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Published by kfunk.sc, 2020-09-20 20:34:05

Volo's Guide to Monsters

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get. Hit: 5 (1 d6 + 2) slashing damage.
target. Hit: 4 (ld4 + 2) bludgeoning damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
ACTIONS
target. Hit: 5 (ld6 + 2) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
bats and rats, as well as giant bats and giant rats.
ACTIONS
Raxivort's Tongue. The xvart can communicate with ordinary
bats and rats, as well as giant bats and giant rats.
points, the xvart gains 4 temporary hit points.
Raxi11ort's Tongue. The xvart can communicate with ordinary
Raxivort's Blessing. When the xvart reduces an enemy to O hit
lies is within 5 feet of the target and the ally isn't incapacitated.
nus action on each of its turns.
Low Cunning. The xvart can take the Disengage action as a bo·
letics) checks to shove a creature if at least one of the xvart's al-
011erbearing Pack. The xvart has advantage on Strength (Ath-
treat, invisibility, scorching ray
1st-2nd level (22nd-level slots): burning hands, expeditious re-
nus action on each of its turns.
son spray, prestidigitation
Low Cunning. The xvart can take the Disengage action as a bo-
Cantrips (at will): eldritch blast, mage hand, minor illusion, poi-
short or long rest. It knows the following warlock spells:
Challenge 1/8 (25 XP)
attacks). It regains its expended spell slots when it finishes a
Languages Abyssal
ing ability is Charisma (spell save DC 11, +3 to hit with spell
Senses darkvision 30 ft., passive Perception 8
Spellcasting. The xvart is a 3rd-level spellcaster. Its spellcast-
Skills Stealth +4
At will: detect magic, mage armor (self only)
8 (-1)
7 (-2)
7 (-2)
14 (+2)
8 (-1)
10 (+O)
DEX
INT
CON
WIS
material components:
CHA
STR
Charisma. It can innately cast the following spells, requiring no
Innate Spellcasting. The xvart's innate spellcasting ability is
Speed 30 ft.
Hit Points 7 (2d6)
Armor Class 13 (leather armor)
Challenge 1 (200 XP}
Languages Abyssal
Small humanoid (xvart), chaotic evil
Senses darkvision 30 ft., passive Perception 10
XVART
Skills Stealth +3
8 (-1)
12 (+1}
14 (+2)
8 (-1)
12 (+ l}
11 (+O)
sycophants and giant rat bodyguards in tow.
CHA
CON
WIS
INT
DEX
STR
dungeons for treasures, often with a handful of xvart
litical power. They scour the wilderness, old ruins, and
Speed 30 ft.
feared in xvart society, but they have little interest in po-
Hit Points 22 (Sd6 + 5)
Pandemonium. Raxivort's warlocks are respected and
Armor Class 12 (15 with mage armor}
of a warlock before returning to the howling chaos of
and charisma and grants it the spellcasting abilities
Small humanoid (xvart), chaotic evil
so inclined, he imbues the xvart with greater wisdom
XVART WARLOCK OF RAXIVORT
treasures into Raxivort's custody. If the demigod feels
magical power so that it can find and deliver more great
ter surrendering the item to Raxivort, the xvart asks for
demigod himself appears before the xvart to claim it. Af-
ivort by stealing an item of such great value that the
Xvart Warlocks. A xvart can forge a pact with Rax-
such creatures.
ardice, they also gained his ability to form bonds with
though the xvarts inherited Raxivort's greed and cow-
VE DESERVE NO l.ESS.
tionship traces back to Raxivort's divine nature. Even
IF v1: B-ELtEve w ... AT Vot:& l'ELLs'vi:,
are dominant in any such arrangement. This rela-
form alliances with wererats, although the lycanthropes
domesticate such beasts for food and battle. Xvarts also
specimens) are naturally attracted to xvarts, and xvarts
Vermin Masters. Rats and bats (including giant-sized
language (usually Common or Goblin).
has an Intelligence of 13 (-f 1) and knows one additional
speaker has the statistics of a normal xvart. except that it
A xvart tribe has one speaker that serves as its leader. The
XVART SPEAKERS

Foiled by Sunlight. Yeth hounds can't stand sunlight.
A pack never willingly prolongs a hunt beyond the night
hours and always seeks to return to its dark den before
the first rays of dawn. No amount of coercion by a pack's
master can deter this behavior. If a yeth hound is ex-
posed to natural sunlight, it fades away, vanishing into
the Ethereal Plane, from where its master can retrieve it
only after the sun has set.
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YETH .HQUND
Large fe't, ne.utral evil

Armor Class 'M (natural armor)
Hit Points 51 (6dl0 + 18)
Speed 40 'ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 5 (-3) 12(+1) 7 (-2)

Damage Immunities bludgeoning, piercing, and slashing from
nonmagical attacks not made with silvered weapons
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 11
Languages understands Common, Elvish, and Sylvan but can't
speak
Challenge 4 (1,100 XP)


Keen Hearing and Smell. The yeth hound has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
YETH HOUND Sunlight Banishment. If the yeth hound starts its turn in sun-
Granted by powerful fey to individuals who please them, light, it is transported to the Ethereal Plane. While sunlight
yeth hounds serve evil masters like hunting dogs. Yeth shines on the spot from which it vanished, the hound must
hounds fly in pursuit of their prey, often waiting until it remain in the Deep Ethereal. After sunset, it returns to the
is too exhausted to fight back. Only the threat of dawn Border Ethereal at the same spot, whereupon it typically sets
drives the pack back into hiding. out to find its pack or its master. The hound is visible on the
Minions of a Dark Master. A pack of yeth hounds can Material Plane while it is in the Border Ethereal, and vice versa,
be created by powerful fey such as the Queen of Air and but it can't affect or be affected by anything on the other plane.
Darkness. Once it is brought into existence, a pack must Once it is adjacent to its master or a pack mate that is on the
have a master, who is often someone the creator wishes Material Plane, a yeth hound in the Border Ethereal can return
to the Material Plane as an action.
to reward. The master can telepathically communicate
with its yeth hounds to give them commands from afar. Telepathic Bond. While the yeth hound is on the same plane of
If the master of a pack is killed, the hounds seek and existence as its master, it can magically convey what it senses
choose a new master, typically an individual of great evil to its master, and the two can communicate telepathically with
such as a vampire, a necromancer, or a hag. each other.
A yeth hound stands about 5 feet tall at the shoulder
and weighs around 400 pounds. Often all that can be ACTIONS
seen of one in the darkness is the red glow of its eyes Bite. Melee Weapon Attack: +6 to hit, reach S ft., one target.
against its night-black fur. The head of a yeth hound has Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic dam-
a human-like face, held up by a neck more flexible than a age if the target is frightened.
dog's. The creature gives off an odor like smoke.
Baleful Baying. The yeth hound bays magically. Every enemy
Sound ofLoomins Death. Yeth hounds make a within 300 feet of the hound that can hear it must succeed on
ghastly baying sound that can be heard all around. Crea- a DC 13 Wisdom saving throw or be frightened until the end
tures that can see a hound when it bays are filled with of the hound's next turn or until the hound is incapacitated. A
supernatural fear and usually flee in terror. When a vic- frightened target that starts its turn within 30 feet of the hound
tim tries to run away, a hound delights in chasing after it must use all its movement on that turn to get as far from the
and tormenting it before bringing the hunt to a close. hound as possible, must finish the move before taking an ac-
Those that stand their ground and fight back discover tion, and must take the most direct route, even if hazards lie
that mundane weapons partially pass through the that way. A target that successfully saves is immune to the bay-
hound as if it was made of fog, but magic weapons and ing of all yeth hounds for the next 24 hours.
silvered weapons can strike true.

poison damage.
one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6)
Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 10 ft.,
constrict another target.
damage at the start of each of its turns, and the anathema can't
and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid
(escape DC 16). Until this grapple ends, the target is restrained
damage plus 7 (2d6) acid damage, and the target is grappled
Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning
Constrict. Melee Weapon Attack:+ 10 to hit, reach 15 ft., one
reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Claw (Anathema Form Only). Melee Weapon Attack: + 10 to hit,
Bites attack.
two claw attacks, one constrict attack, and one Flurry of
Multiattack (Anathema Form Only). The anathema makes
ACTIONS
unconscious.
charmed, deafened, frightened, stunned, or knocked
ception) checks and on saving throws against being blinded,
Six Heads. The anathema has advantage on Wisdom (Per-
wearing or carrying isn't transformed.
Its statistics are the same in each form. Any equipment it is
into a Huge giant constrictor snake, or back into its true form.
Shapechanger. The anathema can use its action to polymorph
for it, the target is immune to this aura for the next 24 hours.
cess. If a target's saving throw is successful or the effect ends
the end of each of its turns, ending the effect on itself on a suc-
and yuan-ti. A frightened target can repeat the saving throw at
DC 17 Wisdom saving throw or become frightened of snakes
feet of the anathema and can see or hear it must succeed on a
other than a snake or a yuan-ti, that starts its turn within 30
Ophidiophobia Aura. Any creature of the anathema's choice,

throws against spells and other magical effects.
Magic Resistance. The anathema has advantage on saving
1 /day: divine word
3/day each: darkness, entangle.fear, haste, suggestion, polymorph
sance from weaker yuan-ti and uses every resource at
At will: animal friendship (snakes only)
demigod on the path to greater divinity. It demands obei-
Not Quite Divine. An anathema considers itself a
components:
their lessers for their own evil ends.
can innately cast the following spells, requiring no material
come an anathema, since anathemas brutally subjugate
innate spellcasting ability is Charisma (spell save DC 17). It
Innate Spellcasting (Anathema Form Only). The anathema's
Not all yuan-ti are eager to see one of their own be-
The transformation is quick yet painful.
the abomination to bathe in the blood of its enemies.
Challenge 12 (8,400 XP)
mands the sacrifice of hundreds of snakes and requires
Languages Abyssal, Common, Draconic
an even greater form: a yuan-ti anathema. This ritual de-
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
to perform a ritual that, if successful, transforms it into
Condition Immunities poisoned
A yuan-ti abomination's quest for godhood might lead it
Damage Immunities poison
Damage Resistances acid, fire, lightning
YUAN-TI ANATHEMA
Skills Perception +7, Stealth +S
guard and the horrifying yuan-ti anathema.
19 (+4)
19 (+4)
23 (+6)
13 (+1)
17 (+3)
20 (+S)
Also described here are the degenerate yuan-ti brood-
DEX
STR
CHA
INT
WIS
CON
perform sacrificial rites to appease their vile gods.
spiritual leaders among the serpent folk. These priests
Speed 40 ft., climb 30 ft .• swim 30 ft.
or Merrshaulk-often rise through the ranks to become
Hit Points 189 (18d12 + 72)
particular god- be it Sseth, Dendar the Night Serpent,
Armor Class 16 (natural armor)
Yuan-ti malisons who become priestly devotees of a
Huge monstrosity (shapechanger, yuan-ti), neutral evil
YUAN-TI
YUAN-TI ANATHEMA

MAKINC A BROODCUARD
Yuan-ti create broodguards from captured humanoids.
Each subject is fed a special potion that immediately ren-
ders it incapacitated and transforms it into a broodguard
over th( next 1 d6 + 6 days. A subject forced to imbibe the
brew can make a DC 15 Constitution saving throw; on a
success, it takes 14 (4d6) poison damage and isn,t other·
wise affected.
A speH such as lesser restora#on or remove curse can end
the transformation process at any time before it runs its
course. After the process is complete, only a wish spell can
reverse the effect.

its disposal to launch small-scale wars against its neigh-
bors. Each conquest brings new slaves and sacrifices,
as well as glory and riches, that the anathema thinks it
needs to achieve true divinity.
An anathema's most loyal yuan-ti followers see it as
the pinnacle of the serpentine form, an unbelievable
improvement on the nearly perfect abomination. Its
devoted human followers think of it as "divine flesh in a
mortal body," and cultists serving an anathema tend to
be more bloodthirsty and self-sacrificing in its presence.
Immortal. Anathemas don't age, allowing them to
pursue their goals until the end of days. Truly powerful
ones can grow to rule multiple yuan-ti cities and bring
entire regions, including humanoid realms, under
yuan-ti control.

YUAN-TIBROODGUARD
YUAN-TIBROODGUARD
Broodguards are humanoids transformed by yuan-ti into Medium humanoid (yuan-ti), neutral evil
simple-minded, scaly creatures that do their masters'
bidding. The transformation process warps not only a Armor Class 14 (natural armor)
subject's body but also its mind, making it instinctively Hit Points 45 (7d8 + 14)
obey any yuan-ti and filling it with a seething rage that Speed 30 ft.
rises at the sight of non-reptilian creatures.
CON
DEX
STR
CHA
WIS
INT
Although broodguards have low intelligence, they 15 (+2) 14 (+2) 14 (+2) 6 (-2) 11 (+O) 4 (-3)
are able to perform simple yet important tasks in the
community, such as guarding eggs or patrolling for in-
Saving Throws Str +4, Dex +4, Wis +2
truders. The yuan-ti refer to broodguards as "histachii," Skills Perception +2
which means "egg-watchers." Damage Immunities poison
Human Na Mare. Most broodguards are made from Condition Immunities poisoned
human prisoners forced to consume a magical brew that Senses darkvision 60 ft., passive Perception 12
renders them helpless and unable to fight off the inevi- languages Abyssal, Common, Draconic
table. A human transformed into a broodguard loses all Challenge 2 (450 XP)
semblance of who it once was, and even its human ori-
gin is barely discernible. A broodguard is hairless and Mental Resistance. The broodguard has advantage on saving
emaciated, with yellow-green, scaly skin. It has beady, throws against being charmed, and magic can't paralyze it.
bloodshot eyes and a forked tongue, and smells faintly of
rotting meat. Broodguards can speak but rarely do so, Reckless. At the start of its turn, the broodguard can gain ad-
vantage on all melee weapon attack rolls it makes during that
preferring to use snake-like hisses and guttural noises.
turn, but attack rolls against it have advantage until the start of
its next turn.
YUAN-TI MIND WHISPERER
Mind whisperers are malison spellcasters that enter into ACTIONS
a pact with the serpent god Sseth, the Sibilant Death. Multiattack. The broodguard makes three attacks: one with its
They use their abilities to convert others to their faith, bite and two with its claws.
increase their personal power, and befuddle the minds
of their enemies. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
A mind whisperer is elusive, manipulative, unpredict- Hit: 6 (ld8 + 2) piercing damage.
able, and willing to cheat or kill comrades and rivals Claws. Me/ee Weapon Attack: +4 to hit, reach 5 ft., one target.
alike if doing so benefits it. The worshipers of Sseth Hit: 5 (ld6 + 2) slashing damage.
have their hands in many schemes, often plying the § it@ es,,, ;;;p


CHAPTER 3

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upper body with a serpentine lower body instead of legs.
reach Sft.; one target. Hit: 6 (ld6 + 3) slashing damage.
This malison is the type that has a human head and
victims, and enjoy the company of undead.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
manoid communities for the purpose of acquiring more
Hit: 5 (ld4 + 3) piercing damage plus 7 (2d6) poison damage.
rather than kill their opponents. They manipulate hu-
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
constant state of fear and dread. They pref er to terrify
attack and one scimitar attack.
in torturing prisoners and slaves, leaving them in a
Multiattack (Yuan-ti Form Only). The yuan-ti makes one bite
The cruelest of all yuan-ti, nightmare speakers revel
and influence to make these visions come true.
ACTIONS
they interpret as prophecies, and then use their magic
points, the yuan-ti gains 9 temporary hit points.
esses receive nightmarish visions from Dendar, which
Sseth's Blessing. When the yuan-ti reduces an enemy to O hit
in exchange for power in the mortal worid. The priest-
feed their deity the fears and nightmares of their victims
illusory script
that make a pact with the Dendar the Night Serpent to
ness, detect thoughts, expeditious retreat,jly, hypnotic pattern,
Nightmare speakers are female yuan-ti malison priests
1st-3rd level (23rd-level slots): charm person, crown of mad-
prestidigitation
YUAN-TI NIGHTMARE SPEAKER
damage roll),friends, message, minor illusion, poison spray,
Cantrips {at will): eldritch blast (range 300 ft., +3 bonus to each
snake head.
ing warlock spells:
This malison is the type that has a human body and a
slots when it finishes a short or long rest. It knows the follow-
and prone to flee at the first sign of trouble.
13, +5 to hit with spell attacks). It regains its expended spell
whisperers are known for being self-important, sneaky,
spellcaster. Its spellcasting ability is Charisma (spell save DC
their conflicting connections. Even among yuan-ti, mind
Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level
lot of energy making sure neither of their allies learn of
middle ground between two factions, and thus spend a
age to the target.
attack on its turn, it can deal an extra 16 (3dl0) psychic dam-
Mind Fangs (2/Day). The first time the yuan-ti hits with a melee
against spells and other magical effects.
Magic Resistance. The yuan-ti has advantage on saving throws
3/day: suggestion
At will: animal friendship (snakes only)
components:
can innately cast the following spells, requiring no material
spellcasting ability is Charisma (spell save DC l 3). The yuan-ti
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate
isn't transformed. If it dies, it stays in its current form.
the same in each form. Any equipment it is wearing or carrying
a Medium snake or back into its true form. Its statistics are
Shapechanger. The yuan-ti can use its action to polymorph into
Challenge 4 (1,100 XP)
Languages Abyssal, Common, Draconic
passive Perception l 2
Senses darkvision 120 ft. {penetrates magical darkness),
Condition Immunities poisoned
Damage Immunities poison
Skills Deception +5, Stealth +4
Saving Throws Wis +4, Cha +5
14 {+2)
16 (+3)
l 6 (+3)
14 (+2)
12 (+2)
13 (+l)
DEX
WIS
STR
CON
CHA
INT
Speed 30 ft.
Hit Points 71 (13d8 + 13)
Armor Class 14 (natural armor)
Medium monstrosity (shapechanger, yuan-ti), neutral evil
YUAN-TI MIND WHISPERER
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YUAN-TI NIGHTMARE SPEAKER Spellcasting {Yuan-ti Form Only). The yuan-ti is a 6th-level
Medium monstrosity (shapechanger, yuan-ti), neutral evil spellcaster. Its spellcasting ability is Charisma (spell save DC
13, +5 to hit with spell attacks). It regains its expended spell
slots when it finishes a short or long rest. It knows the follow-
Armor Class 14 (natural armor)
Hit Points 71 (13d8 + 13) ing warlock spells:
Speed 30 ft. Cantrip (at will): chill touch, e/dritch blast (range 300 ft., +3 bo-
nus to each damage roll), mage hand, message, poison spray,
STR DEX CON INT WIS CHA prestidigitation
16 (+3) 14 (+2) 13 (+l) 14 (+2) 12 (+l) 16 (+3) 1st-3rd level (23rd-level slots): arms of Hadar, darkness.fear,
hex, hold person, hunger of Hadar, witch bolt
Saving Throws Wis +3, Cha +5
Skills Deception +5, Stealth +4 ACTIONS
Damage Immunities poison Multiattack (Yuan-ti Form Only). The yuan-ti makes one con-
Condition Immunities poisoned strict attack and one scimitar attack.
Senses darkvision 120 ft. (penetrates magical darkness),
passive Perception 11 Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Languages Abyssal, Common, Draconic target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target
Challenge 4 (1 ,100 XP) is grappled (escape DC 14) if it is a Large or smaller creature.
Until this grapple ends, the target is restrained, and the yuan-ti
can't constrict another target.
Shapechanger. The yuan-ti can use its action to polymorph into
a Medium snake or back into its true form. Its statistics are Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
the same in each form. Any equipment it is wearing or carrying reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.
isn't transformed. If it dies, it stays in its current form.
Invoke Nightmare (Recharges after a Short or Long Rest). The
Death Fangs (2/Day). The first time the yuan-ti hits with a yuan-ti taps into the nightmares of a creature it can see within
melee attack on its turn, it can deal an extra 16 (3dl0) necrotic 60 feet of it and creates an illusory, immobile manifestation of
damage to the target. the creature's deepest fears, visible only to that creature. The
target must make a DC 13 Intelligence saving throw. On a failed
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate
spellcasting ability is Charisma (spell save DC 13). The yuan-ti save, the target takes 11 (2dl0) psychic damage and is fright-
ened of the manifestation, believing it to be real. The yuan-ti
can innately cast the following spells, requiring no material
components: must concentrate to maintain the illusion (as if concentrating
on a spell), which lasts for up to l minute and can't be harmed.
At will: animal friendship (snakes only) The target can repeat the saving throw at the end of each of its
3/day: suggestion turns, ending the illusion on a success, or taking 11 (2dl0) psy-
Magic Resistance. The yuan-ti has advantage on saving throws chic damage on a failure.
against spells and other magical effects.
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body and snakes for arms.
creature immune to being charmed.
This malison is the type that has a human head and
to shake or slap tt awake. This magical sleep has no effect on a
and argue for a slow, cautious approach in all matters.
target awakens if it takes damage or if someone uses an action
or attacks by hostiles. They oppose reckless behavior
magical sleep and be unconscious for 10 minutes. A sleeping
the ongoing effort to protect their cities from discovery
succeed on a DC 13 Constitution saving throw or fall into a
plan to take over humanoid governments, as well as in
creatures that it can see within 60 feet of it. Each target must
Pit masters are deeply involved in the race's long-term
Merrshaulk's Slumber (1/Day). The yuan-ti targets up to five
of their people.
believe that they are best equipped to achieve the goals
Hit: 5 (ld4 + 3) piercing damage plus 7 (2d6) poison damage.
are the most traditionalist in attitude among yuan-ti and
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
from his slumber by sacrificing humanoids to him. They
attacks using its snake arms.
a pact with the god Merrshaulk and seek to rouse him
Multiattack (Yuan-ti Form Only). The yuan-ti makes two bite
Pit masters are yuan-ti malison priests that have made
ACTIONS
YUAN-Tl PIT MASTER
rebuke, invisibility, misty step, unseen servant, vampiric touch
1st-3rd level (23rd-level slots): command, counterspe/1, hellish
poison spray
each damage roll).friends, guidance, mage hand, message,
Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to
ing warlock spells:
slots when it finishes a short or long rest. It knows the follow-
13, +5 to hit with spell attacks). It regains its expended spell
spellcaster. Its spellcasting ability is Charisma (spell save DC
Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level
damage to the target.
melee attack on its turn, it can deal an extra 16 (3dl0) poison
Poison's Disciple (2/Day). The first time the yuan-ti hits with a
against spells and other magical effects.
Magic Resistance. The yuan-ti has advantage on saving throws
3/day: suggestion
At will: animal friendship (snakes only)
components:
can innately cast the following spells, requiring no material
spellcasting ability is Charisma (spell save DC 13). The yuan-ti
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's i, nnate
isn't transformed. It doesn't change form if it dies.
the same in each form. Any equipment it is wearing or carrying
a Medium snake or back into its true form. Its statistics are
Shapechanger. The yuan-ti can use its action to polymorph into

Challenge 5 (1,800 XP)
Languages Abyssal, Common, Draconic
passive Perception 11
Senses darkvision 120 ft. (penetrates magical darkness),
Condition Immunities poisoned
Damage Immunities poison
Skills Deception +5, Stealth +4
Saving Throws Wis +3, Cha +5

14 (+2)
16 (+3)
14 (+2)
16 (+3)
13 (+l)
12 (+1)
CON
CHA
WIS
INT
STR
DEX
Speed 30 ft.
Hit Points 88 (16d8 + 16)
Armor Class 14 (natural armor)
Medium monstrosity (shapechanger, yuan.ti), neutral evil
YUAN-TI PIT MASTER
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APPENDIX A: ASSORTED BEASTS

This appendix contains statistics for various beasts, ex- Ores that revere Bahgtru might tend a stable of war
panding on appendix A of the Monster Manual. bulls that carry them into combat. Trained to be fierce
mounts from a young age, aurochs are sacred symbols
AUROCHS ofBahgtru. No ore will eat such creatures, which are
Bahgtru, son of Gruumsh and Luthic, is the ore deity treated as honored warriors when they perish.
of unbridled strength. Legend says Bahgtru needed a
CATTLE
mount as fierce as him for making war, so he sought a
mighty aurochs, subjugated the creature with his bare There are many kinds of cattle, from common oxen to
hands, and hauled it to Nishrek, Gruumsh's realm. Bah- more unusual, magical variants. Use the cow stat block
gtru named the beast Kazaht, or "Bull" in Ore. On Ka- to represent them, with the changes noted below.
zaht's bare back, Bahgtru charges into battle, ramming
into an enemy host and leaping over the aurochs's horns
to land in the midst of his foes.































AUROCHS
Large beast, urraligned
Cow
Armor dass 11- {natural armor) Large &east, urraligned
Hit Points 38 (4d10 + 16)
Speed 50 ft. Armor Class 10
Hit Points 15 (2dl O + 4)
STR DEX CON INT WIS CHA Speed 30 ft.
20 (+5) 10 (+O) 19 {+4) 2 (-4) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA
Senses passive Perception 11 18 (+4) 10 (+O) 14 {+2) 2 (-4) 10 (+O) 4 (-3)
Languages-
Challenge 2 (450 XP) Senses passive Perception 10
Languages-
Challenge 1/4 (50 XP)
Charge. If the aurochs moves at least 20 feet straight toward a
target and then hits it with a gore attack on the same turn, the
target takes an extra 9 (2d8) piercing damage. If the target is a Charge. If the cow moves at least 20 feet straight toward a
creature, it must succeed on a DC 15 Strength saving throw or target and then hits it with a gore attack on the same turn, the
be knocked prone. target takes an extra 7 (2d6) piercing damage.

ACTIONS ACTIONS
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing damage. Hit: 7 (ld6 + 4) piercing damage.
,_
-: e ·#·* 4 f?# ±2 e

APPENDIX A ! AS,SOllTED BEASTS



effect that cures disease kills all rot grubs infesting the target.
Hit: 5 (1 d6 + 2) bludgeoning damage.
it dies as the rot grubs burrow into its heart and kill it. Any
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
If a target infested by rot grubs ends its turn with O hit points,
ACTIONS
time, these rot grubs are too far under the skin to be burned.
l fire damage to the target and kills these rot grubs. After this
Hold Breath. The dolphin can hold its breath for 20 minutes.
the bite wound before the end of the target's next turn deals
target takes an extra 3 (ld6) bludgeoning damage.
ld6 piercing damage per rot grub infesting it. Applying fire to
target and then hits it with a slam attack on the same turn, the
grubs. At the start of each of the target's turns, the target takes
Charge. If the dolphin moves at least 30 feet straight toward a
in the swarm's space. Hit: The target is infested by ld4 rot
Bites. Melee Weapon Attack: +Oto hit, reach Oft., one creature
ACTIONS
Challenge 1/8 (25 XP)
Languages-
gain temporary hit points.
Senses blindsight 60 ft., passive Perception 13
enough for a Tiny maggot. The swarm can't regain hit points or
Skills Perception +3
vice versa, and the swarm can move through any opening large
Swarm. The swarm can occupy another creature's space and
14 (+2)
6 (-2)
13 (+l)
7 (-2)
13 (+1)
12 (+l)
DEX
CON
STR
WIS
INT
CHA
Challenge 1/2 (100 XP)
Speed Oft., swim 60 ft.
Languages-
Hit Points 11 (2.dS + 2)
Senses blindsight 10 ft., passive Perception 6
Armor dass 12- (natural armor)
paralyzed, petrified, prone, restrained
Condition Immunities charmed, frightened, grappled,
Medium beii~; un9/igned
Damage Resistances piercing, slashing
DOLPHIN
2 (-4)
1 (-5)
1 (-5)
7 (-2)
2 (,-4)
10 (+O)
--¥ - §S
CON
STR
DEX
CHA
WIS
INT
and 6 feet long.
on small fish and squid. An adult specimen is between 5
Speed 5 ft., climb 5 ft.
Dolphins are clever, social marine mammals that feed
Hit Points 22 (Sd8)
Armordass 8
DOLPHIN
Medium swarm . of.Tiny beasts, unotlgned
is immune to the stench of all stench kows for 1 hour.
SWARM OF ROT GRUBS
creature's next turn. On a successful saving throw, the creature
Constitution saving throw or be poisoned until the start of the
ie
·es : Si
A
st¥-5Atns-
;:.: - ,:s;;s
turn within 5 feet of the stench kow must succeed on a DC 12
body kills any rot grubs infesting it.
Stench. Any creature other than a stench kow that starts its
disease kills all rot grubs infesting the target. But;"ning a
the following additional trait:
burrow into its heart and kill it. Any effect that cures
poison damage, darkvision out to a range of 60 feet, and
grubs ends its turn with O hit points, it dies as the grubs
the Lower Planes. They have resistance to cold, fire, and
to be burned. If a creature infested by one or more rot
These orange and green misshapen bison are native to
the rot grub is too far under the host creature's skin
STENCH Kaw
the host and kills the inf es ting rot grub. After this time,
of the host creature's next turn deals 1 fire damage to
components.
ture's turns. Applying fire to the wound before the end
Charisma. It can innately cast dancing lights at will, requiring no
piercing damage at the start of each of the host crea-
Innate Spellcasting. The deep rothe's spellcasting ability is
grub burrows into the creature's flesh and deals 3 (ld6)
of 60 feet and the following additional trait:
a DC 10 Dexterity saving throw. On a failed save, the rot
ical flashing lights. They have darkvision out to a range
Any creature that comes into contact with it must make
points, and communicate with each other by using mag-
swarm of rot grubs. A single rot grub has no stat block.
They are Medium instead of Large, have 13 (2d8 + 4) hit
See the accompanying stat block for the mechanics of a
Deep rothe are stunted Underdark variants of rothe.
Rot grubs pose a threat both singly and as a swarm.
sion out to a range of 30 feet.
chews its way toward the heart in order to kill its host.
Ordinary rothe resemble musk oxen and have darkvi-
into the flesh of a living creature, a rot grub instinctively
ROTHE
tack living creatures that disturb them. After burrowing
They infest corpses and piles of decaying matter and at-
for the purpose of determining its carrying capacity.
dead flesh, although they can survive on plant matter.
Beast o f Burden. The oxen is considered to be a Huge animal
Rot grubs are finger-sized maggots that eat living or
milk. Oxen have the following additional trait:
SWARM OF ROT GRUBS
An ox is mainly used for draft work rather than meat or
Ox

APPENDIX B: NONPLAYER CHARACTERS

This appendix contains statistics for various humanoid
nonplayer characters (NPCs)-whether friend or foe-
expanding on appendix B of the Monster Manual. These
stat blocks can represent human and nonhuman NPCs,
and you can add racial traits to further customize them.
ABJ URER
Abjurers are specialist wizards who feel secure when
warded by layers of magical power. Kings, nobles, and
other wealthy individuals commonly hire abjurers to
cast protective spells on their homes and vaults.

APPRENTICE WIZARD
Apprentices are novice arcane spellcasters who serve
more experienced wizards or attend school. They per-
form menial work such as cooking and cleaning in ex-
change for education in the ways of magic.
4· ~~.., :-- :a.: kg G-S ¥& . w SPSSMi&-
ABJURER
Medium hurfranoid (any race}; any alignment

Armor dass 12 {l 5 with mage armor)
Hit Points 84 (Bd8 + 26}
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1} 14 (+2) 14 (+2} 18 (+4} 12 (+l} 11 (+0}

Saving Throws Int +8, Wis +5
Skills Arcana +8, History +8
Senses passive Perception 11
Languages any four languages
Challenge 9 (5,000 XP}
Spellcasting. The abjurer is a 13th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16, +8 to APPRENTICE WIZARD
hit with spell attacks). The abjurer has the following wizard Medium hum.ar1.oid (any race), any·olignment
spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, Armor Class l 0
ray of frost Hit Points 9 (2d8)
1st leveJ (4 slots): alarm,* mage armor,* magic missile, shield* Speed 30 ft.
2nd level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspe/1,* dispel magic,* fireball STR DEX CON INT WIS CHA
4th level (3 slots): banishment,* stoneskin* 10 (+O} 10 (+O) 10 (+O) 14 (+2) 10 (+O) 11 (+O)
5th level (2 slots): cone of cold, wall of force
6th level (1 slot}:flesh to stone, globe of invulnerability* Skills Arcana +4, History +4
7th level (1 slot): symbol,* te/eport Senses passive Perception 10
*Abjuration spell of 1st level or higher Languages any one language (usually Common)
Challenge 1/4 (SO XP)
Arcane Ward. The abjurer has a magical ward that has 30 hit
points. Whenever the abjurer takes damage, the ward takes
the damage instead. If the ward is reduced to O hit points, the Spellcasting. The apprentice is a 1st-level spellcaster. Its spell-
casting ability is Intelligence (spell save DC 12, +4 to hit with
abjurer takes any remaining damage. When the abjurer casts an spell attacks). It has the following wizard spells prepared:
abjuration spell of 1st level or higher, the ward regains a num·
ber of hit points equal to twice the level of the spell. Cantrips (at will):.fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield
A CTI ONS
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one ACTIONS
target. Hit: 2 (ld6 - l} bludgeoning damage, or 3 (ld8 - 1) Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or
bludgeoning damage if used with two hands. range 20/60 ft., one target. Hit: 2 (ld4) piercing damage.
-: -a : #2 ?attt a · &e

APPENDlX B 1 NONPI.AYER CHA'RACTERS
i?·
;p 44
:
-~: a:e
¢ *
one target. Hit: 8 (ld8 + 4) piercing damage.
overcoming resistances and immunity to nonmagical attacks.
Longbow. Ranged Weapon Attack: +6 to hit, range l 50/600 ft.,
The new form's attacks count as magical for the purpose of
spells with verbal or somatic components in its new form.
target. Hit: 7 (ld6 + 4) piercing damage.
actions) that the new form has but that it lacks. It can cast its
Shortsword. Melee Weapon Attack: +6 to hit, reach S ft., one
reactions (except class features, legendary actions, and lair
gains any special senses, proficiencies, traits, actions, and
Multiattack. The archer makes two attacks with its longbow.
and Dexterity are replaced by those of the new form, and it
ACTIONS
and ability to speak, but its AC, movement modes, Strength,
While in a new form, the archdruid retains !ts game statistics
or shortbow.
on its turn.
add ldlO to its next attack or damage roll with a longbow
archdruid can revert to its true form using a bonus action
Archer's Eye (3/Day). As a bonus action, the archer can
reverts to its true form if it dies or falls unconscious. The
with its new form, or is worn by the new form. The archdruid
Challenge 3 (700 XP)
can choose whether its equipment falls to the ground, melds
Languages any one language (usually Common)
and can remain in this form for up to 9 hours. The archdruid
Senses passive Perception 15
into a beast or elemental with a challenge rating of 6 or less,
Skills Acrobatics +6, Perception +5
Change Shape (2/Day). The archdruid magically polymorphs
11 (+O)
13 (+l)
16 (+3)
18 (+4)
11 (+O)
10 (+0)
get. Hit: 5 (ld6 + 2) slashing damage.
WIS
INT
CHA
STR
CON
DEX
Scimitar. Melee Weapon Attack: +6 to hit, reach S ft., one tar-
ACTIONS
Speed 30 ft.
Hit Points 75 (1 Od8 + 30)
9th level (1 slot):foresight
Armor Class 16 (studded leather)
8th level (1 slot): animal shapes
7th level (l slot): fire storm
Medium humanoid (ony race), ony alignment
6th level (1 slot): heal, heroes'feast, sunbeam
ARCHER
tree stride
5th level (3 slots): commune with nature, mass cure wounds,
wall of fire
sionally make good coin as brigands or caravan guards.
4th level (3 slots): dominate beast, locate creature, stoneskin,
civilization, serve as artillery in military units, and occa-
ter breathing
Archers defend castles, hunt wild game on the fringes of
3rd level (3 slots): conjure animals, meld into stone, wa-
2nd level (3 slots): animal messenger, beast sense, hold person
ARCHER
with animals
1st level (4 slots): cure wounds, entangle.faerie fire, speak
produce flame
Cantrips (at will): druidcraft, mending, poison spray,
spell attacks). It has the following druid spells prepared:
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
Spellcasting. The archdruid is an 18th-level spellcaster. Its
Challenge 12 (8,400 XP)
Languages Druidic plus any two languages
Senses passive Perception 19
Skills Medicine +9, Nature +5, Perception +9
Saving Throws Int +S. Wis +9
14 (+2)
11 (+0)
20 (+5)
12 (+1)
12 (+1)
10 (+0)
INT
WIS
STR
DEX
CON
CHA
Speed 30ft.
Hit Points 132 (24d8 + 24)
Armor Class 16 {h_ide armor, shield)
Medium humanoid (any race), any alignment
AltCBDRUID
A - ·4 - %ti~ .: :::z ¥± S¥
Ht¥
+a -~ (. - ·· W · ¥
is usually guarded by loyal beasts and fey creatures.
Monster Manual for statistics), and the archdruid's lair
typically has one or more pupils who are druids (see the
there is a great threat to the natural order. An archdruid
mains. They seldom interact with civilized folk unless
Archdruids watch over the natural wonders of their do~
ARCHDRUID

BARD
Bards are gifted poets, storytellers, and entertainers
who travel far and wide, but are commonly found in
taverns or in the company of jolly bands of adventurers,
rough-and-tumble mercenaries, and wealthy patrons.
BLACKGUARD
Blackguards are paladins who broke their sacred oaths
and now indulge their own dark ambitions. They con-
sort with fiends and undead, and they reject all goodly
things from their former lives.
p; §• I :; tjl fC &; F ,¥¥±
BARD BLACKGUARD
Medium huifranoid (any ra,e); any alignment Medium humanoid (any ra,e}, any Mn-good alignment

Armor Class 15 (chain shirt) Armor Class 18 {plate)
Hit Points 44 (8d8 + 8) Hit Points 153 (18d8 + 72)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+O) 14 (+2) 12(+1) 10 (+O) 13 (+1) , .. (+2) 18 (+4) 11 (+O) 18 (+4) 11 (+O) 14 (+2) 15 (+2)

Saving Throws Dex +4, Wis +3 Saving Throws Wis +S, Cha +5
Skills Acrobatics +4, Perception +5, Performance +6 Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 15 Senses passive Perception 12
Languages any two languages Languages any one language (usually Common)
Challenge 2 (450 XP) Challenge 8 (3,900 XP)

Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting Spellcasting. The blackguard is a 10th-level spellcaster. Its
ability is Charisma (spell save DC 12, +4 to hit with spell at- spellcasting ability is Charisma (spell save DC 13, +5 to hit with
tacks). It has the following bard spells prepared: spell attacks). It has the following paladin spells prepared:
Cantrips (at will):friends, mage hand, vicious mockery 1st level (4 slots): command, protection from evil and good,
1st level (4 slots): charm person, healing word, heroism, sleep, thunderous smite
thunderwave 2nd level (3 slots): branding smite,find steed
2nd level (3 slots): invisibility, shatter 3rd level (2 slots): blinding smite, dispel magic
Song of Rest. The bard can perform a song while taking a ACTIONS
short rest. Any ally who hears the song regains an extra ld6 hit
Multiattack. The blackguard makes three attacks with its glaive
points if it spends any Hit Dice to regain hit points atthe end
of that rest. The bard can confer this benefit on itself as well. or its shortbow.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Taunt (2/Day}. The bard can use a bonus action on its turn to
target one creature within 30 feet of it. If the target can hear Hit: 9 (ldlO + 4) slashing damage.
the bard, the target must succeed on a DC 12 Charisma saving Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
throw or have disadvantage on ability checks, attack rolls, and one target. Hit: 5 (ld6 + 2) piercing damage.
saving throws until the start of the bard's next turn.
Dreadful Aspect (Recharges after a Short or Long Rest). The
ACTI O NS blackguard exudes magical menace. Each enemy within 30 feet
of the blackguard must succeed on a DC 13 Wisdom saving
Shortsword. Melee Weapon Attack: +4 to hit, reach S ft., one
throw or be frightened for l minute. If a frightened target ends
target. Hit: 5 (ld6 + 2) piercing damage.
its turn more than 30 feet away from the blackguard, the tar-
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., get can repeat the saving throw, ending the effect on itself on
one target. Hit: 5 (ld6 + 2) piercing damage. a success.

APPENDIX B I NONPLAYER CHARACTERS

- t! d?t# €!CUP - * &
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a
+•:ex
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
hit points remaining.
piercing damage if the champion has more than half of its total
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
ft., one target. Hit: 6 (ld8 + 2) piercing damage, plus 7 (2d6)
ACTIONS
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
swapping places.
points remaining.
pied by a willing Small or Medium creature, they both teleport,
ing damage if the champion has more than half of its total hit
can see. If it instead chooses a space within range that is occu-
target. Hit: 12 (2d6 + 5) slashing damage, pfus 7 (2d6) slash-
conjurer teleports up to 30 feet to an unoccupied space that it
Greatsword. Melee Weapon Attack: +9 to hit, r~ach 5 ft., one
Conjuration Spell of 1st Le11el or Higher). As a bonus action, the
word or its shortbow.
Benign Transportation (Recharges after the Conjurer Casts a
Multiattack. The champion makes three attacks with its greats-
*Conjuration spell oflst level or higher
ACTI ON S
5th level (2 slots): cloudkill,* conjure elemental*
4th level (3 slots): Evard's black tentacles,* stoneskin
nus action, the champion can regain 20 hit points.
3rd level (3 slots): fireba//, stinking cloud*
Second Wind (Recharges after a Short or Long Rest). As a bo-
2nd level (3 slots): cloud of daggers,* misty step,* web*
1st level (4 slots): mage armor, magic missile, unseen servant*
saving throw.
tidigitation
Indomitable (2/Day). The,champion rerolls a failed
Cantrips (at will): acid splash,* mage hand,* poison spray,* pres-
spells prepared:
Challenge 9 (5,000 XP)
with spell attacks). The conjurer has the following wizard
Languages any one language (usually Common)
Senses passive Perception 16
casting ability is Intelligence (spell save DC 14, +6 to hit
Skills Athletics +9, Intimidation +5, Perception +6
Spellcasting. The conjurer is a 9th-level spellcaster. Its spell-
Saving Throws Str +9, Con +6
Challenge 6 (2,300 XP)
10 (+O)
20 (+5)
12 (+ 1)
15 (+2)
14 (+2)
14 (+2)
Languages any four languages
CON
WIS
INT
Senses passive Perception 11
STR
CHA
DEX
Skills Arcana +6, History +6
Speed 30 ft.
Saving Throws Int +6, Wis +4
Hit Points 143 ·(22d8 +· 44)
11 (+O)
9 .(-1)
14 (+2)
Armor Class 18 (plate)
17 (+3)
11 (+O)
12 (+ 1)
CON
CHA
WIS
INT
DEX
STR
Medium hurnario.id (any race), any 11/ignment
Speed 30 ft.
CHAMPION
Hit Points 40 (9d8)
Armor Class 12 fl 5 with ma~ armor}
Medium humanoid (any race)r any afignment
Co~JVJ.ER

4
A
*I ;_ .... -:z:. - : :&bS¥ , r ,
±St%W5¥
S
moned creatures to guard their lairs.
destroy enemies on battlefields, while others use sum-
air. Some conjurers use their magic to bolster armies or
tures from other planes and create materials out of thin
Conjurers are specialist wizards who summon crea-
C ONJURER
sign of status among rulers.
influential as nobles, and their presence is courted as a
other people who fight for a living, champions are as
ing skills in wars or gladiatorial pits. To soldiers and
Champions are mighty warriors who honed their fight-
CHAMPION

DIVINER
Diviners are specialist wizards who know that knowl-
edge is power. They might act aloof and mysterious,
DtYtNER's
hinting at omens and secrets, or they might be know-it-
S1'AF1"
alls, spilling secrets and insights to advance their own
status or reputation.
ENCHANTER
Enchanters are specialist wizards who understand how
to alter and control minds using magic. They might be
VARIANT: FAMILIARS
personable and interesting, using magic to manipulate
Any spellcaster that can cast the find familiar speU (such people only when banter and conventional persuasion
as an apprentice, warlock, or wizard) is likely to have a
familiar. The familiar can be one of the creatures described fails, or they might be rude and demanding, using and
in the spell (see the Player's Handbook} or some other Tiny relying on charmed, obedient minions.
monster, such as a cranium rat, a crawling claw, a gazer,
an imp, a pseudodragon, or a quasit.
ENCHANTER
Medium humanoid (any race); any alignment
,.- •t , s- :SG:S\ 4 ±S#SfW+
DIVINER Armor Class 12 (15 with mage armor)
Medium humanoid (any race), any alignment Hit Points 40 (9d8)
Speed 30 ft.
Armor Class 12 (15 with mage armor)
Hit Points 67 (l Sd8} STR DEX CON INT WIS CHA
Speed 30 ft. 9 {-1) 14 (+2) 11 (+0) 17 (+3) 12(+1} 11 (+O)
STR DEX CON INT WIS CHA Saving Throws Int +6, Wis +4
9 (-1) 14 (+2} 11 (+O) 18 (+4} 12 (+1} 11 (+O} Skills Arcana +6, History +6
Senses passive Perception 11
Saving Throws Int +7, Wis +4 Languages any four languages
Skills Arcana +7, History +7 Challenge 5 (1,800 XP}
Senses passive Perception 11
Languages any four languages Spellcasting. The enchanter is a 9th-level spellcaster. Its
Challenge 8 (3,900 XP} spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks}. The enchanter has the following wizard
Spellcasting. The diviner is a 15th-level spellcaster. Its spells prepared:
spellcasting ability is Intelligence (spell save DC 15, +7 to
hit with spell attacks). The diviner has the following wizard Cantrips (at will):friends, mage hand, mending, message
1st level (4 slots): charm person,* mage armor, magic missile
spells prepared:
2nd level (3 slots): hold person,* invisibility, suggestion*
Cantrips (at will}:fire bolt, light, mage hand, message, true strike 3rd level (3 slots}:fireba/1, haste, tongues
1st level (4 slots): detect magic,* feather fall, mage armor 4th level (3 slots): dominate beast,* stoneskin
2nd level (3 slots): detect thoughts,* locate object,* scorching ray 5th level (2 slots): hold monster*
3rd level (3 slots): clairvoyance,* fly,fireball *Enchantment spell of 1st level or higher
4th level (3 slots): arcane eye,* ice storm, stoneskin
5th level (2 slots}: Rary's telepathic bond,* scrying* ACTI ON S
6th level (1 slot}: mass suggestion, true seeing* Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
7th level (1 slot): delayed blast fireball, teleport target. Hit: 2 (ld6 -1) bludgeoning damage, or 3 (ld8-1)
8th level (1 slot): maze bludgeoning damage if used with two hands.
*Divination spell of 1st level or higher
Portent (Recharges after the Di11iner Casts a Di11ination Spell of REACTIONS
1st Le11e/ or Higher). When the diviner or a creature it can see lnstincti11e Charm (Recharges after the Enchanter Casts an
makes an attack roll, a saving throw, or an ability check, the Enchantment Spell of 1st Le11el or Higher). The enchanter tries
diviner can roll a d20 and choose to use this roll in place of the to magically divert an attack made against it, provided that the
attack roll, saving throw, or ability check. attacker is with in 30 feet of it and visible to it. The enchanter
must decide to do so before the attack hits or misses.
ACTI ON S The attacker must make a DC 14 Wisdom saving throw. On a
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one failed save, the attacker targets the creature closest to it, other
target. Hit: 2 (ld6- 1) bludgeoning damage, or 3 (ld8 - 1) than the enchanter or itself. If multiple creatures are closest,
bludgeoning damage if used with two hands. the attacker chooses which one to target.



APPENDIX B 1 NONPLAY.Ell CJiARACTERS
1------..i~::!Sl:t======================

bludgeoning damage if used with two hands.
bludgeoning damage if used with two hands.
target. Hit: 2 (ld6- 1) bludgeoning damage, or 3 (ld8 -1)
target. Hit: 2 (ld6- l) bludgeoning damage, or 3 (ld8 -1)
Quarterstaff. Melee Weapon Attack: + l to hit, reach 5 ft., one
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
ACTIONS
ACTIONS
is incapacitated, or its speed becomes 0.
from the spell, it instead takes no damage from it.
cessful save means a chosen creature would take half damage
the illusionist. The effect ends if the illusionist takes damage, it
ing any creature to have disadvantage on attack rolls against
cally succeed on their saving throws against the spelt. If a suc-
them equal to l + the spell's level. These creatures automati-
standing in a place a few inches from its actual location, caus-
projects an illusion that makes the illusionist appear to be
forces other creatures it can see, it can choose a number of
Spell of 1st Level or Higher}. As a bonus action, the illusionist
Sculpt Spells. When the evoker casts an evocation spell that
Displacement (Recharges after the Illusionist Casts an Illusion
*Evocation spell
6th level (l slot): chain lightning,* wall of ice*
*Illusion spell of 1st level or higher
5th level (2 slots): Bigby's hand,* cone of cold*
4th level (1 slot): phantasmal killer*
4th level (3 slots): ice storm,* stoneskin
3rd level (3 slots): major image,* phantom steed*
3rd level (3 slots): counterspe/1,fireball,* lightning bolt*
2nd level (3 slots): invisibility,* mirror image,* phantasmal force*
2nd level (3 slots): mirror image, misty step, shatter*
magic missile
1st level (4 slots): burning hands,* mage armor, magic missile*
1st level (4 slots): color spray,* disguise self.* mage armor,
Can trips (at will):.fire bolt,* light,* prestidigitation, ray of frost*
poison spray
Cantrips (at will): dancing lights, mage hand, minor illusion,
attacks). The evoker has the following wizard spells prepared:
spells prepared:
ing ability is Intelligence (spell save DC 15, +7 to hit with spell
Spellcasting. The evoker is a 12th-level spellcaster. Its spellcast-
with spell attacks). The illusionist has the following wizard
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Challenge 9 (5,000 XP)
Spellcasting. The illusionist is a 7th-level spellcaster. Its
Languages any four languages
Senses passive Perception 11
Challenge 3 (700 XP)'
Skills Arcana +7, History +7
Languages any four languages
Saving Throws Int +7, Wis +5
Senses passive Perception 10
Skills Arcana +5, History +5
11 (+O)
12 (+1}
12 (+1}
17 (+3}
14 (+2}
9 (-1)
Saving Throws Int +5, Wis +2
WIS
CHA
INT
STR
CON
DEX
9 (-1)
11 (+O}
13 (+1)
14 (+2}
12 (+l)
16 (+3)
STR
CHA
WIS
INT
CON
DEX
Speed 30 ft.
Hit Points 66 (12d8 + 12)
Armor Cass 12 (15 with mage armor)
Speed 30 ft.
Hit Points 38 (7d8 + 7)
Medium humanoid (any raaJ; any atignment
Armor Class 12. (15 with mage armor}
EVOKER.
Medium humairoid (any race), any alignment
ILLUSlONIST
5
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subtle, using their magic to conceal the truth.
S1'AFF
powers in spectacular and obvious ways, or quiet and
lt..1JU$IONIST S
1
quasi-real effects. They can be flamboyant and use their
sound, shadow, and even minds to create false and
Illusionists are specialist wizards who twist light,
ILLUSIONIST
to exploit an opponent's weakness.
served, unleashing their power at just the right moment
be hotheaded and aggressive. Others are cold and re-
energy and elemental forces to destroy. Many tend to
Evokers are specialist wizards who harness magical
EVOKER
STAFF
EvoKER's

KRAKEN PRIEST
A kraken can seem godlike to folk who have witnessed
its fury. Those who mistake its might for divine power
and those who seek to appease the monster through
veneration are sometimes rewarded with power, to
serve thereafter as kraken priests.
The kraken can make itself dimly aware of a kraken
priest's thoughts if the two are on the same plane of ex--
istence, and it can then push aside the priest's personal-
ity and control it. Kraken priests can thereby act as eyes
and ears for their masters, and when the kraken has
something to say, the priest becomes its mouthpiece.
Every kraken priest undergoes a change in appear-
ance that reflects the kraken's influence, although each
one differs in how its reverence is displayed. One kraken
priest might have ink-black eyes and a suckered tentacle
for a tongue, while another has a featureless face and a
body covered in eyes and mouths that dribble seawater.
These horrific manifestations intensify when the kraken
possesses its minion to utter its dire pronouncements.

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KR.A.KEN PRIEST
Mepjum hunifanoid (any ra,e), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+O} 16 (+3) 10 (+O) 15 (+2) 14 (+2)
Skills Perception +5
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses passive Perception 15
Languages any two languages
Challenge 5 (1,800 XP)

Amphibious. The priest can breathe air and water.
Innate Spellcasting. The priest's spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell attacks). It can innately
cast the following spells, requiring no material components:
At will: ,ommand, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: call lightning, Evard's black tentacles
ACTIONS
Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one
creature. Hit: 27 (SdlO) thunder damage.
Voice of the Kr a ken (Recharges after a Short or Long Rest). A
kraken speaks through the priest with a thunderous voice au-
dible within 300 feet. Creatures of the priest's choice that can
hear the kraken's words (which are spoken in Abyssal, Infernal,
or Primordial) must succeed on a DC 14 Charisma saving
throw or be frightened for 1 minute. A frightened target can re-
peat the saving throw at the end of each of its turns, ending the
effect on itself on a success.



APPENDIX B I NONPLAY:£R CMARACTERS

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*
one hand and the adept has a hand free.
an attack that hits it. The thief must be able to see the attacker.
0, the adept catches the missile if it's small enough to hold in
Uncanny Dodge. The thief halves the damage that it takes from
the attack is reduced by ldlO -t 3. lfthe damage is reduced to
REACTIONS
attack, the adept deflects the missile. The damage it takes from
Deflect Missile. In response to being hit by a ranged weapon
ft., one target. Hit: 8 (ld8 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320
REACTIONS
target. Hit: 7 (ld6 + 4) piercing damage.
get. Hit: 5 (ld4 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one tar-
Multiattack. The thief makes three attacks with its shortsword.
throw or be stunned until the end of the adept's next turn.
A CTI ONS
• The target must succeed on a DC 13 Constitution saving
or be knocked prone.
have disadvantage on the attack roll.
• The target must succeed on a DC 13 Dexterity saving throw
ally of the thief that isn't incapacitated and the thief doesn't
drop one item it is holding (adept's choice).
tage on the attack roll, or when the target is within 5 feet of an
• The target must succeed on a DC 13 Strength saving throw or
age when it hits a target with a weapon attack and has advan-
tional effects:
Sneak Attack (1fTurn). The thief deals an extra 14 (4d6) dam-
is a creature, the adept can choose one of the following addi-
throw, and only half damage if it fails.
one target. Hit: 7 (ld8 + 3) bludgeoning damage. If the target
thief instead takes no damage if it succeeds on the saving
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
make a Dexterity saving throw to take only half damage, the
dart attacks.
E11asion. If the thief is subjected to an effect that allows it to
Multiattack. The adept makes three unarmed strikes or three
action to take the Dash, Disengage, or Hide action.
ACTI ON S
Cunning Action. On each of its turns, the thief can use a bonus
wielding no shield, its AC includes its Wisdom modifier.
Challenge 5 (1,800 XP)
Unarmored Defense. While the adept is wearing no armor and
thieves' cant
Languages any one language (usually Common) plus
Senses passive Perception 13
Challenge 3 (700 XP)
Languages any one language (usually Common)
Hand +7, Stealth +7
Skills Acrobatics +,7, Athletics +3, Perception +3, Sleight of
Senses passive Perception 13
Saving Throws Dex +7, Int +3
Skills Acrobatics +5, Insight +S, Stealth +5
11 (+O)
11 (+O)
10 (+O)
16 (+3)
11 (+O)
18 (+4)
14 (+2)
11 (+O)
13 (+1)
12 (+1)
17 (+3)
11 (+O)
DEX
CHA
INT
WIS
CON
STR
INT
WIS
CON
STR
DEX
CHA
Speed 30 ft.
Speed 40 ft.
Hit Points 60 (lld8 + 11)
Hit Points 84 (13d8 + 26)
Armor Class 16
Armor Class 16 (studded leather)
Medium humanoid (any race), any alignment
Medium humanoid (any race), any alignment
MARTIAL ARTS ADEPT
or enjoy a quiet life of luxury.
run a thieves' guild, spearhead some covert enterprise,
ity. A master thief might "retire" from hands-on work to
They tend to develop a reputation and a cult of personal-
Master thieves are known for perpetrating daring heists.
MASTER THIEF
for food and lodging.
bodyguards, trading their combat prowess and loyalty
ment or new forms of combat to master. A few become
monasteries; others travel the world seeking enlighten-
sive training in hand-to-hand combat. Some protect
Martial arts adepts are disciplined monks with exten-
MARTIAL ARTS ADEPT

NECROMANCER
Necromancers are specialist wizards who study the in-
teraction of life, death, and undeath. Some like to dig up
corpses to create undead slaves. A few use their powers
for good, becoming hunters of the undead and risking
their lives to save others.
SWASHBUCKLER
Swashbucklers are charming ne'er-do-wells who live
by their own codes of honor. They crave notoreity, often
indulge in romantic trysts, and eke out livings as pirates
and corsairs, rarely staying in one place for too long.
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NECROMANCER
Medium humanoid (a-ny race), any alignment

Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+l) 17 (+3) 12 (+l) 11 (+O)

Saving Throws Int +7, Wis +5
Skills Arcana +7, History +7 SWASHBUCKLER
Damage Resistances necrotic Medium humanoid (any race), any non-lawful alignment
Senses passive Perception 11
Languages any four languages Armor Class 17 (leather armor)
Challenge 9 (5,000 XP) Hit Points 66 (l 2d& + 12)
Speed 30 ft.
Spell,asting. The necromancer is a 12th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to hit STR DEX CON INT WIS CHA
with spell attacks). The necromancer has the following wizard 12 (+l} 18 (+4} 12 (+l) 14 (+2} ll (+O) 15 (+2)
spells prepared:
Skills Acrobatics +8, Athletics +S, Persuasion +6
Cantrips (at will): chill touch, dancing lights, mage Senses passive Perception 10
hand, mending Languages any one language (usually Common}
1st level (4 slots}: false life,* mage armor, ray of sickness* Challenge 3 (700 XP)
2nd level (3 slots}: blindness/deafness,* ray of enfee-
blement,* web Lightfooted. The swashbuckler can take the Dash or Disengage
3rd level (3 slots): animate dead,* bestow curse,* vam- action as a bonus action on each of its turns.
piric touch*
4th level (3 slots): blight,* dimension door, stoneskin Suave Defense. While the swashbuckler is wearing light or
5th level (2 slots}: Bigby's hand, cloudki/1 no armor and wielding no shield, its AC includes its Cha-
6th level (l slot}: circle of death* risma modifier.
*Necromancy spell of 1st level or higher
Crim Harvest (1fTurn). When necromancer kills a creature that ACTIONS
is neither a construct nor undead with a spell of 1st level or Multiattack. The swashbuckler makes three attacks: one with a
higher, the necromancer regains hit points equal to twice the dagger and two with its rapier.
spell's level, or three times if it is a necromancy spell.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
ACTI ON S or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Withering Touch. Melee Spell Atwck: +7 to hit, reach 5 ft., one Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
creature. Hit: S (2d4) necrotic damage. Hit: 8 (ld8 + 4) piercing damage.
g . -- a:2: i¥ % &ti## * 4

APPENDIX B NONPLAYER. Cli.ARACTERS

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after the roll is made but before it hits or misses.;
bludgeoning damage if used with two hands.
target. Hit: 2 (ld6-1) bludgeoning damage, or 3 (ld8 - 1)
creature within 30 feet of it. The priest can make this choice
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
grants a + 10 bonus to an attack roll made by itself or another
Guided Strike (Recharges after a Short or Long Rest). The priest
ACTIONS
REACTIONS
of 1st level or higher, it can change the effect of the stone.
If the transmuter has the stone and casts a transmutation spell
Hit: 10 (2d6 + 3) bludgeoning damage.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
this benefit)
Multiattack. The priest makes two melee attacks.
(transmuter's choice whenever the transmuter chooses
• Resistance to acid, cold, fire, lightning, or thunder damage
ACTIONS
• Proficiency with Constitution saving throws
• An extra 10 feet of speed while the bearer is unencumbered
5th level (1 slot):j/ame strike, mass cure wounds, hold monster
• Darkvision out to a range of 60 feet
of faith, stoneskin
4th level (3 slots): banishment.freedom of movement, guardian
crafted that grants its bearer one of the following effects:
magic, revivify, spirit guardians, water walk
Transmuter's Stone. The transmuter carries a magic stone it
3rd level (3 slots): beacon of hope, crusader's mantle, dispel
*Transmutation spell of 1st level or higher
healing, silence, spiritual weapon
2nd level (3 slots): lesser restoration, magic weapon, prayer of
5th level (1 slot): telekinesis*
shield of faith
4th level (3 slots): polymorph,* stoneskin
1st level (4 slots): divine favor, guiding bolt, healing word,
3rd level (3 slots): blink,* fireball, slow*
Cantrips (at will): light, mending, sacred.flame, spare the dying
2nd level (3 slots): alter self,* hold person, knock*
mage armor
attacks). It has the following cleric spells prepared:
1st level (4 slots): chromatic orb, expeditious retreat,*
ing ability is Wisdom (spell save DC 15, +7 to hit with spell
Cantrips (at will): light, mending, prestidigitation, ray of frost
Spellcasting. The priest is a 9th-level spellcaster. Its spellcast-
spells prepared:
with spell attacks). The transmuter has the following wizard
Challenge 9 (5,000 XP)
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
Languages any two languages
Spellcasting. The transmuter is a 9th-level spellcaster. Its
Senses passive Perception 13
Skills Intimidation +5, Religion +4
Saving Throws Con +6, Wis +7
Challenge 5 (1,800 XP)
Languages any four languages
14 (+2)
17 (+3)
11 (+O)
16 (+3)
10 (+O)
Senses passive Perception 11
13 (+l)
CHA
WIS
STR
Skills Arcana +6, History +6
INT
CON
DEX
Saving Throws Int +6, Wis +4
Speed 30 ft.
17 (+3)
11 (+O)
12 (+l)
11 (+O)
9 (-1)
14 (+2)
Hit Points 117 (18d8 + 36)
Armor Class 18 (plate)
CHA
CON
STR
WIS
INT
DEX
Speed 30 ft.
Medium humanoid (any race), any alignment
Hit Points 40 (9d8)
WAR PRIEST
Armor Class 12 (15 with mage armor)
h
·fS
the battlefield.
Medium humanoid (any race), any alignment
command an army or serve as a warlord's right hand on
TRANS MUTER
spellcasters, and tend to casualties. A war priest might
plan tactics, lead soldiers into battle, confront enemy
War priests worship deities of war and combat. They
W AR PRIEST
apotheosis.
transmutation as a path to riches, enlightenment, or
change, rail against the status quo, and view magical
Transmuters are specialist wizards who embrace
TRANS MUTER
S'tAjeF
Ti:tANSMO'tER.'s

WARLOCK OF l'HEARCHFE
Warlocks of the archfey gain their powers through mag-
ical pacts forged with lords of the Feywild. These war-
locks commonly associate with lesser fey creatures such
as boggles, quicklings, redcaps, satyrs, and sprites.

WARLOCK OF THE FIEND
Warlocks of the fiend gain their powers through magical
pacts forged with archfiends of the Lower Planes. These
warlocks often keep imps or quasits as companions, and
they tend toward extremes of behavior: consorting with
fiend-worshiping cultists or dedicating their lives to de-
stroying fiendish cults.

WARLOCK OF THE ARCHFEY
Medium humanoid (any race), any alignment
Armor Class 11 (14 with mage armor) Meaium humanoid (any race), any alignment
Hit Points 49 (lld8)
Speed 30 ft. Armor Class ,i~(lS with mage armor)
Hit Points 78 (12d8 + 24)
STR DEX CON INT WIS CHA Speed 30 ft.
9 (-1) 13 (+l) 11 (+O) 11 (+O) 12 (+l) 18 (+4)
STR DEX CON INT WIS CHA
Saving Throws Wis +3, Cha +6 10 (+O) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
Condition Immunities charmed Saving Throws Wis +4, Cha +7
Senses passive Perception 11 Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
Languages any two languages (usually Sylvan) Damage Resistances slashing damage from nonmagical
Challenge 4 (1,100 XP) attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 11
Innate Spellcasting. The warlock's innate spellcasting ability is Languages any two languages (usually Abyssal or Infernal)
Challenge 7 (2,900 XP)
Charisma. It can innately cast the following spells (spell save
DC 15), requiring no material components:
Innate Spellcasting. The warlock's innate spellcasting ability is
At will: disguise self. mage armor (self only), silent image, Charisma. It can innately cast the following spells (spell save
speak with animals DC 15), requiring no material components:
l /day: conjure fey
At will: alter self.false life, levitate (self only), mage armor (self
Spellcasting. The warlock is a 11th-level spellcaster. Its spell-
only), silent image
casting ability is Charisma (spell save DC 14, +6 to hit with
1/day each: feeblemind,finger of death, plane shift
spell attacks). It regains its expended spell slots when it fin-
ishe~ a short or long rest. It knows the following warlock spells: Spellcasting. The warlock is a 17th-level spellcaster. Its spell-
casting ability is Charisma (spell save DC 15, +7 to hit with spell
Cantrips (at will): dancing lights, eldritch blast.friends, mage attacks). It regains its expended spell slots when it finishes a
hand, minor illusion, prestidigitation, vicious mockery short or long rest. It knows the following warlock spells:
1st-5th level (3 5th-level slots): blink, charm person, dimension
door, dominate beast.faerie fire.fear, hold monster, misty step, Cantrips (at will): eldritch blast,fire bolt.friends, mage hand, mi-
phantasmal force, seeming, sleep nor illusion, prestidigitation, shocking grasp
1st-5th level (4 5th-level slots): banishment, burning hands,
ACTIONS flame strike, hellish rebuke, magic circle, scorching ray, scrying,
stinking cloud, suggestion, wall of fire
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. Dark One's Own Luck (Recharges after a Short or Long Rest).
When the warlock makes an ability check or saving throw, it can
REACTIONS add a dlO to the roll. It can do this after the roll is made but
Misty Escape (Recharges after a Short or Long Rest). In re- before any of the roll's effects occur.
sponse to taking damage, the warlock turns invisible and
ACTIONS
teleports up to 60 feet to an unoccupied space it can see. It re·
mains invisible until the start of its next turn or until it attacks, Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
makes a damage roll, or casts a spell. Hit: 3 (ld6) bludgeoning damage plus 10 (3d6) fire damage.

range 20/60 ft., one target. Hit: 4 (ld4 + 2} piercing damage.
be frightened until the end of warlord's next turn.
Dagger. Melee or Ranged Weapon Attack: +S to hit, reach S ft. or
the target must succeed on a DC 16 Wisdom saving throw or
it can see within 30 feet of it. If the target can see and hear it,
ACTION$
Frighten Foe (Costs 2 Actions). The warlord targets one enemy
tage on the attack roll.
provided that the warlock isn't incapacitated.
can make one weapon attack as a reaction and gains advan-
DC 15 Wisdom saving throw or take 10 (3d6) psychic damage,
feet of it. If the target can see and hear the warlord, the target
each creature of its choice within S feet ofit must succeed on a
Command Ally. The warlord targets one ally it can see within 30
Whispering Aura. At the start of each of the w~rlock's turns,
Weapon Attack. The warlord makes a weapon attack.
beast, telekinesis, vampiric touch
warlord regains spent legendary actions at the start of its turn.
detect thoughts, dimension door, dissonant whispers, dominate
at a time and only at the end of another creature's turn. The
Hadar, crown of madness, clairvoyance, contact other plane,
l st-5th level (3 5th-level slots}: armor of Agathys, arms of
options below. Only one legendary action option can be used
The warlord can take 3 legendary actions, choosing from the
hand, minor illusion, prestidigitation, shocking grasp
Cantrips (at will): chill touch, eldritch blast, guidance, mage
LEGENDARY ACTIONS
short or long rest. It knows the following warlock spells:
one target. Hit: 6 (ld6 + 3) piercing damage.
attacks}. It regains its expended spell slots when it finishes a
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,
casting ability is Charisma (spell save DC 15, +7 to hit with spell
Spellcasting. The warlock is a 14th-level spellcaster. Its spell-
target. Hit: 12 (2d6 + S} slashing damage.
Creatsword. Melee Weapon Attack: +9 to hit, reach S ft., one
1 /day each: arcane gate, true seeing
speak with dead
Multiattack. The warlord makes two weapon attacks.
At will: detect magic,jump, levitate, mage armor (self only),
ACTIONS
DC 15), requiring no material components:
Charisma. It can innately cast the following spells (spell save
hit point maximum.
Innate Spellcasting. The warlock's innate spellcasting ability is
turn if it has at least 1 hit point but fewer hit points than half its
Sur11ivor. The warlord regains 10 hit points at the start of its
Challenge 6 (2,300 XP)
fails. It must use the new roll.
Languages any two languages, telepathy 30 ft.
Indomitable (3/Day). The warlord can reroll a saving throw it
Senses darkvision 60 ft., passive Perception 11
Damage Resistances psychic
Skills Arcana +4, History +4
Challenge 12 (8,400 XP}
Languages any two languages
Saving Throws Wis +-4, Cha +7
Senses passive Perception 15
Persuasion +8
14 (+2)
15 (+2)
12 (+l)
18 (+4)
9{-1)
12 (+l)
Skills Athletics +9, Intimidation +8, Perception +5,
CON
CHA
INT
WIS
STR
DEX
Saving Throws Str +9, Dex +7, Con +8
Speed 30ft.
18 (+4)
12 (+l)
18 (+4)
20 (+5)
12 (+1)
16 (+3)
Hit Points 91 (14d8 + 28)
CHA
WIS
INT
DEX
CON
STR
Armor Class 12-{15 with mage armory
Speed 30 ft.
Medium humci,roid {any race), any alignment
Hit Points 229 (27d8 + 108)
WARLOCK OF THE GREAT OLD ONE
Armor Class 18 (plate)
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Medium humanoid (any race), any alignment
his or her banner.
arch or general and attract followers willing to die for
WARLORD
victories, a warlord could easily take on the role of mon-
names are spoken with awt. After a string of decisive
Warlords are legendary battlefield commanders whose
WARLORD
beings from beyond the stars.
ing out the insanity and wickedness inspired by bizarre
other warlocks of the Great Old One are experts at root-
ties, as well as aberrations that share their goals, yet
warlocks associate with cultists devoted to these enti-
strange and distant realms of existence. Some of these
through magical pacts forged with eldritch entities from
Warlocks of the Great Old One gain their powers
WARLOCK OF THE GREAT OLD ONE

APPENDIX C: MONSTER L ISTS

STAT BLOCKS BY CREATURE TYPE
Aberrations Fiends Nilbog ......................................................... 182
Death kiss .................................................. 124 Babau .......................................................... 136 Ore Blade of Ilneval ................................ 183
Elder brain ................................................ 174 Barghest .................................................... 123 Ore Claw of Luthic .................................. 183
Gauth .................................. , .................... 125 Devourer .................................................... 138 Ore Hand ofYurtrus ............................... 184
Gazer .......................................................... 126 Draegloth ................................................... 141 Ore Nurtured One ofYurtrus ........ -•. , .... 184
Mindwitness ............................................. 176 Maw demon ...................... , ....... - .............. 137 Ore Red Fang of Shargaas .................... 185
Morkoth ...................................................... 178 Shoosuva ................................................... 137 Sea spawn ................................................. 189
.
Neogi. ......................................................... 180 Tanarukk ................................................... 186 Swashbuckler ............................ , ........ , ..... 217
Neogi hatchling ........................................ 179 Vargouille .................................................. 195 Transmuter ................................. ,..,,4,., .... , .. !218
Neogi master ............................................. 180 Giants War priest .................................................. 218
Neothelid ................................................... 181 Cloud giant smiling one ......................... 146 Warlock of the archfey ................... ,_ ..... 219
Ulitharid .................................................... 175 Fire giant dreadnought .......................... 147 Warlock of the fiend ................................ 219
Beasts Frost giant everlasting one .................... 148 Warlock of the Great Old One .............. 220
Aurochs ...................................................... 207 Mouth of Grolantor .................................. 149 Warlo rd ....................... , ......... ~ .. -...... M tt .... ,.22.0
2
B:rontosaurus ............................................ 139 Stone giant dreamwalker ...................... 150 Xvart .......................................................... 00
Cow (ox, rothe, stench kow) .................. 207 Storm giant quintessent... ...................... 151 Xvart warlock of Raxivort ..................... 200
Cranium rat ... , ...... , ... , ................................ 133 Humanoids Yuan-ti broodguard ................................. 203
Deinonychus ............. , ............................... 139 Abjurer ....................................................... 209 Monstrosities
t· w· ard
Dimetrodon ............................................... 139 Ap pren ice 1z ..................... _. ......... .. 209 Banderhobb ............................................... 122
Dolphin ..................................................... 208 Archdruid .................................................. 210 C.atoblepas ................................................. 129
Hadro!saurus .............. -............................. 140 Archer ......................................................... 210 Cave fisher ................................................. 130
Que.tzalcoatlus .......................................... 140 Bard ............................................................ 211 Chitine ........................................ _ _ ,,, ..... ,- 131
Stegosaurus .............................................. 140 Blackguard ................................................ 211 Choldrith .................................................... 132
Swarm of cranium rats .......................... 133 Ch . Froghemoth .............................................. 145
amp1on ................................................. . 212
Swarm of rot grubs ................................ 208 Conjurer ..................................................... 212 Giant strider .............................................. 143
Velociraptor ............................................... 140 Deep scion ................................................. 135 Girallon ...................................................... 152
Celestials Diviner ........................................................ 213 Leucrotta ................................................... 169
Ki-rin .......................................................... 163 Enchanter .................................................. 213 Shadow mastiff .......................... , .. , ........ _..190
Dragons Evoker ........................................................ 214 Tlincalli ....................................................... ,.193
G d d ak: 158 Firenewt .................................................... 142 Trapper ....................................................... 194
uar r ·e.............................................. F' k f Yuan-ti anathema .............................. .-... ,202
1renewt war 1 oc o 1 mix .................... .. 143
Elementals Flind ........................................................... 153 Yuan-ti mind whisperer .......................... 204
Flail snail .................................................... 144 Yuan-ti nightmare speaker .................... 205
Gnoll flesh gnawer ............. , .................... 154
Yuan-ti pit master ................................... 206
Fey Gnoll hunter ........................ , ...... , ............ - 154
Annis hag ............................................. """ 159 Grung ...................................................... - 156 Oozes
Bheur hag .................................................. 160 Grung elite warrior ................................. 15 7 Slithering tracker .................................... 191
Boggle ....................................................... 128 Grung wildling ......................................... 157
Plants
Darkling ..................................................... 134 Hobgoblin devastator .............................. 161
Thorny ........................................................ 197
Darkling elder .......................................... 134 Hobgoblin Iron Shadow ......................... 162
Vegepygmy ...................... ._. ...................... 196
Korred ........................................................ 168 Illusionist ................................................... 214 Vegepygmy chief ...................................... 197
Meenlock ................................................... 170 Kobold dragonshield ............................... 165
Wood woad ................................................ 198
Quickling ................................................... 187 Kobold inventor ........................................ 166
Redcap ....................................................... 188 Kobold scale sorcerer ............................. 167 U nd ead
Yeth hound ................................................ 201 Kraken priest ............................................ 215 Alhoon ........................................................ 172
Martial arts adept .................................... 216 Bodak ......................................................... 127
Master thief ............................................... 216 Gnoll witherling ........................................ 155
Necromancer ............................................ 2 1 7 Mind flayer lich (alhoon variant) .......... 172
Spawn of Kyuss ....................................... 192
STAT BLOCKS BY CHALLENGE RATING
Challenge O (0-10 XP) Challenge 1/4 (SO XP) Vegepygmy ................................. m ... ,-...... 196
Cranium rat ............................................... 133 Apprentice wizard ................................... 209 Velociraptor ............................................... 140
Challenge 1/8 (25 XP) Cow (ox, ro t be, st ench kow) .................. 2 o 7 Challenge 1/2 (100 XP)
rQ
Boggle ........................................................ 128 Dimet clon ............................................... l 39 Chitine .................................... _ .... -........... ,,.131
·n Gnoll witherling .. ..,., ........ , ......................... 155 D kl' "
Dolph1 ..................................................... 208 ar 1n~ ........................................... ,,_, • ., .• 134
Neogi hatchling ........................................ 179 Grung .............................................. , .......... l S 6 Firenewt ..................................................... 142
Xvart .......................................................... 200 Hadrosaurus ............................................. 140 Gazer .......................................................... 126
Kobold inventor ........................................ 166

Storm giant quintessent
16 {15,000 XP)
Frost ~~~-t. everlasting one
12 (8,400 XP)
Storm giant quintessent
16 (15,000 XP)
Flind
9 (5,000 XP)
Frost giant everlasting one, ki-rin
12 (8,400 XP)
8 (3,900 XP)
Shoosuva
Morkoth
11 (7,200 XP)
7 (2,9ooxPf
Stone gfantdreamwalker
Bheur ha!twarlock of the fiend
10 {5,900 XP)
Warlock of the Great Old One
Kraken priest
6 (2,300 XP)
5 (1,800 XP)
3 {700 XP)
Warlock of tht archfey
4 (1,100 XP)
Deep sdon, swashbuckler
2 (450 XP)
Quetzalcoatl us
Guard drake (white)
2 (450 XP)
Sea spawn
C noll flesh gnawer
;-·(200XP)
1 (2oo ·xM
1/2 (100 XP)
1/4 (50 XP)
Dimetrodon
Cnoll hunter
Gnoll witnerling
Dolphin
. 1/& (25 XP}
1/4 (50 XP)
Challenge (XP)
Creatures
Creatures
Challenge (XP)
ARCTIC CREATURES
COASTAL CREATURES
CREATURES BY ENVIRONMENT
Mind flayer lich (alhoon variant) .......... 172
epgi ................... , ....................................... 180
160
Challenae 22 (41,000 XP)
Martial arts adept .............................. - ... 216 Bheur hag ..................................................
Leucrotta ................................................... l 69 Challenge 7 (2,900 XP)
Storm giant quintessent. ........................ 151
lllus'onist ................................................... 214 Warlock of the Great Old One .............. 220 Challenae 1 (15,000 XP)
6
Flail snail ................................................... 144 Mouth of Grolantor .................................. 149
Deep $Cion ............................................ -... l3 5 Gauth .......................................................... l25 Fire giant dreadnought .......................... 147
Choldrith .................................................... 132 Conjurer ..................................................... 212 Elder brain ................................................ 174
Cave fisher ................................................. 130 Bodak ......................................................... 127 Challenae 14 (11,500 XP)
Archer ......................................................... 210 Annis hag. ........................ ,_., ................... 159 Neothelid ................................................... 181
Devourer .................................................... 138
Challenae 6 (2,300 XP)
Challenae 3 (700 XP)
Yuan-ti broodguard ................................. 203 Yuan-ti pit master ................................... 206 Challenae 13 (10,000 XP)
Vegepygmy chief ...................................... 197 Wood woad ................................................ 198 Yuan-ti anathema ..................................... 262
Shadow mastiff ........................................ 190 Transmuter ................................................ 218 Warlord ............................... , .. , ................... 2'2,0
Quett'alcoatlus .......................................... 140 Tlincalli ...................................................... 193 Morkoth (in lair) .......... ~ .. ·• ........................ 178
Ore Hand of Yurtrus ............................... 184 Tanarukk ................................................... 186 Ki-rin .......................................................... 163
Ore Claw of Luthic .................................. 183 Swarm of cranium rats .......................... 133 Frost giant everlasting one, .............. ~ .... 148
Meenlock ................................................... 170 Spawn of Kyuss ....................................... 192 Archdruid .................................................. 210
Hobgoblin Iron Shadow ......................... 162 Mindwitness ............................................. 176 Challenae 12 (8,400 XP)
Guard drake .............................................. 158 Master thief ............................................... 216 Morko b ...................................................... l 7
t
8
g l
ra en pries .......................................... ..
G run e 1 e warrior.................................
· t
215 Cloud giant smiling one ......................... 146
157 K k
·t
·
Darkling elder .......................................... 134 Enchanter ..... 1 ............................................ 213 Challenae 11 < , 00 XP)
7 2
Bard ............. , .......................... , .................. 211 Catoblepas ................................................. 129
Aurochs ...................................................... 207 Brontosaurus ............................................ l 39 Stone giant dream walker ...................... 150
Banderhobb ............................................... 122 Froghemoth .............................................. 145
Challenge 2 (450 XP)
Challenae 5 (1,800 XP)
Death kiss .................................................. 124
Xvart warlock of Raxivort... .................. 200
Alhoon ........................................................ 172
Vargouille .................................................. 195 Yuan-ti nightmare speaker....................
20 5
Challenae 10 (5,900 XP)
Thorny ........................................................ 197 Yuan-ti mind whisperer, ......................... 204
Sea spawn ................................................. 189 Yeth hound ................................................ 201 War priest .................................................. 218
Quickling ................................................... 187 Warlock of the archfey ............................ 219 Ulitharid .................................................... 175
Nilbog ......................................................... 182 Stegosaurus .............................................. 140 Necromancer ............................................ 217
Flind ........................................................... 153
Mawdemon ............................................... 137 Ore Blade of Ilneval ................................ 183
Evoker ........................................................ 214
Kobold scale sorcerer ............................. 167 Neogi master ............................................. 180
Champion ............................................ , ..... 212
Kobold dragonshield ............................... 165 Hobgoblin devastator .............................. 161
Abjurer ................................................. , ...•. 209
Grung wildling ......................................... 157 Girallon ........................................ , ............. 152
Challenae 9 (5,000 XP)
Gnoll flesh gnawer .................. _ .............. 154 Barghest .................................................... 123
Giant strider .............................................. 143 Babau .......................................................... 136 Shoosuva ............................................ ........ 13 7
Diviner ........................................................ 213
Firenewt warlock of lmix ................ -.... 143 Challenge 4 (1,100 XP)
Blackguard ........................................ , ....... 211
Delnonychus ............................................. 139
Trapper ....................................................... 194
Challenae 1 (200 XP)
Challenae 8 (3,900 XP)
Swashbuckler ........................................... 217
Swarm of rot grubs ................................ 208 Slithering tracker .................................... 191 Warlock of the fiend ................................ 219
Ore Nurtured One of Yurtrus ............... 184 Redcap ....................................................... 188 Korred ........................................................ 168
Gnoll hunter .............................................. 154 Ore Red Fang of Shargaas .................... 185 Draegloth ............. ~ ........... :: ...................... 141



12 (8,400 XP)
Warlord
pr~st
Mind flayer lich (see Alhoon)
22 (41,000 XP)
Abjurer, champion, evoker, necromancer, war
9 (5,000 XP)
Elder brain, fire giant dreadnought
14 (11,500 XP)
Blackguard, diviner
8 (3,900 XP)
Devourer, neothelid
13 (10,00~ - ~!J
7 (2,900 XP)
Warlock of the fiend
12 (8,400 XP)
Yuan-ti anathema
One
Alhoon, death kiss, froghemoth
10 (5,900 XP)
Bodak, conjurer, warlock of the Great Old
6 (2,300 XP)
Ulitharid
9 (5,000 XP)
of cranium rats, transmuter
Blackguard
8 (3,900 XP)
Banderhobb, enchanter, master thief, swarm
5 (1,800 XP)
Draegloth, warlock of the fiend
7 {2,900 XP)
4 (1,100 XP)
Babau, warlock of the archfey
6 (2,300 XP)
Bodak, gauth, warlock of the Great Old One
buckler
cranium rats, tanarukk, yu_ an· -ttpit master
Fang of Shargaas, slithering tracker, swash-
5 (1,800 XP)
Mind;itness, spawn of l(yuss, swarm of
3 (700 XP)
Archer, illusionist, martial arts adept, ore Red
mare speaker
lock
llneval, yuan-ti mind whisperer, yuan-ti night-
Bard, darkling elder, guard drake (any), meen-
2 (450 XP)
4 (1,100 XP)
Babau, barghest, neogi master, ore Blade of
Kobold scale sorcerer
- -, (200 XP)
trapper
Darkling
1/2 (100 XP)
Red Fang of Shargaas, slithering tracker,
Cow (ox}, kobold inventor
1/4 (50 XP)
Cave fisher, choldrith, flail snail, neogi, ore
3 (700 XP)
1/8 (25 XP)
Apprentice, boggle
guard
Cranium rat
0 (10 XP)
Luthic, ore Hand of Yurtrus, yuan-ti brood-
Challenge (XP)
Creatures
Darkling elder, guard drake (red), ore Claw of
2 (450 XP)
URBAN CREATURES
Raxivort
demon, nitbog, vargouitte, xvart warlock of
dragonshield, kobold scale sorcerer, maw
16 (15,000 XP)
Storm giant quintessent
1 (200 XP)
Firenewt warlock of I mix, giant strider)obold
12 (8,400 XP)
Archdruid
tu red One of Yurtrus, swarm of rot grubs
11 {7,200 XP)
Morkoth- ·- ···
Chitine, darkling, firenewt, gazer, ore Nur-
1/2 (100 XP)
5 (1,800 XP)
Kraken priest
1/4 (50 XP)
Cow (deep fothe), kobold inventor
Deep scion
3 (700 XP)
Boggle, ~~?!i ~atchli~g, xvart
1/8 (25 X_ P)
Sea spawn
1 (200 XP)
Cranium rat
0 (10 XP)
1/8 (25 XP)
Dolphin
Challenge (XP}
Creatures
Challenge (XP}
Creatures
UNDERDARK CREATURES
UNDERWATER CREATURES


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