) Shockwalker Lightning 5 by 30 ft. line (Dex. save) M 66
Murloc From a distance, the degenerate and fishlike murlocs might not seem like much of a threat, but the small creatures are rarely cornered alone. They rarely venture far from their waters, and never too far from their tribe. Though they might seem humorous for their ways, behind their blank expressions hides a murderous mind. Strange Territories. Murlocs populate coastlines, lakeshores and swamps, and prefer to keep within their territory. A murloc tribe on the move is often one looking for a new place to settle -- and settled they certainly have, in nearly every corner of Azeroth. They build their chaotic villages out of mud-and-twig huts, resembling structures more suited for life underwater than life along the shore. There's no orderly pattern to where a murloc would build its home, though the tribe's oracle and strongest fighters tend to claim the best spots. Questionable Intelligence. Most would argue that murlocs are not very intelligent, considering their simple lives and near-indecipherable language. Still, they are ferocious hunters and zealous in their faith. There does not appear to be any singular belief to which the murlocs keep. Instead, they follow the whim of what signs they read from the elements, and occasionally the will of other aquatic entities -- including nagas. Pack Hunters. Though murlocs are not particularly brave, they will attempt to hunt foes that they can outnumber. In doing so, they lead just a few murlocs ahead to trick their quarry into giving chase, often into murky waters if they can. There, the brunt of the tribe's hunters lay in wait, leaping into the fray like a swarm of hungry fish. Murloc Tidehunter While most murlocs know to wield a blade or a spear, some select few have harnessed an aptitude for bringing finer tools to the hunt. The tidehunters weave and keep their own nets, sharing techniques for heavy weights and barbed hooks within their hunting parties. A group of tidehunters on the prowl can be a serious threat to anyone foolish enough to pass through their territory. Murloc Oracle A few select murlocs are elevated above the rest of their tribe, born to a strong will and a natural affinity for magic. These murlocs, known as oracles, are adept spellcasters. They are masters of the elements and can use them to control the environment around their enemies. Murloc Names and Languages The murlocs' native tongue is Nerglish; a strange, aquatic language in similar lieu to Low Common, which they share with a handful of other creatures. Their names, just like their language, are wet and softsounding. They don't keep individual surnames, but rather take to their name of their tribe -- which in turn recalls the tribe's deeds, appearance, history, or tradition. Male Names: Ashmol, Loshof, Molgoo, Shlesh Female Names: Malash, Orgloom, Seeshen, Shyresh Tribe Names: Blindlight, Bluegill, Greymist, Slatspittle MURLOCS Murloc Small monstrosity, neutral evil Armor Class 12 (natural armor) Hit Points 4 (1d6 + 1) Speed 25 ft., swim 25 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 9 (-1) 12 (+1) 7 (-2) Skills Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Nerglish Challenge 1/8 (25 XP) Amphibious. The murloc can breathe air and water. Pack Tactics. The murloc has advantage on an attack roll against a creature if at least one of the murloc's allies is within 5 feet of that creature and the ally isn't incapacitated. Slippery. The murloc has advantage on ability checks and saving throws made to escape grapple. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. M 67
MURLOCS Murloc Tidehunter Medium monstrosity, neutral evil Armor Class 14 (natural armor, shield) Hit Points 11 (2d8 + 2) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 9 (-1) 12 (+1) 7 (-2) Skills Athletics +3, Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Nerglish Challenge 1/4 (50 XP) Amphibious. The murloc can breathe air and water. Pack Tactics. The murloc has advantage on an attack roll against a creature if at least one of the murloc's allies is within 5 feet of that creature and the ally isn't incapacitated. Slippery. The murloc has advantage on ability checks and saving throws made to escape grapple. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Net. Ranged Weapon Attack. +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. Murloc Oracle Medium monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 7 (-2) Skills Perception +4 Survival +3 Senses darkvision 60 ft., passive Perception 14 Languages Nerglish Challenge 1 (200 XP) Amphibious. The murloc can breathe air and water. Pack Tactics. The murloc has advantage on an attack roll against a creature if at least one of the murloc's allies is within 5 feet of that creature and the ally isn't incapacitated. Slippery. The murloc has advantage on ability checks and saving throws made to escape grapple. Innate Spellcasting. The murloc's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components. Cantrips (at will): mending, shape water, toll the dead 1st-level (3 slots): fog cloud, sleep, thunderwave Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. M 68
N a g a s T h e n a g a a r e fo r m e r H i g h b o r n e n i g h t e l v e s, t r a n s fo r m e d i n t o a r a c e o f h o r r i fy i n g s e a s e r p e n t s. During the Great Sundering, when t h e K a l d o r e i c i t y o f Z i n -A z s h a r i w a s d e s t r o y e d, t h e K a l d o r e i Q u e e n A z s h a r a a n d m a ny o f h e r H i g h b o r n e fo l l o w e r s fe l l i n t o t h e d e p t h s o f t h e G r e a t S e a. U nw i l l i n g t o fa c e d e a t h, A z s h a r a fo r g e d a p a c t w i t h a n O l d G o d, N'Z o t h, w h i c h s aw h e r a n d h e r fo l l o w e r s t w i s t e d i n t o s e r p e n t i n e a b e r r a t i o n s. Most naga who remain belong to either of t w o g r o u p s: those who followed the betrayer, Illidan Stormrage, to fin d a n e w h o m e o n t h e s h a t t e r e d w o r l d o f O u t l a n d; a n d t h o s e s t i l l l o y a l t o Q u e e n A z s h a r a a n d h e r p l a n t o r e c l a i m t h e s u r fa c e o f A z e r o t h. Mystical Culture. N a g a c u l t u r e i s a c o m p l e x, m u l t i - fa c e t e d a ffa i r. T h e d i s t i n c t i o n b e t w e e n m a l e a n d fe m a l e n a g a s a t u r a t e s e v e r y t h i n g fr o m t h e i r a p p e a r a n c e t o t h e i r p e r c e i v e d p l a c e i n s o c i e t y. Male naga are large and m u s c u l a r c r e a t u r e s, s o m e o f t h e m g r o w i n g t o b e v e r i t a b l e b e h e m o t h s w i t h t h e s t r e n g t h t o t e a r d o w n w a l l s w i t h t h e i r b a r e h a n d s. M o s t s e r v e a s s o l d i e r s a n d g u a r d i a n s, w h i l e s o m e h o l d p o w e r a s c r u e l t a s k m a s t e r s o r a s w a r l o r d s o n t h e b a t t l e fi e l d. Female naga are more delicate, though ruth l e s s l y c u n n i n g a n d i n t e l l e c t u a l l y s u p e r i o r. T h ey a r e n a t u r a l s p e l l c a s t e r s, a n d h o n e t h e i r s k i l l s t o p e r fe c t i o n i n o r d e r t o s u n d e r t h e i r fo e s. N a g a s o c i e t y i s i n h e r e n t l y m a t r i a r c h a l, favouring female leaders in zealous homage to their Highborne queen. Azshara's Followers. The naga revere their Queen, th e m i g h t y A z s h a r a. To t h e m, s h e i s a l i v i n g d e m i g o d i n b o t h p o w e r a n d s t a t u r e, a n d a l l t h ey d o i s b y h e r d e s i g n. Factions of naga work tirelessly in their bid for p o w e r, seeking the Queen's blessing. To this end, there are few limits to how far they will go to earn her favour -- even at the cost of their own lives. Naga Myrmidon The myrmidons, with their navy blue skin and fearsome tridents, are among the strongest among naga warriors. They are feared by all who dwell near the sea; though mo s t p r o m i n e n t l y b y t h e m a k r u r a. They are often the most fa n a t i c a l i n t h e i r l o y a l t y t o t h e Q u e e n. S o m u c h s o t h a t s o m e w o u l d n e v e r t a ke t o t h e i r o r d e r s w i t h a ny t h i n g o t h e r t h a n u t m o s t o b e d i e n c e. Naga Sea Witch "Sea witch" is the informal term for a naga priestes s. M a ny h av e w i t n e s s e d t h e p r o d i g i o u s s t o r m t h a t m a r k t h e i r p r e s e n c e, b u t fe w h av e a c t u a l l y s e e n t h e w i t c h h e r s e l f a n d s i n c e l i v e d t o t e l l t h e t a l e. They are potent spellca s t e r s, a b l e t o u s e t e r r i fy i n g fr o s t a n d l i g h t n i n g s p e l l s a g a i n s t t h e i r fo e s, a s w e l l a s t h e i r H i g h b o r n e l e g a cy o f t h e a r c a n e fo r p e r s o n a l p r o t e c t i o n. N A GA N69
Naga War Lord Naga war lords are male naga warriors with shells and stone-like carapace fused to their skin, entirely covering their head and most of their upper body. Their right arm has taken on the appearance of a large hermit crab, though it is unknown whether this is an inherent mutation or a deliberate choice. Naga Brute Naga brutes are massive, lumbering beasts, strong enough to stand as siege weapons for the naga army. Some carry rank and title, while others act like little more than beasts. Whichever is the case for a particular brute, they are not avoid of intelligence. They follow given orders to the best of their abilities, and know well enough to strategize their way around an obvious trap when they see one. Naga Names and Languages In addition to speaking Common, the Naga have derived their own language from their Kaldorei roots -- Nazja. Since the time of the Great Sundering, the language has grown to a distinctly sharp, wheezing character; well-suited for keeping conversation under the sea. Male names: Atoph, Drazj, Heth'jatar, Kriellith, Nazjak, Naz'jaran, Skesessh, Zan'zarak Female names: Athiasa, Asrasi, Chazjia, Fyashi, Kazsi, Scyalla, Najesha, Zhiasi Surnames: Bloodstrike, Darksquall, Murkwail, Stormbow, Slitherfin, Stormscale, Wrathtail Variant: Naga Siren Female naga are primarily spellcasters, and considerably powerful ones at that for how they wield the turbulent powers of the sea. Naga sirens are novice spellcasters, as apprentices of a sea witch. A naga siren has the same statistics as a naga, save for Intelligence 14, Charisma 12, and the following additional trait: Innate Spellcasting. The naga's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: blade ward, ray of frost 1/day each: armor of agathys, ice knife NAGA Naga Medium humanoid (naga), unaligned Armor Class 13 (natural armor) Hit Points 13 (2d8 + 4) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 14 (+2) 9 (-1) 12 (+1) 10 (+0) Skills Perception +3 Senses passive Perception 13 Languages Common, Nazja Challenge 1/2 (100 XP) Amphibious. The naga can breathe air and water. Slippery. The naga has advantage on ability checks and saving throws made to escape a grapple. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one creature. Hit: 5 (1d6 + 2) Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: 6 (1d8 + 2) bludgeoning damage, and target is grappled (escape DC 12). Until the grapple ends, the creature is restrained, and the naga cannot constrict another target. Naga Myrmidon Medium humanoid (naga), unaligned Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 10 (+0) Skills Perception +3 Senses passive Perception 13 Languages Common, Nazja Challenge 3 (700 XP) Aggressive. As a bonus action, the naga can move up to its speed toward an enemy of its choice that it can see or hear. It must end this move closer to the enemy than it started. Amphibious. The naga can breathe air and water. Slippery. The naga has advantage on ability checks and saving throws made to escape a grapple. Actions Multiattack. The naga makes two halberd attacks, one of which can be replaced with its constrict attack. Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (1d10 + 3) slashing damage. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: 7 (1d8 + 3) bludgeoning damage, and target is grappled (escape DC 13). Until the grapple ends, the creature is restrained, and the naga cannot constrict another N target. 70
NAGA Naga Sea Witch Medium humanoid (naga), unaligned Armor Class 13 (16 with mage armor) Hit Points 65 (10d8 + 20) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 14 (+2) 16 (+3) 12 (+1) 15 (+2) Skills Perception +3 Senses passive Perception 13 Languages Common, Nazja Challenge 4 (1,100 XP) Amphibious. The naga can breathe air and water. Slippery. The naga has advantage on ability checks and saving throws made to escape a grapple. Spellcasting. The naga is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The naga has the following mage and shaman spells prepared: Cantrips (at will) : shape water, flurry, lightning blast 1st level (4 slots): cure wounds, ice knife, mage armor, thunderwave 2nd level (3 slots): darkness, hold person, warding wind 3rd level (3 slots): blizzard, dampen magic, tidal wave 4th level (1 slot): control water Actions Multiattack. The naga makes two scimitar attacks, one of which can be replaced with its constrict attack. Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one creature. Hit: 11 (2d8 + 2) Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: 6 (1d8 + 2) bludgeoning damage, and target is grappled (escape DC 12). Until the grapple ends, the creature is restrained, and the naga cannot constrict another target. Naga War Lord Large humanoid (naga), unaligned Armor Class 16 (natural armor) Hit Points 110 (13d10 + 39) Speed 25 ft., swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 15 (+2) Skills Perception +4 Senses passive Perception 14 Languages Common, Nazja Challenge 7 (2,900 XP) Amphibious. The naga can breathe air and water. Slippery. The naga has advantage on ability checks and saving throws made to escape a grapple. Actions Multiattack. The naga makes two halberd attacks, one of which can be replaced with its constrict attack. Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 20 (3d10 + 4) slashing damage. Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: 13 (2d8 + 4) bludgeoning damage, and target is grappled (escape DC 15). Until the grapple ends, the creature is restrained, and the naga cannot constrict another target. Crashing Wave (Recharges 5-6). The naga charges forward creating a wave of water that crashes anyone on its path. The naga moves 20 feet forward in a straight line producing a wave 20 feet long, 10 feet tall and 10 feet wide . Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 22 (5d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Leadership (Recharges after a Short or Long Rest). For 1 minute, the naga 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 naga. A creature can benefit from only one Leadership die at a time. This effect ends if the naga is incapacitated. Reactions Parry. The naga adds 3 to its AC against one melee attack that would hit it. To do so, the naga must see the attacker and be wielding a melee weapon. N 71
NAGA Naga Brute Huge monstrosity, unaligned Armor Class 17 (natural armor) Hit Points 147 (14d12 + 56) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 18 (+4) 8 (-1) 12 (+1) 7 (-2) Skills Perception +5 Senses passive Perception 15 Languages understands Nazja but doesn't speak Challenge 9 (5,000 XP) Amphibious. The naga can breathe air and water. Relentless (Recharges after a Short or Long Rest). if the naga takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Slippery. The naga has advantage on ability checks and saving throws made to escape a grapple. Actions Multiattack. The naga makes one bite attack and one slam attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. Massive Crash (Recharges 4-6). The naga slams the ground creating an earth tremor around it. Each creature other than the naga in a 10-foot radius centered on the naga must make a Dexterity saving throw. On a failed save, a creature takes 31 (7d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. N 72
Ogres Ogres are large, brutish humanoids of immense strength. Though native to the crumbling world of Draenor, many ogres have since settled as independent clans on Azeroth. The average adult ogre stands between 9 and 10 feet tall, weighing in at almost a thousand pounds. As far as the ogre is concerned, size is paramount. They eschew any attempt to cover themselves up, keeping their clothing simple, while brandishing fearsome warpaints. Distant Settlements. Following the Horde's second failure to invade Azeroth, the ogre clans that had come with them from Draenor quickly dispersed. Each clean headed in their own direction. Some sought to return back home, while most were content to stake a claim in this new world. Since then, ogres have settled across the world; from the hills of Arathi and the Cape of Stranglethorn, to the lush reaches of Feralas. Clan Culture. Within ogre clans, it is the strongest that stand in highest regard. An immense show of force is the fastest way to rise, though also the fastest way to fall at the hands of any enemies made along the way. Still, for as highly as the ogres regard their strength, the powerful and keen-minded ogre magi are often the real presence of power within their clan. Whether acting as the right hand of an ogre lord, or as the clan leader directly, they are the ones pulling the strings. Brutish Combatants. For an ogre, the best solution is often the simplest one. When engaged in a fight, it is not uncommon for the ogre to risk even deadly harm if thinks it can push through and come out on top by sheer virtue of strength. They are vicious opponents, strong enough to rend limb from limb with their bare hands, and crush skulls with their spiked clubs and stone-hewn mauls. Ogre Magi The ogre magi, with its two heads, holds an intelligence far exceeding the rest of its kin. Borne of the same magic that they wield, it was not uncommon for the Horde -- in its second invasion of Azeroth -- to force this transformation in order to bolster its rank of spellcasters. Although the two heads are not always in agreement, they are paramount to the ogre's magical aptitude. A living proof that having two heads can be better than having one. Ogre Lord Ogre lords are massive, hulking figures, towering above their clan in both size and status. While they have no aptitude for magic and little thought for intricate plans, their imposing presence precedes them well enough to keep the rest of their clan in check. Many might try to challenge an ogre lord's power over the course of its heavy-handed rule, though for most of them this confrontation doesn't end well. OGRES Ogre Large giant, chaotic evil Armor Class 11 (hide armor) Hit Points 59 (7d10 + 21) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 16 (+3) 8 (-1) 7 (-2) 7 (-2) Senses darkvision 60 ft., passive Perception 8 Languages Low Common Challenge 2 (450 XP) Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Rock. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. O 73
Ogre Names and Languages Historically, ogres have long held their own tongue, though their dispersion across Azeroth have turned many clans to broken forms of Common -- and sometimes Orcish. Ogre is a very coarse language, largely consisting of short, throaty sounds. Its written form has long been kept solely to the upper echelons of ogre society. For many ogres, the closest remnant of their language is in their names. Some ogres carry simple, descriptive titles for names, though many still use names with clear meaning in their own tongue. Most prominent are the names of the ogre magi. Their two heads have each a mind of their own, and with it their own name. The full name of the magi is a combination of the two: the smartest head first and the other thereafter. Male names: Chokk, Drak, Garg, Hok'kran, Krol, Mug Female names: Agra, Baki, Brakka, Nakki, Mruka, Ugra'ka Tribe names: Bloodcrush, Boulderfist, Dustgorge, Splinterstone, Stonemaul, Warmaul Variant: Ogre Priest A few ogre magi supplement their dark powers with healing spells to aid their allies. They are regarded as spiritual leaders and record-keepers for their tribe. An ogre priest has Intelligence 11 and Wisdom 14, as well as the following trait: Spellcasting. The ogre is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +5 to hit with spell attacks). The ogre has the following priest spells prepared: Cantrips (at will): resistance, shadow bolt, virtue 1st level (4 slots): dark void, healing word, shield of faith 2nd level (4 slots): lesser restoration, mind blast, silence 3rd level (3 slots): dispel magic, fear, shadow crash 4th level (1 slot): void shift OGRES Ogre Magi Large giant, chaotic evil Armor Class 11 (13 with mage armor) Hit Points 82 (11d10 + 22) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 9 (-1) 14 (+2) 14 (+2) 11 (+0) 7 (-2) Skills Arcana +5, History +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Ogre, Low Common Challenge 5 (1800 XP) Spellcasting. The ogre is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +5 to hit with spell attacks). The ogre has the following mage spells prepared: Cantrips (at will): blade ward, create bonfire, fire bolt 1st level (4 slots): armor of agathys, mage armor, magic missile 2nd level (4 slots): enlarge/reduce, scorching ray, see invisibility 3rd level (3 slots): glyph of warding, haste, slow 4th level (1 slot): arcane explosion Two Heads. The ogre has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Actions Maul: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Ogre Lord Huge giant, chaotic evil Armor Class 15 (natural armor, metal plates) Hit Points 115 (11d12+44) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 18 (+4) 10 (+0) 9 (-1) 7 (-2) Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Low Common, Ogre Challenge 7 (2900 XP) Aggressive. As a bonus action, the ogre can move up to its speed toward an enemy of its choice that it can see or hear. It must end this move closer to the enemy than it started. Mighty Presence. While it is conscious, the ogre and any friendly creature within 10 feet of it has advantage on saving throws against being frightened. Actions Multiattack. The ogre makes two greatclub attacks, one of which can be replaced with its shockwave. Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. Shockwave (Recharge 5-6). The ogre hits the ground with its greatclub causing a burst of concussive force. Each creature in a 15-foot cone originating from the ogre must make a Dexterity saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage and is knocked prone. If the ground in that area is O loose earth or stone, it becomes difficult terrain. 74
Owlbeasts The owlbeasts are serene and powerful creatures, inhabiting many forested regions across Azeroth. They resemble a cross between a bear and an owl, suited with the antlers of a great stag and the massive, hooked beak of a bird of prey. With their lumbering build and remarkably strong claws, they might seem like fearsome predators. However, their looks betray them for the gentle creatures they really are -- at least when they are left well alone. Forest Settlements. Owlbeasts keep to dense forests, finding shelter to build nests between rocks and inside caves. They are social creatures at heart, living harmoniously with their fellows in small colonies, not keeping to any apparent structure of leadership. From time to time, their choice of settlement may bring them into close contact with another race. For the most part, this is not a problem, as the creatures have been seen thriving in the company of night elves and tauren. Other times, it may force them to fight for their claim or move on to somewhere else. Once first provoked, they are quick to enrage -- at which point all hope for reason may well be lost. Peaceful Creatures. Travellers with the care to show respect are seldom hard-pressed to find aid from these gentle giants; whether they're seeking help, or a safe passage out of the woods. Still, if one does opt to disregard the owlbeasts or meet them with hostile intent, they are rarely ever shy to respond in kind. Children of Elune. The goddess Elune first created the Owlbeasts in ages past, joining the strength of the bear with the wisdom of the owl, to serve as guardians for the demigod Cenarius. Though blessed by the moon, some have fallen stray from their path, lost and confused without the guidance of their goddess. OWLBEASTS Owlbeast Large monstrosity, neutral good Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 8 (-1) Skills Perception +4 Senses darkvision 60 ft., passive Perception 13 Languages understands Darnassian but can't speak Challenge 3 (700 XP) Keen Sight and Smell. The owlbeast has advantage on Wisdom (Perception) checks it makes that rely on sight or smell. Actions Multiattack. The owlbeast makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, or 10 (1d8 + 6) piercing damage while enraged. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, or 13 (2d6 + 6) slashing damage while enraged. Wild Rage (Recharges after a Short or Long Rest). For 1 minute the owlbeast enters a rage. While enraged, the owlbeast's attacks deal an additional 3 damage (included in the attacks), and makes Strength checks and Strength saving throws with advantage. O 75
Corruptible Minds. Owlbeasts are, as with most wild beings on Azeroth, susceptible to corruption. Whether by fel energies or nightmarish whispers, it only takes so much to tip the scales and turn these docile beings into ferocious monsters. Such flocks are eventually sought out by druids seeking to intervene, though there is no telling what chaos they might have wrought in the meantime. Moonkin Though all owlbeasts are children of Elune, few keep their blessing closer to heart than the graceful moonkin. The two may seem near indistinguishable at first, but the moonkin's heightened mind leaves it more than capable of coherent dialogue and rational thought. Bound to their groves and keeping in druidic circles, to whom they act as guardians, they boast a formidable breadth of magical power. OWLBEASTS Moonkin Large monstrosity, chaotic good Armor Class 13 (16 with barkskin) Hit Points 85 (10d10 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 8 (-1) Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages Darnassian Challenge 5 (1,800 XP) Keen Sight and Smell. The moonkin has advantage on Wisdom (Perception) checks it makes that rely on sight or smell. Spellcasting. The moonkin is a 9th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The moonkin has the following druid spells prepared: Cantrips (at will) : druidcraft, resistance, solar wrath 1st level (4 slots): healing word, entangle, faerie fire, starfire 2nd level (3 slots): barkskin, cyclone, moonbeam 3rd level (3 slots): mass healing word, plant growth, starsurge 4th level (3 slots): grasping vines, guardian of nature, 5th level (1 slot): wrath of nature Actions Multiattack. The moonkin makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage. O 76
Quilboars A ferocious, suicidally brave race, quilboars are renowned for their stubby, pig-like appearance. Rows of sharp spines run down their hunched backs, and stubby tusks protrude from their mouth. They adorn their skin with tribal markings and tattoos, and their devotion to their tribe may seem almost alien to most other races. Sacred Settlements. Quilboars live in the protective shade of enormous bramble roots, so large that they choke the land of all other life. These thorny landscapes, believed to have first grown from the blood of the ancient guardian Agamaggan, are considered sacred to the quilboars. Should the land become too barren for even them, they are quick to tear down and move on. Once a tribe finds a new place to settle, its mighty thornweavers seed and grow forth new roots for them to live in. Hostile Colonies. Within their thorny settlements, a quilboar tribe can grow impressively large. Loyalty to the tribe is paramount for its survival, to which they train their young quickly to meet any outsiders with hostility. Ancient Powers. Quilboars practice a crude form of shamanism, with the blessing of Agamaggan. These shamans, known as thornweavers, are kept in high regard by their tribes as the voice of their ancient guardian. They revere Agamaggan, the great boar, as their creator. By making offerings in his name, a tribe's fighters can summon forth terrifying strength as they descend upon their foes. Quilboar Packmaster With their natural bond to the great boar, some quilboars have have made it their lives to raise and fight alongside such creatures. A packmaster rarely walks alone, always taking one or more boars in its company. Quilboar Thornweaver The thornweavers are vital to a quilboar tribe's survival, as these wise shamans bring forth the thorny brambles in which the tribe makes its home. Even the tribe's chieftain knows well to respect the word of a thornweaver. By their bond, they are the voice of Agamaggan. QUILBOARS Quilboar Medium humanoid (quilboar), neutral evil Armor Class 11 Hit Points 7 (1d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 11 (+1) 14 (+2) 8 (-1) 10 (+0) 9 (-1) Senses darkvision 60 ft., passive Perception 10 Languages Common, Quilboar Challenge 1/4 (50 XP) Keen Smell. The quilboar has advantage on Wisdom (Perception) checks that rely on smell. Vengeance. The quilboar can make an opportunity attack with disadvantage against a target within range when another quilboar that it can see or hear dies. Actions Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Reactions Quills. In response to being hit by a melee attack, the quilboar can spew quills back at the attacker. Melee Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Q 77
Quilboar Chieftain At the head of the quilboar tribe sits its chieftain. In most cases, the rise of a tribe's chieftain came at the demise of its last. They surround themselves with their thornweavers for guidance, and sometimes wield a host of battleguards at their side. Quilboar Names and Languages The quilboar language is a rough, sharp-spoken tongue that relies on a mixture of guttural sounds and sharp squeals. There is little room for eloquence in their vocabulary, though it is by no means primitive. Their names follow a mixture of native descriptions and short words, and their names lead descriptive, evocative titles -- for which rough translations in other languages often become the most widely known. Quilboar Names: Aggem, Jargba, Gukk'rok, Hagg, Kuz, Mok, Nak, Roogug, Snokh, Trok Clan Names: Blacksnout, Briarback, Bristleback, Foultusk, Razorfen, Razormane QUILBOARS Quilboar Packmaster Medium humanoid (quilboar), neutral evil Armor Class 13 (leather) Hit Points 13 (3d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 10 (+0) 9 (-1) 12 (+1) 9 (-1) Skills Animal Handling +3 Senses darkvision 60 ft., passive Perception 11 Languages Common, Quilboar Challenge 1/2 (100 XP) Keen Smell. The quilboar has advantage on Wisdom (Perception) checks that rely on smell. Vengeance. The quilboar can make an opportunity attack with disadvantage against a target within range when an ally that it can see or hear dies. Actions Multiattack. The quilboar uses its Master's Command. It then makes one attack with its tusks or javelin. Tusk. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Master's Command. The quilboar commands a tamed beast within 30 feet of it to attack a target, giving the beast advantage on the next attack it makes against it. Reactions Quills. In response to being hit by a melee attack, the quilboar can spew quills back at the attacker. Melee Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Quilboar Thornweaver Medium humanoid (quilboar), neutral evil Armor Class 12 (16 with barkskin) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 13 (+1) 9 (-1) 15 (+2) 9 (-1) Senses darkvision 60 ft., passive Perception 11 Languages Common, Quilboar Challenge 1 (200 XP) Keen Smell. The quilboar has advantage on Wisdom (Perception) checks that rely on smell. Vengeance. The quilboar can make an opportunity attack with disadvantage against a target within range when an ally that it can see or hear dies. Spellcasting. The quilboar is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): resistance, shillelagh, thorn whip 1st level (4 slots): cure wounds, faerie fire, sleep 2nd level (2 slots): barkskin, spike growth Actions Tusk. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. Reactions Quills. In response to being hit by a melee attack, the quilboar can spew quills back at the attacker. Melee Weapon Attack: +4 to hit, range 10 ft., one target. Q Hit: 4 (1d4 + 2) piercing damage. 78
Variant: Quilboar Battleguard A quilboar battleguard has a challenge rating of 4 (1,100 XP). It has the same statistics as a quilboar chieftain, except it gains the following special abilities and loses the Leadership action. Charge. If the quilboar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 5 (2d4) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long rest). If the quilboar takes 12 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. QUILBOARS Quilboar Chieftain Medium humanoid (quilboar), neutral evil Armor Class 15 (breastplate) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 13 (+1) 12 (+1) 9 (-1) Senses darkvision 60 ft., passive Perception 11 Languages Common, Quilboar Challenge 3 (700 XP) Keen Smell. The quilboar has advantage on Wisdom (Perception) checks that rely on smell. Vengeance. The quilboar can make an opportunity attack with disadvantage against a target within range when an ally that it can see or hear dies. Brute. A melee weapon deals one extra die of its damage when the quilboar hits with it (included in the attack). Actions Multiattack. The quilboar makes two melee attacks: one with its tusk and one with its battleaxe. Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands to make a melee attack. Leadership (Recharges after a Short or Long Rest). For 1 minute, the quilboar can utter a special command or warning whenever a nonhostile 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 rolls provided it can hear and understand the quilboar. A creature can benefit from only one Leadership die at a time. This effect ends if the quilboar is incapacitated. Reactions Quills. In response to being hit by a melee attack, the quilboar can spew quills back at the attacker. Melee Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Q 79
Ravagers Native to the world of Draenor, these quadrupedal beings roam across their surrounding land in search of food to fill their insatiable appetite, ready to hound down and tear apart any creature made of flesh. Ravagers resemble giant insectiods, equipped with ragged teeth and a voracious lust for meat. Their bodies are covered in hard chitin, which combined with their impressive speed make them amicable fighters. Ferocious Carnivores. Being such fierce predators, ravagers hunt together in swarms. They hide behind rocks and within crevices, waiting for their quarry to come within reach. Then, as soon as the moment comes, lunge out from hiding and rush into the fray with overwhelming force. Swarm Mentality. Perhaps not too surprising, given their insect-like appearance, are the ever-growing ravager colonies. Though their hive mind is not as intrinsically linked as some others, it still binds the colony together as a large, fiercely protective swarm. Migrated Creatures. Ravagers are native to the world of Draenor, with no true equal on Azeroth -- save for one small colony, locked away on the Exodar with the fleeing Draenei. The ship's subsequent crash off the northern coast of Kalimdor saw this particular group of ravagers released into the wild. Most were stopped in their tracks, though some may yet have escaped to flee deeper into the thickets, or across the waters to the mainland. Ravager Brood Mother At the heart of a ravager colony sits its queen; the brood mother. She grants the colony life, by laying the eggs that hatch into the ravager larva. For her vital part in keeping the colony alive, other ravagers in the colony will go to extreme lengths to ensure her safety. Ravager Wasp Following the birth of a ravager larva, the creature quickly cocoons itself in order to grow further. From the cocoon, the ravager emerges as a slender wasp with a ferocious sting. The ravager wasp gorges itself on its prey, feeding until its wings can no longer support the weight of its body. Then, its wings are shed; as the wasp undergoes one final metamorphosis into a full-grown, four-legged ravager. Ravagers on alternate Draenor The ravagers of alternate Draenor were never exposed to the powers of fel, their bodies were not malformed. These creatures have evolved into large monsters more resembling four-legged spiders, their wings have grown with them giving all ravagers a flying speed equal to their normal speed. RAVAGERS Ravager Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 22 (4d8 + 4) Speed 40 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 13 (+1) 4 (-3) 9 (-1) 3 (-4) Skills Stealth +5 Damage Resistances bludgeoning Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) Keen Smell. The ravager has advantage on Wisdom (Perception) checks that rely on smell. Swarming. The ravager can move through a hostile creature's space even if the creature isn't two sizes larger or smaller than the ravager. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. If the target is wearing armor and the attack roll exceeds the target's AC by 5 or more, the target's armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC R of 10 is destroyed. 80
RAVAGERS Ravager Brood Mother Large beast, unaligned Armor Class 16 (natural armor) Hit Points 84 (11d10 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 4 (-3) 12 (+1) 3 (-4) Skills Stealth +5 Damage Resistances bludgeoning Senses darkvision 60 ft., passive Perception Languages — Challenge 4 (1,100 XP) Brood's Courage. The ravager and allied creatures within 30 feet that can see or hear the ravager has advantage on saving throws against being frightened. Keen Smell. The ravager has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The ravager makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage. If the target is wearing armor and the attack roll exceeds the target's AC by 5 or more, the target's armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. Distress Call (Recharge 6). The ravager makes a deafening screech, each creature within 20 feet of it that can hear it and that isn't a ravager must succeed on a DC 12 Constitution saving throw or be deafened for 1 minute. The screech can be heard within 240 feet of the ravager, altering the brood of danger. Stunning Screech (1/day). The ravager emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a ravager must succeed on a DC 14 Constitution saving throw or be stunned until the end of the ravager's next turn. Reactions Brood's Protection. When a creature the ravager can see targets it with an attack, the ravager can choose another ravager within 5 feet of it. The chosen ravager uses its reaction to protect the brood mother, becoming the new target of the attack. Ravager Wasp Small beast, unaligned Armor Class 12 (natural armor) Hit Points 7 (2d6) Speed 10 ft., fly 25 ft. STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 2 (-4) 7 (-2) 3 (-4) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Flyby. The ravager doesn't provoke opportunity attacks when it flies out of an enemy's reach. Swarming. The ravager can move through a hostile creature's space even if the creature isn't two sizes larger or smaller than the ravager. Actions Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 3 (1d6) poison damage. R 81
Sabercats Sabercats are cunning felines, native to the northern reaches of Kalimdor. These magnificent beasts have been the companions of many adventurers -- and the demise of many more. They are intelligent creatures; very loyal when properly domesticated, while still remaining aggressive and territorial in the wilds. Stalkers of Azeroth. Favoured as they are among travellers, sabercats have come to live far and wide across Azeroth. Still, the majority of their kind keep to Kalimdor, where they populate dense forests and icy wastes alike. They are quick to adapt to their given habitat, sprouting pelts able to blend their surroundings. Many species of sabercats exist, each one distinct and differing remarkably in how it would approach outsiders. The most common types of sabercats are the dreadsabers, the frostsabers, and the nightsabers. Supreme Predators. Sabercats are deadly predators, representing the pinnacle of a stalking hunter. They are able to prowl up on their prey with ease, averting the gaze of even the most perceptive and watchful. They are also pack animals, rarely ever hunting alone. Even when one does spot a prowling sabercat, it is likely that another is about to pounce from behind. Fierce Companion. Whether raised from a cub or tamed in the wild, the beasts become loyal to a fault once properly bonded. Night elves have bred and trained sabercats for thousands of years, even utilizing them as mounts in their armies. Manasaber Manasabers are a type of sabercat found residing within the borders of Suramar. The well of power, radiating from inside the city, has infused them with mana and transformed them into magical beings. Most manasabers are domesticated animals, having lived in such close proximity to the elves of Suramar -- who in turn take great care to train them well. Variant: Sabercat Armor An armored sabercat has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The sabercat's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the sabercat's challenge rating. AC Barding 13 Leather 14 Studded leather 15 Ring mail 16 Scale mail AC Barding 17 Chain mail 18 Splint 19 Plate SABERCAT Young Sabercat Medium beast, unaligned Armor Class 12 Hit Points 13 (3d6 + 3) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 3 (-4) 11 (+0) 9 (-1) Skills Perception +2, Stealth +6 Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 1/2 (450 XP) Keen Smell. The sabercat has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. S 82
SABERCAT Sabercat Large beast, unaligned Armor Class 12 Hit Points 30 (4d10 + 8) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1) Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 1 (200 XP) Keen Smell. The sabercat has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the sabercat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the sabercat can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Manasaber Large beast, unaligned Armor Class 13 Hit Points 52 (7d10 + 14) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 15 (+2) 4 (-3) 12 (+1) 10 (+0) Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception Languages — Challenge 3 (700 XP) Keen Smell. The sabercat has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. The manasaber's spellcasting ability is Wisdom (spell save DC 11). The manasaber can innately cast the following spells, requiring no components: 2/day each: invisibility, misty step Magic Resistance. The manasaber has advantage on saving throws against spells and other magical effects Magic Weapons. The manasaber's weapon attacks are considered magical. Pounce. If the sabercat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the sabercat can make one bite attack against it as a bonus action. Actions Multiattack. The manasaber makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. S 83
Satyrs An ancient curse borne by a highborne sorcerer brought forth the first satyr -- and with it, others would soon follow. These demonic beings were once night elves of the Kaldorei Empire, but little of that heritage remains in their twisted forms. Now there is only anger and hatred. Cursed Affliction. During the War of the Ancients, the Highborne sorcerer Xavius was tasked with opening a portal that would connect Azeroth to the Twisting Nether. His failture to do so brought upon him the wrath of Sargeras, who tore him asunder and tortured his spirit. As pain and anguish shattered Xavius' mind, the Lord of the Burning Legion still saw use in the sorcerer; and set to forge a new, demonic form for his servant. In the form of a satyr, Xavius was sent back to Azeroth to spread his curse through the Kaldorei Empire. Like himself, all who he affected were turned to misshapen beasts, capable of pasing their curse onto others in turn. Scores of night elves, and some other races as well, fell to Xavius' dark influence. Created, Not Born. Although both male and female satyrs exist, they have never been able to reproduce. All satyrs in existence were formed from their affliction, some thousands of years old. Though the ages have made them rare, they still pose an imminent threat to any unfortunate enough to encounter them. Burning Hatred. Satyrs are creatures of malice; their veins run a smoldering red as the anguish visited on Xavius is bestowed upon them in turn. They find an indescribable glee in visiting their pain upon others, beast or humanoid -- though none as much as their old elven kin. Should a satyr cross paths with an outsider, it is not unlikely for it to try and manipulate them, even corrupt them if possible. Tainted Magic. Wherever the satyrs walk, their demonic presence slowly seeps magic from the land. Life withers away, as if touched by the fel itself, while the satyr drains its power for its own nefarous needs. All the power they drain is stored in their hooves. A peprceptive traveller may be able to distinguish the weak from the strong among satyrs, solely by examining its step - - as if the ground has been scorched by brimstone. Frightful Fighters. Satyrs are not known for forming organized armies with strategies or plans. They live in small and remote sects, tending to their sinister schemes. When a sentry sounds the alarm, every satyr is quick to join into the fray without any care for their own life. They act like a true horde of demons; one with no commander, and no orders to follow. Satyr Trickster Certain satyrs show a penchant for laying painful traps and ambushing their targets. These tricksters revere and mimic their Lord, Xavius, for his sinister deeds. When the call to battle sounds, they take the subtle approach -- by sneaking up on their enemies to pick off any target they can waylay. Satyr Hellcaller Satyrs who revel in the arts of fel and shadow magic alike, are known as hellcallers. These warlocks are by far more imposing than the common satyr, as their thirst for magic has bolstered their form just as much as it has tempered their apetite for destruction. SATYRS Satyr Medium monstrosity, chaotic evil Armor Class 13 (natural armor) Hit Points 13 (3d8) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 11 (+0) 9 (-1) 12 (+1) 14 (+2) Skills Deception +4, Nature +3, Perception +3, Stealth +4, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Darnassian Challenge 1/2 (100 XP) Shadowmeld. The satyr can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. Actions Multiattack. The satyr makes two attacks: one with its claw and one with its scimitar. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. S 84
SATYRS Satyr Trickster Medium monstrosity, chaotic evil Armor Class 14 (natural armor) Hit Points 27 (6d8) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 15 (+2) Skills Deception +4, Nature +3, Perception +3, Stealth +5, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Darnassian Challenge 1 (200 XP) Cunning Action. The satyr can use its bonus action to take the Dash, Disengage, or Hide action. Innate spellcasting. The satyr's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components. At will: mage hand, minor illusion 1/day each: fog cloud, invisibility Shadowmeld. The satyr can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. Sneak Attack (1/Turn). The satyr 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 satyr that isn't incapacitated and the satyr doesn't have disadvantage on the attack roll. Actions Multiattack. The satyr makes two attacks: one with its claw and one with its scimitar. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Satyr Hellcaller Medium monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 16 (+3) Skills Deception +5, Nature +4, Perception +4, Stealth +4, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Darnassian Challenge 3 (700 XP) Fiendish Blessing. While the satyr is wearing no armor, its AC includes its Charisma modifier. Spellcasting. The satyr is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): fel flame, green-flame blade, mage hand, shadow bolt 1st-5th level (2 3rd-level slots): arms of hadar, bestow curse, hypnotic pattern, scorching ray, ray of enfeeblement Shadowmeld. The satyr can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. Actions Multiattack. The satyr makes two attacks: one with its claw and one with its scimitar. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. S 85
Scourge The Undead Scourge saw its creation at the hands of the Nathrezim; the cunning, bat-like dreadlords of the Burning Legion. In a second bid to conquer Azeroth, they envisioned themselves a grand army of the dead. A perfect precursor for their own triumphant return. With its foothold on the arctic continent Northrend, under the command of the Lich King, the ranks of the Scourge swell larger with every passing day -- housing hordes of terrifying, destructive monstrosities. Brought forth by devoted cults of necromancers, and by Val'kyr held to their master's will. The Lich King. At the head of the Undead Scourge stands the Lich King, whose dread presence drives the shambling hordes forward. The first Lich King, and creator of the Scourge, was the orc shaman Ner'zhul. Though the old shaman had intended to lead his followers in search of other worlds to conquer, he found himself apprehended by by Kil'jaeden; demon lord of the Burning Legion. The demon lord tore the orc's body apart, but kept his spirit intact. Ner'zhul was offered one last chance to serve; to be forever bound to the demon-forged Helm of Domination and encased within a throne of ice, seated atop the tallest peak amidst Azeroth's northern wastes. Ultimately, the orc chose to accept the demon's bargain, bidding for the power it would bestow upon him. Thus, the Lich King was born. SCOURGE S 86
Th e Plague of Un dea th. I n s e r v i c e t o t h e B u r n i n g L e g i o n, t h e L i c h K i n g N e r'z h u l w o u l d b e c o m e t h e l o n e, governing mind of an army of the damned. His first claim was to the frozen reaches of Northrend, after a long and hard-won war against the nerubians and their underground kingdom of Azjol-Nerub. His second w a s i n u n l e a s h i n g t h e g r u e s o m e P l a g u e o f U n d e a t h u p o n t h e h u m a n k i n g d o m o f L o r d a e r o n. The ambitious plan laid forth b y t h e d e m o n l o r d K i l'j a e d e n, t o s e e A z e r o t h h e e l, r e q u i r e d a n e w fo o t h o l d t h r o u g h w h i c h t h e L e g i o n c o u l d e n t e r. J u s t a s i t h a d b e e n t h e l a s t t i m e, t h e w r i t i n g s o f t h e G u a r d i a n M e d i v h, l o c ke d aw ay i n t h e c i t y o f D a l a r a n, w o u l d b e t h e key. The Lich King reached far and wide for tho s e w i t h a n a p t i t u d e fo r n e c r o m a n cy. C h i e f a m o n g t h e m s t o o d t h e a r c h m a g e Ke l'T h u z a d; a r o u n d w h o m t h e C u l t o f t h e D a m n e d fo r m e d. I t w a s t o b e t h e p i e c e w i t h w h i c h t h e L i c h K i n g's u n d e a d p l a g u e w o u l d s p r e a d. Crown Prince Menethil. Althoug h t h e L i c h K i n g a n d t h e S c o u r g e h a d b e e n g i v e n fo r m t o p r e l u d e t h e B u r n i n g L e g i o n, N e r'z h u l's t r u e a m b i t i o n w a s h i s o w n s a l v a t i o n: t o b r e a k fr e e fr o m t h e s h a c k l e s o f h i s d e m o n i c m a s t e r s. To this end, the Lich King sought a champion to car r y o u t h i s w i l l. H e h a d a l r e a d y e nv i s i o n e d t h e c r o w n p i e c e o f L o r d a e r o n, A r t h a s M e n e t h i l, s u p p l a n t i n g h i m i n h i s r u l e o f t h e d a m n e d. T h e p r i n c e w a s a c a p a b l e w a r r i o r; a p a l a d i n o f t h e S i l v e r H a n d, s e a s o n e d fr o m n u m e r o u s s k i r m i s h e s w i t h e r r a n t o r c c l a n s a c r o s s t h e h u m a n k i n g d o m s. This new undead threat, however, was not o n e A r t h a s c o u l d b r i n g t o a n e n d. I t d r o v e t h e p r i n c e t o d e s p e r a t i o n; t o t h e p u r g i n g o f h i s o w n h o m e l a n d; t o a v e n g e fu l c r u s a d e a c r o s s N o r t h r e n d; a n d u l t i m a t e l y t o h i s d o o m. The Runeblade. Buried away in a frozen va u l t, A r t h a s d r e w fo r t h a n a n c i e n t r u n e b l a d e - - Fr o s t m o u r n e. H e h a d b e e n t o l d t h e b l a d e w o u l d b e t h e m e a n s t o h i s l o n g - s o u g h t e n d s, a n d b y i t s p o w e r s h e c a r v e d h i s w ay t h r o u g h t h e u n d e a d h o r d e s w i t h a m i g h t w h i c h n o n e a r o u n d h i m h a d s e e n b e fo r e. However, t h e b l a d e w o u l d u l t i m a t e l y c o s t t h e c r o w n p r i n c e h i s s o u l. T h r o u g h i t, t h e L i c h K i n g e x e r t e d h i s w i l l u p o n A r t h a s, b i n d i n g h i m a s a c h a m p i o n o f t h e S c o u r g e. The Fall of Lordaeron. Upon his return to Lordaeron, Arthas ultimately drove his kingdom to ruin. Thereafter, t h e k i n g d o m s o f Q u e l't h a l a s a n d D a l a r a n fe l l j u s t t h e s a m e. From their ashes, with the aid of Kel'thuzad -- reborn a L i c h - - A r t h a s s aw t h e B u r n i n g L e g i o n s u m m o n e d fo r t h. Though the invasion of the Legion was ultimately a fa i l u r e, a n d t h e l a n d s o f D a l a r a n a n d Q u e l't h a l a s r e c l a i m e d, Lordaeron was forever enveloped in undeath. The final piece of the Lich King's plan, with which the Scourge would truly take foot, was to bring Arthas to his side. The Frozen Throne. And so, leaving Lordaeron behind for what would later become the Forsaken, Arthas took heed of his master's request and set sail back to Northrend. There, atop the peak of its glacial wastes, the prince found the frozen tomb in which Ner'zhul's spirit had been bound. With his runeblade held aloft, Arthas shattered the ice; freeing the Helm of Domination to which the old shaman had been bound. As he placed the helm on his head, their spirit fused together as one. Bound to their trackless kingdom of the damned. The Icecrown Citadel. Since then, through the tireless machinations of the Scourge, a massive citadel has been erected around the Icecrown glacier upon which the Frozen Throne resides. S C O U R G E S87
Its spiked walls and towering spires can be seen from every far-reaching corner of Northrend, as a warning to any who would set foot on its shores. At the peak of the tallest spire, the Lich King dwells on his throne, projecting his iron will across Azeroth. Abomination Twisted, mutilated creatures comprised of flesh from a multitude of corpses, Abominations are not risen like most undead. Instead, they are created, loosely stitched together. These putrid constructs resemble enormous mounds of flesh, given limbs and a vague semblance of form. They are fearless, and take joy in cleaving flesh from bone with rusted cleavers. As though their creators saw it only fit to arm the beasts with weapons as bizarre as their excess of arms. Gargoyle Unlike most creatures of the Undead Scourge, Gargoyles are not undead. These strange, wiry flyers are known for their rough, crystalline hides keep them well protected. Native to Northrend, gargoyles were brought to Lordaeron at Arthas' command as scouts in the army of the Scourge. Chaotic by nature, they have proven effective in their task and a frightful aerial combatant. Ghoul Ravenous cannibals that leave only havoc and devoured corpses behind them. Ghouls are the lumbering remains of once innocent humans, transformed into hollow-eyes terrors with an insatiable hunger for flesh. They are the Scourge's prime tool for spreading panic; a mindless vanguard to swarm through settlements, breaking chaos before the rest of the Scourge arrive. Feasting on the living and dead alike as they do. Variant: Greater Abomination A greater abomination has a challenge rating of 9 (5,000 XP). It has the statistics of an abomination except that it has 152 (16d10 + 62) hit points, Armor Class (AC 17), +10 to hit with its weapon attacks, and gains the following action options. Engorge. The abomination makes one cleaver attack and places a grappled target in its ribcage. The target becomes restrained, and can use its action to break free by succeeding on a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check. While restrained in this way, a creature takes 14 (4d6) bludgeoning damage at the start of each of the abominations turns. An abomination can have only one creature restrained within its ribcage. Cannibalize. The abomination cannibalize the corpse of creature that has been dead for less than 24 hours. Each creature of the abomination's choice that is within 120 feet and can see it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abomination's Cannibalize for the next 24 hours. Scourge Risen Template A creature risen by the scourge is any Huge or smaller creature brought back to life by vile necromantic energies. A creature that was never flesh and blood to begin with (such as a construct) can't be risen under the scourge's control. The following characteristics change or are added to a creature that becomes a scourge risen creature. Retained Characteristics. The risen retain its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities. Lost Characteristics. The risen loses its original saving throw and skill bonuses, special senses and special traits. It loses any action that isn't multiattack or a melee weapon that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item. Type. The risen's type is undead, and it loses any tags. Alignment. The risen is neutral evil. Ability Scores. The risen's ability scores change as follows: Int 3 (-4), Wis 6 (-2), Cha 5 (-3). Senses. The risen has darkvision with a radius of 60 ft. Damage Immunities. The risen gains immunity to poison damage. Condition Immunities. poisoned. Languages. The risen understands all languages it knew in life, but cannot speak. Attacks. If the risen has no means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + the risen's Strength modifier, increasing by 1d4 for each size larger than Medium. SCOURGE Scourge Risen Knight Medium undead, neutral evil Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 3 (-4) 6 (-2) 5 (-3) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can't speak Challenge 3 (700 XP) Actions Multiattack. The knight makes two greatsword attacks. Great. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Reactions Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see S the attacker and be wielding a melee weapon. 88
SCOURGE Abomination Large construct (undead), neutral evil Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft. STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 4 (-3) Damage Resistances bludgeoning, piercing, and slashing from non magical attacks Damage Immunities poison Condition Immunities exhaustion, frightened, petrified, poisoned Senses darkvision 60 ft., passive Perception 9 Languages Common, Gutterspeak Challenge 7 (2,900 XP) Immutable Form. The abomination is immune to any spell or effect that would alter its form. Stench. Any creature that starts its turn within 10 feet of the abomination 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 abominations for 1 minute. Actions Multiattack. The abomination makes two attacks: one with its cleaver and one with its horrific hook. Cleaver. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage plus 5 (1d10) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Horrific Hook. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and if the target is a creature it must succeed on a DC 16 Strength saving throw or be grappled and pulled to an empty space next to the abomination. S 89
SCOURGE Gargoyle Medium monstrosity, chaotic evil Armor Class 15 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 16 (+3) 5 (-3) 11 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from non magical attacks that aren't adamantine Damage Immunities poison Condition Immunities exhaustion, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Common but can't speak Challenge 2 (450 XP) Actions Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Stone Form. The gargoyle turns itself to stone making it indistinguishable from an inanimate statue. While it is turned this way, the gargoyle can't take any actions or move, and regains 5 hit points at the end of each of its turns. The gargoyle can turn itself into flesh using its bonus action. Ghoul Medium undead, chaotic evil Armor Class 12 Hit Points 22 (5d8) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) Actions Multiattack. The ghoul makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Cannibalize (Recharge after a Short or Long Rest). The ghoul cannibalizes the corpse of a humanoid that has been dead for less than a day, regaining 10 hit points. Each creature of the ghoul's choice that is within 30 feet of the ghoul and can see it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to any ghoul's cannibalize for the next 24 hours. S 90
SCOURGE Zombie Medium undead, neutral evil Armor Class 8 Hit Points 16 (2d8 + 6) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 14 (+2) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can't speak Challenge 1/4 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. S 91
Shale Spider Shale spiders are durable diggers, native to the elemental plane of Deepholm. They possess a tenacity and ferocity not shown in many other elementals; as one will often fight until it is utterly and entirely torn asunder. Stone Nuisance. The spiders sometimes find their way out of Deepholm, emerging onto the surface. A newly emerged shale spider is fairly harmless, keeping reclusive while it tries to adapt to its new environment. Once it has, however, it sets out to hunt -- often with a voracious hunger. Swarmers. Above all, the shale spiders are notorious swarmers. They'll often work together to take down their prey. Sometimes, a single shale spider will pretend to be alone, while its kin lays in wait for an opportunity to strike. Elemental Nature. The shale spider doesn't require air, food, drink, or sleep. Variant: Lava Spider A lava spider has adapted to burning climate around it, it drips molten magma as it skitters across the surface and illuminates its surroundings. A lava spider has immunity to fire damage, and gain the following additional trait: Illumination. The spider sheds bright light in a 10- foot radius and dim light for an additional 10 feet. The lava spider replaces the shale's action options has the following action options: Multiattack. The spider makes one bite attack and uses its Spit Fire. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, plus 3 (1d6) fire damage. Spit Fire. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 9 (2d6 + 2) fire damage. SHALE SPIDER Shale Spider Large elemental, chaotic evil Armor Class 15 (natural armor) Hit Points 42 (5d10 + 15) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 7 (-2) 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., passive Perception 10 Languages — Challenge 3 (700 XP) Earth Glide. The spider can burrow through non magical unworked earth and stone. While doing so, it doesn't disturb the material it moves through. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The spider makes two attacks: one with its bite and one slam. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 2 (1d4) acid damage. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. S 92
Shredder Shredders are large mechanical constructs: a marvel of goblin ingenuity, created to truly maximize profits from mass deforestation. The sturdy machines are equipped with a clamping claw and a deadly sawblade, making them just as efficient lumberjacks as effective combatants when outraged woodland denizens come for revenge. Shredders are core to numerous goblin enterprises, across Azeroth. They are manual machines, requiring either an operator or an operator's instructions. Enemies of the Forest. The brutally efficient deforestations conducted by shredders have garnered them a deepseeded hatred among those who dwell in the wilds. Many of whom work tirelessly to push back and sabotage the constructs, if only to save their home. War Constructs. Shredders have on occasion become frontline fighters in times of war. If a goblin on its lonesome won't pose much of a threat, a ruthless goblin operating a spinning buzzer-blade certainly will. Crewing a Shredder Most shredders are manual machines that require a pilot to operate, and even autopiloted shredders can be overwritten to work manually for a time. A creature can use its action to attempt to climb a piloted shredder by succeeding on a DC 13 Strength (Athletics) check. On a failed save, the creature expends half its movement and is unable to climb the shredder. A Medium or smaller creature can expend 5 feet of movement to enter an unoccupied shredder. A creature unfamiliar with the controls of shredders must succeed on a DC 12 Intelligence check to understand the controls of the machine before it is able to pilot it and control its actions and movement. While piloted, the shredder's Intelligence, Wisdom, and Charisma scores are exchanged with those of the pilot. A piloted shredder uses the initiative of its pilot. The pilot must use its action, reaction, and movement to use the machines action options or force it to move to a new location. While a creature is crewing the shredder, it is considered to have three-quarters cover against any attack made against it from the ground. Taking control of an autopiloted shredder requires a successful DC 14 Tinker's Tool Intelligence check. On a successful save, the creature takes control of the shredder until the end of the creature's next turn. At which point the shredder’s failsafe mechanisms return, requiring a new save to temporarily take control of it. SHREDDER Shredder Large construct, unaligned Armor Class 13 (natural armor) Hit Points 52 (7d10 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 9 (-1) 15 (+2) 3 (-4) 11 (+0) 1 (-5) Damage Resistances poison; bludgeoning, piercing, and slashing from non magical attacks Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 3 (700 XP) Immutable Form. The shredder is immune to any spell or effect that would alter its form. Actions Multiattack. The shredder makes two attacks: one with its claw and one with its sawblade Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the shredder can't use its claw against another target. Sawblade. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Reactions Halt! The shredder can make one claw or sawblade attack against a creature that's attempting to climb it, if hit by the sawblade, the creature must make a DC 13 Dexterity saving throw, or fall prone in an empty space next to the shredder. S 93
Silithids Silithids are frightful insectoids, living in large colonies excavated beneath scorching sands. Although their individual strength is questionable at best, a colony's collective hive-mind can send signals and pain surging through the hive to alert its members of intruders. They range dramatically in size. Beginning their life as small insignificant larva, they grow into the swarms of monstrosities that make up their flock. Whatever their size may be, they all resemble massive insects -- if those insects were grotesquely mutated and thirsting for flesh. Spawns of Qiraji. As the kingdom of the aqir was left in ruins, those who remained split in two and ventured in opposite directions. One grouped traveled far south, where they found and ransacked a titan research station near Uldum. Turning the facility into a hive, they renamed themselves the qiraji -- and their new home, Ahn'Qiraj. But their new hive held a dark secret: it was the prison of C'Thun, one of the Old Gods who had ruled primordial Azeroth. Just as the aqir before them had served him, the qiraji quickly bowed down to his will. The facility was transformed from a prison into a seat of power, one from which the qiraji grew over milennia into an army; one capable of exacting the Old God's revenge. The key to Cthun's plan was the creation of the silithid: a race of insectoid creatures born from the qiraji, one with which Ahn'Qiraj would be poised to as a new empire. Bestial Drones. Unlike the qiraji, silithids aren't sentient beings. They are slavering beasts at most, linked together in a hive-mind that spans the entirety of southern Kalimdor. C'Thun created them to be mindless servants of the qiraji; minions that would be eternally loyal to their masters -- and in turn to C'Thun himself. Collective Hive-Mind. Although silithids might seem to be acting on their own accord, their actions are all the exertion of their hive collective. This, however, does not make them any less dangerous. A hive of silithids are controlled by one or more colossi, whose masive -- sometimes exposed -- brain keeps a tidy order of all other members of its hive, directing them. The colossi in turn are controlled by the qiraji, whose dominance over the race is absolute. Hives typically possess a strange crystalline prism, hidden deep within its core, through which the qiraji communicate with them. Adaptable Hive. No other creature can adapt to changes in their environment as quickly as the silithid. Adventurers daring enough to delve into the heart of a silithid hive, hoping to kill its colossi and hamper the colony as a whole, will soon find it replaced. Before long, another colossi will have taken over before long; acting as a surrogate until a new one can rise from the hive's young. SILITHIDS S 94
SILITHIDS Silithid Larva Tiny beast, unaligned Armor Class 12 (natural armor) Hit Points 2 (1d4) Speed 20 ft., burrow 10 ft. STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 11 (+0) 1 (-5) 8 (-1) 4 (-3) Damage Resistances poison Condition Immunities blinded, poisoned Senses tremorsense 60 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Hive Mind. The silithid can transmit simple messages and emotions to any silithid within 240 feet of it that is part of the same hive. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the larva attaches to the target. While attached, the larva doesn't attack. Instead, at the start of each of the larva's turns, the target loses 2 (1d4) hit points due to blood loss. The larva can detach itself by spending 5 feet of movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the larva. Silithid Worker Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 15 (+2) 4 (-3) 12 (+1) 5 (-3) Damage Resistances poison Condition Immunities poisoned Skills Perception +3 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages — Challenge 1 (200 XP) Hive Mind. The silithid can transmit simple messages and emotions to any silithid within 240 feet of it that is part of the same hive. Spider Climb. The silithid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The silithid makes two bite attacks and uses its Adhesive Acid if it can. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Adhesive Acid (recharge 5-6). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/60 ft., one creature. Hit: 4 (1d8) acid damage, and the target must succeed on a DC 12 Strength saving throw or have its speed reduced to 0 until the end of the silithid's next turn. S 95
SILITHIDS Silithid Wasp Large beast, unaligned Armor Class 14 (natural armor) Hit Points 52 (8d8 + 8) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 4 (-3) 15 (+2) 5 (-3) Damage Resistances poison Condition Immunities poisoned Skills Perception +4 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages — Challenge 3 (700 XP) Keen Hearing and Sight. The silithid has advantage on Wisdom (Perception) checks that rely on hearing or sight. Hive Mind. The silithid can transmit simple messages and emotions to any silithid within 240 feet of it that is part of the same hive. Flyby. The silithid doesn't provoke opportunity attacks when it flies out of an enemy's reach. Actions Multiattack. The silithid makes two sting attacks. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. Noxious Spit. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: 10 (2d6 + 3) poison damage, and the target must make a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. While poisoned this way, any non-silithid creature that ends its turn within 5 feet of the target must succeed on a DC 12 Constitution saving throw. The creature takes 7 (2d6) poison damage on a failed save, or half as much on a successful one. Silithid Reaver Large beast, unaligned Armor Class 16 (natural armor) Hit Points 90 (12d10 + 24) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 4 (-3) 13 (+1) 5 (-3) Damage Resistances poison Condition Immunities poisoned Skills Perception +4 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages — Challenge 5 (1,800 XP) Keen Hearing and Sight. The silithid has advantage on Wisdom (Perception) checks that rely on hearing or sight. Hive Mind. The silithid can transmit simple messages and emotions to any silithid within 240 feet of it that is part of the same hive. Spider Climb. The silithid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Standing Leap. The silithid’s long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start. Actions Multiattack. The silithid makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage. Deadly Leap. If the silithid jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 14 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 17 (4d6 + 3) bludgeoning damage plus 17 (4d6 + 3) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 ft. out of the silithid's space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the silithid's space. S 96
Variant: Hive Controller The strongest of a hive's colossi exerts direct command over other silithids in the hive. Usually this is either the hive lord, closest of the queen's consorts, or the hive queen herself. The Hive Controller can be distinguished by its see-through cranium, leaving its brain visible. It has the following additional trait. Leadership (Recharges after a Short or Long Rest). For 1 minute, the silithid can send a telepathic command whenever a nonhostile creature that it can see within 60 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can receive the command. A creature can benefit from only one Leadership die at a time. This effect ends if the silithid is incapacitated. SILITHIDS Silithid Colossus Huge beast, unaligned Armor Class 17 (natural armor) Hit Points 136 (13d12 + 52) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 18 (+4) 6 (-2) 14 (+2) 8 (-1) Saving Throws Str +9, Con +8 Skills Perception +6 Damage Resistances poison; bludgeoning, piercing, and slashing from non magical attacks Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 16 Languages — Challenge 9 (5,000 XP) Hive Mind. The silithid can transmit simple messages and emotions to any silithid within 240 feet of it that is part of the same hive. Charge. If the silithid moves at least 15 feet straight toward a target and then hits it with its claws on the same turn, the target takes an extra 16 (3d10) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the silithid takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack. The silithid makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the silithid can't bite another target. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage. Swallow. The silithid makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the silithid, and it takes 21 (6d6) acid damage at the start of each of the silithid's turns. If the silithid takes 30 damage or more on a single turn from a creature inside it, the silithid must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the silithid. If the silithid dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. S 97
Skeletons Skeletons arise when animated by dark magic. Sometimes, they come at the behest of necromancers, who call them from their stony tombs and ancient battlegrounds. Other times, they rise of their own accord -- drawn from their muddy graves in fields saturated with death. Animated Dead. Whatever sinister force awakened the skeleton, it infuses its bones with a dark vitality, adhering joint to joint and reassembling limbs. With its newfound energy, the skeleton is able to move and think in a fairly rudimentary fashion, like a foul imitation of what it once was like. Some forms of resurrection can restore a skeleton's body and soul, fully returning it to life. While most animated remains are humanoid, skeletal undead can be made from the bones of other creatures. Sometimes even from a combination thereof; giving rise to a host of unique and terrifying forms. Obedient Servants. Skeletons who have been raised by a spell are bound to their creator. They follow their orders to the letter, regardless of the consequences, though often with very literal interpretation. For this, most skeletons adapt poorly to changing circumstances. A skeleton can fight with weapons and wear armor, even load and fire catapults and trebuchets. Some are even raised with knowledge of their past life, making formidable warriors or mages able to perform complex incantations. Most of them do lack the intelligence they possessed in life, though they are not entirely mindless. Rather than breaking its limbs trying to batter down a door, a skeleton has enough of a mind to open the door normally -- and even look for other ways through, should it be locked. Undead Nature. A skeleton doesn't require air, food, drink, or sleep. SKELETONS Giant Skeleton Large undead, lawful evil Armor Class 12 (natural armor) Hit Points 67 (9d10 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poison Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 2 (450 XP) Brute. A melee weapon deals one extra damage die when the skeleton hits with it (included in the attack). Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Skeleton Medium undead, lawful evil Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poison Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 1/4 (50 XP) Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. S 98
SKELETONS Skeleton Mage Medium undead, lawful evil Armor Class 12 (15 with mage armor) Hit Points 19 (3d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 14 (+2) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poison Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 2 (450 XP) Spellcasting. The skeleton is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It requires no vocal component to cast its spells. The skeleton has the following mage spells prepared: Cantrips (at will): blade ward, mage hand, ray of frost 1st level (4 slots): ice knife, mage armor, silent image 2nd level (2 slots): blindness/deafness, invisibility Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Skeleton Warrior Medium undead, lawful evil Armor Class 17 (plate scraps, shield) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 15 (+2) 7 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poison Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 1 (200 XP) Martial Advantage. Once per turn, the skeleton can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the skeleton that isn't incapacitated. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Warhorse Skeleton Large undead, lawful evil Armor Class 13 (barding scraps) Hit Points 22 (3d10 + 6) Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 15 (+2) 2 (-4) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poison Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 1/2 (100 XP) Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage S 99
Treant Few would gaze upon the stout treants and assume them to be wise or strong, but these awakened trees have been imbued by the spirits of the forests in which they dwell. In times of peace, they act as keepers and tenders. In times of war, they rise to defend their groves with fervor. Saplings of Ancients. The treants begin their lives as sapling sprouds of the ancients, carrying many of the same qualities as the tree from which they came -- be it be it boldness, tenderness, or a great force of will. Like the forest around them, treants never cease to grow. Instead, they rise taller and taller, century by century passing by, until the time is right for one to rise into the annals as an ancient protector. Guardians of Nature. Like the ancients, treants live to serve the forces of nature. Should someone dare to bring harm to their domain, it is they who wander the woods in search the perpetrators. If confronted, the treants respond by slashing wildly with their barbed claws. Their task of safe-guarding nature have granted them favor among druids and woodland creatures alike. It is rare to see a treant wandering alone, as they are often accompanied by sprouts and other critters. Corrupted and Unpredictable. During the Third War, as the Burning Legion once more invaded Azeroth, numerous forests were set ablaze -- most notably, the forests of Ashenvale and Quel'Thalas. With the destruction of their groves, the treants who delved within were driven to the brink of insanity, their hollow shells quickly gripped by the Legion's influence. Though the invasion was since quelled, many groves are still saturated with demonic corruption; the treants within ready to lash out at any who would dare appproach. Adventurers who have taken upon them to visit these ancient sites, have borne witness to withered shambles lurking between dead trees and fallen ruins. Variant: Treant Wildcaller Although all treants can manipulate the forest to some degree, wildcallers can harness the full might of the wilderness. A treant wildcaller has a challenge rating of 3 (700 XP) and the following trait. Spellcasting. The treant is a 4th-level spellcaster. its spellcasting ability is Wisdom (save DC 11, +3 to hit with spell attacks). The treant has the following druid spells prepared: Cantrips (at will): druidcraft, solar wrath, thorn whip 1st level (4 slots): cure wounds, faerie fire, sleep 2nd level (3 slots): barkskin, spike growth TREANT Treant Medium plant, chaotic neutral Armor Class 13 (natural armor) Hit Points 38 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 15 (+2) 11 (+0) 13 (+1) 6 (-2) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses passive Perception 11 Languages understands Darnassian but can't speak Challenge 2 (450 XP) False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree. Actions Multiattack. The treant makes two claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Entangle (Recharges after a Short or Long Rest). A creature within 60 feet must succeed on a DC 12 Strength saving throw or be restrained for 1 minute. The creature can use its action to make a DC 12 Strength check, freeing itself on a success. T 100