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Elden Ring D&D Monster Manual

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Elden Ring D&D: Monster Manual

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Thou, who approacheth Destined Death.

I will not have it stolen from me again.

O, Death. Become my blade, once more.


Cower. Before Maliketh, the Black Blade.

Introduction

Hordes of Tarnished warriors have been called back to the Lands Between to brandish
the Elden Ring. Unfortunately, the myriad foes contained in this document stand in
their way.

This text is part of a set of documents that outline the rules of Elden Ring D&D, a 5th
Edition Dungeons & Dragons adaptation of the game Elden Ring by From Software.
The other documents include the Elden Ring D&D: Player’s Handbook, Elden Ring
D&D: Dungeon Master’s Guide, and the corresponding adventure Elden Ring D&D: Call
of Grace. This document in particular contains stat blocks for creatures found in that
adventure.

Almost every stat block in Call of Grace and future adventures will be contained below.
Some share names with existing D&D creatures. If so, use the version in this document.

While a long-term goal of the project is to convert every D&D stat block, for the time
being only creatures in Call of Grace are included. There’s a lot of creatures in Elden
Ring okay, cut me some slack.

*Author’s note. Of all of the documents comprising the Elden Ring D&D project, this is
likely to need the most refinement and playtesting. Consider them carefully before you
subject your players to them. In the author’s opinion, many are likely more powerful
than their challenge rating would imply. Tread carefully.

Stat Blocks

Abductor Virgin
large construct, neutral evil
Armor Class 18 ( natural armor)
Hit Points 136 (16d8+64)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

20 (+5) 10 (+0) 18 (+4) 5 (-3) 8 (-1) 2 (-4)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks


Damage Vulnerabilities lightning
Condition Immunities prone, exhaustion, charmed, frightened, paralyzed, poisoned,
petrified
Senses passive Perception 9
Challenge 7 (2900) XP Proficiency Bonus +3

Fleshy Interior. The virgin's interior cavity is living tissue, easily harmed compared to
its metal exterior. The virgin has vulnerability to damage caused by creatures it is
restraining.

Actions
Multiattack. The virgin makes two attacks, either with its scythe or spiked wheels.
Scythe. Melee Weapon Attack: +8 to hit, reach 15 ft., One Target Hit: 25 (3d12+5)
slashing damage.
Spiked Wheel. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target Hit: 19 (3d8+5)
piercing damage.
Ensnare. The doors in the abductor virgin's torso swing open and a mass of metal
snakes bursts forth to ensare a creature within ten feet of it. The target must succeed
on a DC 15 Dexterity saving throw or be drawn inside the abductor virgin. An ensared
creature is blinded and restrained, it has total cover against attacks and other effects
outside the worm, and it takes 14 (4d6) poison damage at the start of each of the
virgin's turns.
If the virgin takes 20 damage or more on a single turn from a creature inside it, the
virgin must succeed on a DC 16 Constitution saving throw at the end of that turn or
release any trapped creatures, which fall prone in a space within 5 feet of the virgin. If
the virgin dies, an ensnared creature is no longer restrained by it.

==================================================

Alabaster Lord
medium aberration, neutral evil
Armor Class 16 ( natural armor)
Hit Points 113 (15d8+45)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 13 (+1) 17 (+3) 20 (+5) 16 (+3) 12 (+1)

Saving Throws Intelligence +8


Skills Arcana +11
Senses darkvision 60 ft.,passive Perception 13
Languages Common, Deep Speech
Challenge 6 (2300) XP Proficiency Bonus +3

Gravity Mastery. The alabaster lord has advantage on saving throws against Gravity
spells and other effects that would forcibly move it.

Actions
Multiattack. The alabaster lord makes two attacks, either with its longsword or fists.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 10 (1d10+4)
slashing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 7 (1d4+4)
bludgeoning damage. and the target is pushed ten feet away from the lord.
Gravity Blast. Ranged Spell Attack: +7 to hit, ranged 30 ft., One Target. Hit: 5 (3d8)
bludgeoning damage. and the target is either pulled 10 feet closer to or pushed 10 feet
away from the alabaster lord.
Gravitas. The lord plunges its blade into the ground, creating a gravitational
disturbance in a 15-foot radius sphere around it. Each creature of the lord's choice in
the area must make a Strength saving throw. On a failure, the creature takes 3d10 force
damage, and is pulled in a straight line toward it, ending in an unoccupied space as
close to it as possible. On a success, the creature takes half as much damage and is
not pulled.

Reactions
Retaliatory Strike. When a creature within five feet of the lord hits it with a melee
attack, the lord may make a Fist attack against the target.

==================================================

Ancestor Spirit
huge monstrosity, neutral
Armor Class 15 (natural armor)
Hit Points 104 (9d12+63)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

22 (+6) 16 (+3) 24 (+7) 7 (-2) 20 (+5) 13 (+1)

Saving Throws Wisdom +8, Constitution +10, Dexterity +6, Strength +9


Skills Survival +8, Perception +8
Senses truesight 60passive Perception 15
Challenge 7 (2900) XP Proficiency Bonus +3
Ancient Vigor (3/Day). If the spirit fails a saving throw, it can choose to succeed
instead. If it does, it is forced to immediately take in the essence of a nearby animal
spirit. It expends its use of its Rejuvenate action if it is available, and it cannot recharge
it at the start of its next turn.

Spirit Spring. The spirit's long jump is up to 20 feet and its high jump is up to 10 feet,
with or without a running start.

Magic Resistance. The spirit has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. The spirit makes three attacks, one with its horns and two with its hooves.
It also uses its Rejuvenate ability if possible.
Hoof. Melee Weapon Attack: +9 to hit, reach 5 ft., One Target. Hit: 17 (3d6+6)
bludgeoning damage.
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., One Target. Hit: 23 (3d10+6) piercing
damage.
Rejuvenate (Recharge 5-6). The spirit regains 20 hit points.

Legendary Actions
The spirit can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature's
turn. The spirit regains spent legendary actions at the start of its turn.
Horn Attack. The spirit makes a horn attack.
Spew Vapor (Costs 2 Actions). The spirit exhales a torrent of spirit vapor onto the
ground in front of it. The area of the vapor consists of up to five 5-foot squares, which
you can arrange as you wish. Each square must have at least one side adjacent to the
face of another square. The vapor persists until the spirit uses this legendary action
again.

Any creature in the area must make a DC 16 Constitution saving throw, taking 4d6
force damage on a failed save or half as much on a success. A creature takes the same
damage when it enters the vapor for the first time on a turn or ends its turn there.
Teleport (3 Actions). The spirit falls dead for a moment, to immediately fade away and
be reborn from another animal spirit within 120 feet. The spirit emerges in the spirit's
space and can make a Hoof attack as a free action.

==================================================

Ancestral Follower Warrior


medium humanoid, neutral
Armor Class 15 (hide)
Hit Points 60 (8d8+24)
Speed walk 31 ft.

STR DEX CON INT WIS CHA

18 (+4) 17 (+3) 16 (+3) 9 (-1) 15 (+2) 10 (+0)

Skills Animal_handling +4, Nature +1, Survival +4, Perception +4


Senses darkvision 30 ft.,passive Perception 12
Languages Undercommon
Challenge 2 (450) XP Proficiency Bonus +2

Sharpshooter. Attacking at long range doesn't impose disadvantage on the warrior's


ranged weapon attack rolls. Its ranged attack rolls ignore half and three-quarters cover.

Before it makes an attack with a ranged weapon that it is proficient with, the warrior
can choose to take a -5 penalty to the attack roll. If that attack hits, it adds +10 to the
attack's damage.

Actions
Multiattack. The warrior makes two attacks with either its club or longbow.
Club. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 8 (1d6+4)
bludgeoning damage.
Longbow. Ranged Weapon Attack: +5 to hit, ranged 600/600 ft., One Target. Hit: 8
(1d8+3) piercing damage.

Bonus Actions
Steady Aim. The warrior gives itself advantage on its next attack roll on the current
turn. It can use this bonus action only if it hasn't moved during this turn, and after it
uses this ability, its speed is 0 until the end of the current turn.

==================================================

Ancestral Follower Warrior


medium humanoid, neutral
Armor Class 15 (hide)
Hit Points 53 (6d8+18)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 17 (+3) 16 (+3) 9 (-1) 15 (+2) 10 (+0)

Skills Animal_handling +4, Nature +1, Survival +4, Perception +4


Senses darkvision 30 ft.,passive Perception 12
Languages Undercommon
Challenge 2 (450) XP Proficiency Bonus +2

Sharpshooter. Attacking at long range doesn't impose disadvantage on the warrior's


ranged weapon attack rolls. Its ranged attack rolls ignore half and three-quarters cover.

Before it makes an attack with a ranged weapon that it is proficient with, the warrior
can choose to take a -5 penalty to the attack roll. If that attack hits, it adds +10 to the
attack's damage.
Actions
Multiattack. The warrior makes two attacks with either its club or longbow.
Club. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 8 (1d6+4)
bludgeoning damage.
Longbow. Ranged Weapon Attack: +5 to hit, ranged 600/600 ft., One Target. Hit: 8
(1d8+3) piercing damage.

Bonus Actions
Steady Aim. The warrior gives itself advantage on its next attack roll on the current
turn. It can use this bonus action only if it hasn't moved during this turn, and after it
uses this ability, its speed is 0 until the end of the current turn.

==================================================

Ancient Crab
huge fey, neutral
Armor Class 17 (natural armor)
Hit Points 105 (10d12+40)
Speed walk 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA

19 (+4) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 9 (-1)

Saving Throws Constitution +6


Skills Stealth +2
Damage Resistances cold
Condition Immunities frostbitten
Senses blindsight 60 ft.,passive Perception 11
Languages Sylvan
Challenge 6 (2,300) XP Proficiency Bonus +2
Amphibious. The crab can breathe air and water.

Actions
Freezing Breath. The crab exhales scalding steam in a 15-foot cone. Each creature in
that area must make a DC 13 Constitution saving throw. On a failed save, the target
takes 18 (4d8) cold damage and is frostbitten for one minute. A frostbitten creature
makes another saving throw at the end of its turn. On a successful save, it is no longer
frostbitten. The target takes half as much damage on a successful one and is not
frostbitten.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., One Target. Hit: 15 (3d6+4)
bludgeoning damage. The crab has four claws, each of which can grapple only one
target.

Bonus Actions
Crush. Each creature grappled by the crab takes 7 (2d6) bludgeoning damage.

==================================================

Ancient Hero of Zamor


large humanoid, lawful neutral
Armor Class 17 (Half-Plate)
Hit Points 116 (11d10+44)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 19 (+4) 18 (+4) 14 (+2) 14 (+2) 10 (+0)

Skills Acrobatics +7
Damage Resistances cold
Condition Immunities frostbitten
Senses passive Perception 12
Languages Common
Challenge 6 (2300) XP Proficiency Bonus +3

Unleash. When the ancient hero is reduced to half of its hit points, it is "unleashed".
While unleashed, its curved greatsword attack deals an additional 2d6 cold damage on
a hit. It can also use its Zamor Ice Storm action and its dash bonus action.

The ancient hero remains unleashed until it finishes a long rest.

Actions
Multiattack. The ancient hero makes two curved greatsword attacks.
Curved Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 15
(2d10+4) slashing damage.
Hoarfrost Breath. The ancient hero exhales a cold breath in a 20-foot cone along the
ground, which then explodes into the air with piercing icicles. Each creature in that area
must make a DC 19 Constitution saving throw. On a failed save, the target takes 14
(3d8) cold damage and is frostbitten for 1 minute. At the end of each of its turns, the
target can make another Constitution saving throw. On a success, the target is no
longer frostbitten. A target takes half as much damage on a successful save and is not
frostbitten.
Zamor Ice Storm (Unleashed, Recharge 6). A whirlwind of freezing air surrounds the
ancient hero until the end of its next turn in a 15-foot radius 50-foot high cylinder. The
area of the whirlwind is difficult terrain. A creature must make a Dexterity saving throw
the first time on a turn that it enters the whirlwind or when it ends their turn in it,
including when the whirlwind first appears. A creature takes 4d6 bludgeoning damage
and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Bonus Actions
Dash (Unleashed). The ancient hero moves up to it's speed without provoking attack
of opportunity.

==================================================
Ancient Owl
huge fey, neutral
Armor Class 14
Hit Points 119 (14d8+42)
Speed fly 60 ft., walk 10 ft.

STR DEX CON INT WIS CHA

15 (+2) 18 (+4) 17 (+3) 8 (-1) 15 (+2) 9 (-1)

Saving Throws Wisdom +5


Skills Stealth +7, Perception +5
Senses truesight 60passive Perception 12
Languages Sylvan
Challenge 6 (2300) XP Proficiency Bonus +3

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that
rely on hearing or sight.

Actions
Multiattack. The owl makes two attacks with its talons.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 12 (3d4+4)
piercing damage plus 4 (1d6) thunder damage.
Wing Attack. The owl beats its wings. Each creature within 15 feet of the dragon must
succeed on a DC 15 Dexterity saving throw or take 17 (2d6 + 10) thunder damage and
be knocked prone. The owl can then fly up to half its flying speed.

==================================================
Ancient Ram
huge fey, neutral
Armor Class 14 (natural armor)
Hit Points 104 (9d10+45)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

19 (+4) 11 (+0) 20 (+5) 6 (-2) 16 (+3) 5 (-3)

Skills Perception +6
Damage Resistances lightning
Condition Immunities exhaustion
Senses passive Perception 13
Challenge 5 (1800) XP Proficiency Bonus +3

Static Charge. The ancient ram crackles with electricity at all times. The first time the
ram moves within five feet of another creature, the creature takes 5 (1d8) lighting
damage.

Magic Resistance. The ram has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. The ancient ram makes two attacks with its hooves.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 13 (2d8+4)
bludgeoning damage. If the ram moved at least 20 feet straight toward the target
immediately before the hit, the target must succeed on a DC 14 Strength saving throw
or be knocked prone.
Lightning Bolt (Recharge 6). A stroke of lightning forming a line of 100 feet long and 5
feet wide blasts out from the ancient ram in a direction of its choice. Each creature in
the line must make a Dexterity saving throw. A creature takes 14 (4d6) lightning
damage on a failed save, or half as much damage on a successful one.

==================================================

Ancient Serpent
huge fey, neutral
Armor Class 14
Hit Points 105 (11d12+33)
Speed climb 30 ft., walk 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 18 (+4) 17 (+3) 10 (+0) 15 (+2) 8 (-1)

Saving Throws Constitution +6


Skills Stealth +7
Damage Immunities poison
Condition Immunities prone, poisoned
Senses truesight 60, passive Perception 12
Languages Sylvan
Challenge 5 (1800) XP Proficiency Bonus +3

Amphibious. The serpent can breathe air and water.

Magic Resistance. The serpent has advantage on saving throws against spells and
other magical effects.

Actions
Multiattack. The serpent makes two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., One Target. Hit: 12 (3d4+4) piercing
damage. and the target must make a DC 15 Constitution saving throw. On a failure, the
target takes 10 (3d6) poison damage and is poisoned until the end of your next turn.
On a success, the target takes half as much damage and is not poisoned.
Spit Poison. Ranged Weapon Attack: +7 to hit, ranged 15/30 ft., One Target. Hit: . The
target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage
on a failed save, or half as much damage on a successful one.

==================================================

Banished Knight
medium humanoid, lawful evil
Armor Class 18 (plate)
Hit Points 45 (6d10+18)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

19 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 16 (+3)

Skills Athletics +6
Senses passive Perception 11
Challenge 4 (1100) XP Proficiency Bonus +2

Spellcasting (Variant). The knight is a 4th-level spellcaster. Its spellcasting ability is


Charisma (spell save DC 13, +5 to hit with spell attacks). The mage has the following
warlock spells prepared:

Cantrips (at will): catch flame


1st level (4 slots): dragonclaw
2nd level (3 slots): dragonmaw, dragonfire
Actions
Multiattack. The knight makes either two attacks with its halberd or three attacks with
its shortsword.
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., One Target. Hit: 10 (1d10+4)
slashing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 8 (1d6+4)
piercing damage.

Bonus Actions
Stormcall (Recharge 5-6). The knight kicks up a storm around it, creating one of the
following effects:

● Each creature within five feet of the knight must succeed on a Strength saving
throw or be pushed five feet away from it.
● The knight does not provoke attacks of opportunity until the end of its turn.
● The knight moves up to its movement speed.

==================================================

Beastman of Farum Azula


medium humanoid, unaligned
Armor Class 14 (natural armor)
Hit Points 94 (11d8+22)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

20 (+5) 14 (+2) 15 (+2) 6 (-2) 13 (+1) 8 (-1)

Skills Perception +3
Senses passive Perception 11
Languages Primordial,
Challenge 4 (1100) XP Proficiency Bonus +2
Pack Tactics. The beastman has advantage on an attack roll against a creature if at
least one of the beastman's allies is within 5 ft. of the creature and the ally isn't
incapacitated.

Relentless (Recharges after a Short or Long Rest). If the beastman takes 25


damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Keen Senses. The beastman has advantage on Wisdom (Perception) checks that rely
on hearing or smell.

Actions
Multiattack. The beastman makes either two attacks with its cleaver or three attacks
with its sickle.
Cleaver. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 14 (2d8+5)
slashing damage.
Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 10 (2d4+5) slashing
damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 16 (2d10+5) piercing
damage.

==================================================

Bell Bearing Hunter


medium humanoid, chaotic evil
Armor Class 18 (half-plate, shield)
Hit Points 136 (15d10+45)
Speed walk 25 ft.

STR DEX CON INT WIS CHA

20 (+5) 12 (+1) 16 (+3) 12 (+1) 17 (+3) 13 (+1)


Saving Throws Dexterity +4
Skills Intimidation +4
Senses passive Perception 13
Languages Common
Challenge 7 (2900) XP Proficiency Bonus +3

Light Greatsword. The executioner greatsword supports most of its own weight
magically. The bell bearing hunter can wield both the sword and a greatshield

Actions
Multiattack. The hunter makes two greatsword attacks.
Marais Executioner Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., One
Target. Hit: 12 (2d6+5) slashing damage. The hunter can make this attack from
wherever the blade is hovering.

Bonus Actions
Blade Dance. The hunter's sword begins to hover, flies up to 30 feet, and makes a
Dancing Blade attack at one creature of its choice within 5 feet of it.

While the sword hovers, this bonus action causes it to fly up to 30 feet to another spot
within 30 feet of it. As part of the same bonus action, it can cause the sword to attack
one creature within 5 feet of it.

If the hunter is incapacitated, the blade falls to the ground.

Reactions
Recall. If the hunter's blade is hovering, the hunter recalls it to his hand. The blade
shoots in a straight line back to the hunter. Each creature in the area must succeed on
a DC 15 Dexterity saving throw or take 3d6 slashing damage.

==================================================
Black Knife Assassin
medium humanoid, chaotic neu
Armor Class 17 (scale mail)
Hit Points 77 (14d8+14)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

11 (+0) 20 (+5) 13 (+1) 14 (+2) 15 (+2) 12 (+1)

Saving Throws Dexterity +8


Skills Stealth +11, Deception +4, Sleight_of_hand +8, Acrobatics +11
Senses darkvision 30 ft.,passive Perception 12
Languages Common, Celestial, Undercommon
Challenge 6 (2300) XP Proficiency Bonus +3

Assassinate. During its first turn, the Black Knife Assassin has advantage on Attack
rolls against any creature that hasn't taken a turn. Any hit the Black Knife Assassin
scores against a surprised creature is a critical hit.

Evasion. If the Black Knife Assassin is subjected to an Effect that allows it to make a
Dexterity saving throw to take only half damage, the Black Knife Assassin instead takes
no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the Black Knife Assassin may deal an extra 13 (4d6)
damage when it hits a target with a weapon Attack and has advantage on the Attack
roll, or when the target is within 5 ft. of an ally of the Black Knife Assassin that isn't
Incapacitated and the Assassin doesn't have disadvantage on the Attack roll.

Actions
Multiattack. The Black Knife Assassin makes three Black Knife attacks.
Black Knife. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 8 (1d4+5)
piercing damage plus 5 (1d8) necrotic damage. . Damage dealt by this attack cannot
be reduced in any way.

Bonus Actions
Cunning Action. The assassin takes the Dodge, Disengage, or Hide action.

==================================================

Blaidd the Half-Wolf


medium celestial, lawful good
Armor Class 17 (Half-Plate)
Hit Points 173 (23d8+69)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

19 (+4) 15 (+2) 17 (+3) 12 (+1) 15 (+2) 12 (+1)

Saving Throws Dexterity +6, Wisdom +6


Skills Athletics +8, Survival +6, Acrobatics +6, Perception +6
Damage Resistances cold, force
Condition Immunities frostbitten
Senses darkvision 30 ft.,passive Perception 12
Languages Common
Challenge 9 (5000) XP Proficiency Bonus +4

Magic Resistance. Blaidd has advantage on saving throws against spells and other
magical effects.

Lupine Leap. Blaidd's long jump is up to 20 feet and its high jump is up to 10 feet, with
or without a running start.
Actions
Multiattack. Blaidd makes three Royal Greatsword attacks.
Royal Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 15
(3d6+4) slashing damage plus 5 (2d8) cold damage.
Wolf's Assault (Recharge 5-6). Blaidd somersaults through the air, moving up to 10
feet without provoking attacks of opportunity. When he lands, he drives this weapon
into the ground and creates a 10-foot radius blast of cold magic. Each creature in the
area other than Blaidd must make a Constitution saving throw. On a failed save, a
creature takes 3d6 cold damage and is frostbitten for a minute. At the end of each of
its turns, the target can make another Constitution saving throw. On a success, the
target is no longer frostbitten. On a successful save, the creature takes half as much
damage and is not frostbitten.

==================================================

Bloodhound Knight
medium humanoid, lawful good
Armor Class 17 (Half-Plate)
Hit Points 113 (14d8+42)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

15 (+2) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 7 (-2)

Saving Throws Dexterity +7


Skills Acrobatics +7, Stealth +7
Damage Vulnerabilities lightning
Senses passive Perception 12
Challenge 6 (2300) XP Proficiency Bonus +3
Lacerating Weapons. The Bloodhound Knight's weapons all inflict Bleed 1.

Actions
Multiattack. The bloodhound knight makes three attacks, two with its bloodhound's
fang and one with its claws.
Bloodhound Fang. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 10
(1d10+4) slashing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 7 (1d4+4) slashing
damage.

Bonus Actions
Bloodhound Step (Recharge 5-6). The bloodhound knight moves up to its movement
speed without provoking attacks of opportunity.

==================================================

Bloody Finger Hunter Yura


medium humanoid, neutral good
Armor Class 15 (leather)
Hit Points 65 (9d8+18)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

13 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 13 (+1)

Saving Throws Dexterity +7


Skills Nature +3, Survival +5, History +3
Senses passive Perception 12
Languages Common
Challenge 3 (700) XP Proficiency Bonus +2
Piercing Fang. Yura has advantage on attack rolls made against creatures wearing a
medium or heavy armor or a shield.

Hunter of Bloody Fingers. Yura has advantage on saving throws against Bleed.

Actions
Multiattack. Yura makes two Nagakiba attacks.
Nagakiba. Melee Weapon Attack: +3 to hit, reach 10 ft., One Target. Hit: 9 (1d8+4)
slashing damage. and the target is afflicted by Bleed 1 (DC 14).

Reactions
Parry. Yura adds 2 to its AC against one melee attack that would hit it. To do so, Yura
must see the attacker and be wielding a melee weapon.

==================================================

Bloody Finger Nerijus


medium humanoid, neutral evil
Armor Class 14
Hit Points 117 (18d8+36)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 8 (-1)

Saving Throws Dexterity +6, Intelligence +2


Skills Medicine +3, Stealth +6
Senses passive Perception 11
Languages Common
Challenge 4 (1100) XP Proficiency Bonus +2
Actions
Multiattack. Nerijus makes two attacks with either his Reduvia or Blood Blade.
Reduvia. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 7 (1d4+4)
piercing damage. and the target is afflicted with Bleed 2 (DC 13)
Blood Blade. Ranged Spell Attack: +6 to hit, ranged 30 ft., One Target. Hit: 7 (1d4+4)
slashing damage. and the target is afflicted with Bleed 2 (DC 13).

Bonus Actions
Flask of Crimson Tears (1/day). Nerijus regains 4d4+4 hit points.

==================================================

Brother Corhyn
medium humanoid, lawful neutral
Armor Class 11
Hit Points 72 (13d8+13)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 11 (+0) 12 (+1) 13 (+1) 17 (+3) 12 (+1)

Skills Insight +5, History +3, Religion +3


Senses passive Perception 13
Challenge 1 (200) XP Proficiency Bonus +2

Spellcasting. Corhyn is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell


save DC 13, +5 to hit with spell attacks). Corhyn has the following cleric spells
prepared:
Cantrips (at will): catch flame, flame sling, faith's resistance

1st level (4 slots): urgent heal, cure wounds, rejection

2nd level (3 slots): magic fortification, flame fortification,

3rd level (2 slots): daylight

Actions
Flail. Melee Weapon Attack: +1 to hit, reach 5 ft., One Target. Hit: 4 (1d8-1)
bludgeoning damage.

==================================================

Castellan Edgar
medium humanoid, lawful good
Armor Class 18 (plate)
Hit Points 65 (10d8+20)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Strength +5, Constitution +4


Skills Intimidation +5, History +2, Perception +3
Senses passive Perception 11
Languages Common
Challenge 3 (700) XP Proficiency Bonus +2
Variant: Frenzied. If Edgar has been driven mad by the death of his daughter, he is
visited by the Flame of Frenzy. This grants him a number of boons:

● His hit points increase by 50.


● He makes an additional halberd attack when uses Multiattack.
● He is immune to the Stunned condition.
● He may use his Howl of Shabriri action.

Spinning Strikes. Edgar may make up to 3 attacks of opportunity per round without
using his reaction.

Actions
Multiattack. Edgar makes two attacks with his halberd.
Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., One Target. Hit: 9 (1d10+3)
slashing damage.
Golden Vow (1/day). For the next minute, the weapon attacks of Edgar and creatures
of his choice in range deal 3 additional damage. Bludgeoning, piercing, and slashing
damage that those creatures take is reduced by the same amount (minimum 1
damage).
Howl of Shabriri. Edgar howls an insane shriek. Each creature within 20 feet of him
must succeed on a DC 15 Wisdom saving throw or take 8d8 psychic damage and be
stunned until the end of their next turn.

==================================================

Catacombs Skeleton
medium humanoid, lawful good
Armor Class 13
Hit Points 13 (2d8+4)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)


Damage Immunities poison
Damage Vulnerabilities bludgeoning, radiant
Condition Immunities exhaustion, bleed, poisoned
Senses darkvision 60 ft.,passive Perception 10
Languages Understands all languages it knew in life but can't speak
Challenge 0.25 (50) XP Proficiency Bonus +2

Living Death. When the skeleton is reduced to 0 hit points, it begins to channel the
power of innate to all of Those Who Live in Death. At the end of its next turn, it
regenerates to full hit points unless its corpse takes damage or if it was slain by radiant
damage.

Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 6 (1d6+2)
slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., One Target. Hit: 6
(1d6+2) piercing damage.

==================================================

Cemetery Shade
medium undead, chaotic evil
Armor Class 16
Hit Points 105 (19d8+19)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

7 (-2) 22 (+6) 12 (+1) 3 (-4) 6 (-2) 5 (-3)


Senses passive Perception 8
Challenge 5 (1800) XP Proficiency Bonus +3

Actions
Multiattack. The cemetery shade makes two Mantis Blade attacks.
Mantis Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., One Target. Hit: 13 (2d6+6)
slashing damage. and the target suffers Bleed 2 (DC 14)
Sticky Bind. Ranged Spell Attack: +9 to hit, ranged 30 ft., One Target. Hit: . The target
is restrained by viscous green bile. As an action, the restrained target can make a DC
13 Strength check, breaking free on a success.

Bonus Actions
Dash. The cemetery shade moves up to its speed without provoking opportunity
attacks.

Reactions
Retreat. When the cemetery shade is hit by a melee attack, the shade can move up to
its speed without provoking opportunity attacks afterward.

==================================================

Clayman Harpooner
medium humanoid, neutral
Armor Class 17 (natural armor)
Hit Points 34 (4d8+16)
Speed walk 20 ft.

STR DEX CON INT WIS CHA

16 (+3) 7 (-2) 18 (+4) 13 (+1) 14 (+2) 8 (-1)


Saving Throws Strength +5
Damage Resistances piercing
Damage Vulnerabilities bludgeoning
Condition Immunities petrified
Senses darkvision 30 ft.,passive Perception 12
Languages Undercommon
Challenge 0.5 (100) XP Proficiency Bonus +2

Actions
Harpoon. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 8 (1d8+3)
piercing damage.
Harpoon. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., One Target. Hit: 8
(1d8+3) piercing damage.

==================================================

Clayman Prophet
medium humanoid, neutral
Armor Class 16 (natural armor)
Hit Points 39 (6d8+12)
Speed walk 20 ft.

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 14 (+2) 15 (+2) 11 (+0) 8 (-1)

Skills Arcana +4
Damage Resistances piercing
Damage Vulnerabilities bludgeoning
Condition Immunities petrified
Senses truesight 0passive Perception 10
Languages Undercommon
Challenge 1 (200) XP Proficiency Bonus +2

Actions
Great Oracular Bubble (Recharge 6). The clayman conjures a 5-foot radius bubble of
magic in an unoccupied space within 5 feet of it. The bubble drifts 15 feet in a straight
line in a direction of the clayman's choice. The bubble moves an additional 15 feet in
the same direction at the beginning of each of the clayman's turns.

As a bonus action, or when the bubble collides with a creature or object, the bubble
pops in a 5-foot radius burst. Each creature in the area must succeed on a Dexterity
saving throw or take 4d6 force damage.
Oracle Bubbles. Ranged Spell Attack: +4 to hit, ranged 30 ft., One Target. Hit: 3 (4d4)
force damage.

==================================================

Common Troll
huge giant, neutral
Armor Class 12
Hit Points 86 (9d12+45)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

18 (+4) 14 (+2) 20 (+5) 6 (-2) 11 (+0) 6 (-2)

Senses passive Perception 10


Languages Giant
Challenge 2 (450) XP Proficiency Bonus +2
Bleed Susceptibility. The Troll's massive frame makes it vulnerable to weapons that
would spill it's blood. The troll has disadvantage on saving throws against Bleed.

Unleash. When the troll is reduced to half of its maximum hit points, it is "unleashed".
While unleashed, the troll can make use of its golden greatsword attack.

The troll remains unleashed until it finishes a long rest.

Clumsy Blows. If the troll makes an attack against a creature and misses, it must
make a second attack at disadvantage against another creature within five feet of the
target.

Actions
Multiattack. The giant makes two slam attacks, or two golden longsword attacks if
unleashed.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., One Target. Hit: 12 (3d4+4)
bludgeoning damage.
Golden Greatsword (Unleashed). Melee Weapon Attack: +6 to hit, reach 15 ft., One
Target. Hit: 18 (3d8+4) slashing damage.

==================================================

Crabhemoth
large monstrosity, unaligned
Armor Class 16 (natural armor)
Hit Points 98 (14d10+0)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 13 (+1) 11 (+0) 1 (-5) 9 (-1) 3 (-4)


Skills Stealth +3
Senses blindsight 30 ft.,passive Perception 9
Challenge 3 (700) XP Proficiency Bonus +2

Amphibious. The crabhemoth can breathe air and water.

Actions
Multiattack. The crabhemoth makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 11 (2d6+4)
bludgeoning damage. and the target is grappled (escape DC 13). The crabhemoth has
two claws, each of which can grapple only one target.
Scalding Breath (Recharge 5-6). The crabhemoth exhales scalding steam in a 15-foot
cone. Each creature in that area must make a DC 13 Constitution saving throw, taking
14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Being underwater doesn't grant resistance against this damage.

Bonus Actions
Crush. Each creature grappled by the crabhemoth takes 7 (2d6) bludgeoning damage.

==================================================

Crucible Knight
medium humanoid, lawful neutral
Armor Class 20 (plate, shield)
Hit Points 135 (18d8+54)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

20 (+5) 13 (+1) 17 (+3) 12 (+1) 14 (+2) 15 (+2)


Saving Throws Constitution +6, Wisdom +5
Skills Athletics +8
Condition Immunities charmed, frightened
Senses passive Perception 12
Languages Common
Challenge 7 (2900) XP Proficiency Bonus +3

Unleash. When the crucible knight is reduced to half of its hit points, it is "unleashed".
While unleashed, it can use its Crucible Aspect ability. The ancient hero remains
unleashed until it finishes a long rest.

Actions
Multiattack. The knight makes three longsword attacks. It can replace one of these
attacks with an earth rupture action
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 10 (1d8+5)
slashing damage.
Horn Shield. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 9 (1d6+5)
piercing damage.
Earth Rupture. The crucible knight slams its foot into the ground, rupturing the ground
in a 15-foot cone in front of it. Each creature in the area must succeed on a DC 15
Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. On
a successful save, the creature takes half damage and is not knocked prone.
Crucible Aspect (Recharge 4-6, Unleashed). The knight takes on one of the following
bestial aspect s:

Tail: A massive draconic tail erupts from the knight's back, sweeping the ground in a
15-foot radius circle around it. Each creature in the area must succeed on a DC 15
Strength saving throw or take 17 (5d6) bludgeoning damage and be pushed 10 feet
away from it.

Wings: A pair of draconic wings grow from the knight's back as it leaps into the air and
summons a great lance. The knight then rushes forward and moves 30 feet in a straight
line. Each creature in the path of the line must succeed on a DC 15 Dexterity saving
throw or take 21 (6d6) piercing damage.
Breath: The knight grows a large throat pouch that contracts to expel fire from its
helmet in a 20-foot cone in front of it. Each creature in that area must make a Dexterity
saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a
successful one.

Reactions
Horn Retaliation. When a creature within 5 feet of the knight makes a melee attack
against it, the knight can make a horn shield attack in retaliation. On a hit, the target
must succeed on a DC 16 Strength saving throw or be pushed ten feet away from the
knight, nullifying the attack if the attacker is no longer in reach.

==================================================

D, Hunter of the Dead


medium humanoid, lawful neutral
Armor Class 18 (plate)
Hit Points 98 (14d8+28)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 16 (+3)

Saving Throws Charisma +6, Wisdom +3


Skills Investigation +3, History +3, Religion +6
Senses passive Perception 10
Languages Common
Challenge 5 (1800) XP Proficiency Bonus +3

Divine Eminence. As a bonus action, D can expend a spell slot to cause its melee
weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit.
This benefit lasts until the end of the turn. If D expends a spell slot of 2nd level or
higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. D is a 5th-level spellcaster. His spellcasting ability is Charisma (spell


save DC 14, +6 to hit with spell attacks). The priest has the following paladin spells
prepared:

1st level (4 slots): divine favor, discus of light

2nd level (3 slots): litany of proper death, order's blade, order healing

Actions
Inseparable Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 10
(2d6+3) slashing damage.
Sacred Arc. Ranged Spell Attack: +6 to hit, ranged 30 ft., One Target. Hit: 3 (4d4)
radiant damage.

==================================================

Deathbird
large undead, neutral
Armor Class 15 (natural armor)
Hit Points 181 (19d10+57)
Speed fly 40 ft., walk 30 ft.

STR DEX CON INT WIS CHA

20 (+5) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Constitution +6


Skills Perception +5
Damage Resistances necrotic
Damage Vulnerabilities radiant
Condition Immunities unconscious, poisoned, bleed
Senses passive Perception 12
Challenge 6 (2300) XP Proficiency Bonus +3

Frightening Presence. Each creature of the deathbird’s choice that is within 120
feet of the deathbird and aware of it must succeed on a DC 13 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the creature is immune to the
deathbird’s Frightful Presence for the next 24 hours.

Actions
Multiattack. The deathbird makes two death poker attacks.
Death Poker. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 19 (4d6+5)
slashing damage plus 4 (2d6) necrotic damage.
Screech. The deathbird emits a horrific screech. Each creature within 20 feet of it that
can hear it and that isn't undead must succeed on a DC 14 Constitution saving throw
or suffer one level of exhaustion.
Peck. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 7 (2d12) piercing
damage.

Legendary Actions
The deathbird can take 3 legendary actions, choosing from the options below. Only
one legendary action option can be used at a time and only at the end of another
creature's turn. The deathbird regains spent legendary actions at the start of its turn.
Peck Attack. The deathbird makes a peck attack.
Move. The deathbird moves up to its speed without provoking opportunity attacks.
Hook. The deathbird reaches its poker forward and hooks it around a creature within
15 feet of it. The target must succeed on a DC 15 Strength saving throw or be pulled
into an unoccupied space within 5 feet of the deathbird.

==================================================
Demi-Human
small humanoid, chaotic evil
Armor Class 15 (leather armor, shield)
Hit Points 9 (2d6+0)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

8 (-1) 14 (+2) 10 (+0) 8 (-1) 10 (+0) 8 (-1)

Skills Acrobatics +4, Stealth +4


Senses passive Perception 10
Languages Common
Challenge 0.25 (50) XP Proficiency Bonus +2

Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 6 (1d6+2)
piercing damage.

Bonus Actions
Nimble Escape. The demi-human takes the Disengage or Dash action.

==================================================

Demi-Human Brute
medium humanoid, chaotic evil
Armor Class 14 (h)
Hit Points 22 (4d8+4)
Speed walk 30 ft.
STR DEX CON INT WIS CHA

14 (+2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 9 (-1)

Skills Stealth +4
Senses darkvision 60 ft.,passive Perception 10
Languages Demi-human
Challenge 1 (200) XP Proficiency Bonus +2

Brute. A melee weapon deals one extra die of its damage when the demi-human hits
with it (included in the attack).

Rampage. When the demi-human reduces a creature to 0 hit points with a melee
attack on its turn, the demi-human can take a bonus action to move up to half its
speed and make a club.

Actions
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 11 (2d8+2)
bludgeoning damage.

==================================================

Demi-Human Chief
large humanoid, chaotic evil
Armor Class 14 (hide)
Hit Points 52 (8d8+16)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 9 (-1)


Skills Stealth +4
Senses darkvision 60 ft.,passive Perception 11
Challenge 2 (450) XP Proficiency Bonus +2

Rampage. When the demi-human chief reduces a creature to 0 hit points with a melee
attack on its turn, the demi-human chief can take a bonus action to move up to half its
speed and make a bite attack.

Actions
Multiattack. The demi-human chief makes three attacks, one with its bite and two with
its daggers.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 8 (1d8+3) piercing
damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 6 (1d4+3) piercing
damage.
Dagger. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., One Target. Hit: 6 (1d4+3)
piercing damage.

Bonus Actions
Commanding Roar (1/Day). The demi-human chief utters a deafening roar,
emboldening its allies. Any demi-humans of CR 1 or lower can make a single attack at
a target within their reach as an action.

==================================================

Demi-Human Queen
large humanoid, chaotic n
Armor Class 15 (natural armor)
Hit Points 77 (9d10+27)
Speed walk 30 ft.
STR DEX CON INT WIS CHA

17 (+3) 11 (+0) 16 (+3) 13 (+1) 13 (+1) 9 (-1)

Skills Arcana +3
Senses darkvision 60 ft.,passive Perception 11
Languages Demi-human
Challenge 4 (1100) XP Proficiency Bonus +2

Demi-Human Queen's Staff. The staff the queen uses sets her minimum spell save
DC to 13 and her minimum spell attack bonus to +5.

Spellcasting. The queen is a 2nd-level spellcaster. Its spellcasting ability is Intelligence


(spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells
prepared:

Cantrips (at will): glintstone pebble, swift glintstone shard

1st level (3 slots): crystal burst, glintstone shards

Long Live the Queen (3/day). When the demi-human queen fails a saving throw, she
can choose another demi-human within 30 feet of her. The chosen creature suffers the
consequences instead and automatically fails their saving throw.

Actions
Multiattack. The queen makes two staff attacks.
Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 12 (2d8+3)
bludgeoning damage.

Bonus Actions
God Save the Queen! (Recharge 5-6). The queen summons 1d4 demi-humans to her
aid. The demi-humans appear in unoccupied spaces within 30 feet of the queen.
==================================================

Dire Wolf
large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 38 (5d10+10)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Senses passive Perception 11


Challenge 1 (200) XP Proficiency Bonus +2

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least
one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Keen Senses. The wolf has advantage on Wisdom (Perception) checks that rely on
hearing or smell.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 10 (2d6+3) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw
or be knocked prone.

==================================================
Dragonkin Soldier
huge dragon, unaligned
Armor Class 16 (natural armor)
Hit Points 168 (16d12+64)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

22 (+6) 15 (+2) 19 (+4) 5 (-3) 15 (+2) 13 (+1)

Saving Throws Constitution +7, Strength +9


Damage Resistances lightning, cold
Senses darkvision 30 ft.,passive Perception 12
Challenge 8 (3900) XP Proficiency Bonus +3

Experimental Failure (3/day). When the dragonkin fails a saving throw, they can
succeed instead. When it does, the dragonkin's speed is reduced by 10 feet until it
finishes a long rest.

Actions
Multiattack. The dragonkin soldier makes three attacks: one with its bite and two with
its claws.
Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., One Target. Hit: 17 (3d6+6)
slashing damage. and the target is grappled (escape DC 15). Until this grapple ends,
the target is restrained.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., One Target. Hit: 23 (3d10+6)
piercing damage.
Rupture Earth (Recharge 6). The dragonkin plunges its claws into the ground, tearing
fissures into the earth that erupt skyward. Each creature in a 15-foot radius circle
around the soldier must make a Dexterity saving throw. A target takes 12d6
bludgeoning damage on a failed save, and half as much on a successful one. The area
is difficult terrain afterward.
Legendary Actions
The dragonkin can take 3 legendary actions, choosing from the options below. Only
one legendary action option can be used at a time and only at the end of another
creature's turn. The dragonkin regains spent legendary actions at the start of its turn.
Claw Attack. The dragonkin makes a claw attack. On a hit, the target is not grappled
or restrained.
Move. The dragonkin moves up to its speed without provoking opportunity attacks.
Collect Strength (Costs 2 actions). The dragonkin recharges its Rupture Earth action.

==================================================

Erdtree Avatar
huge celestial, lawful neutral
Armor Class 15 (natural armor)
Hit Points 137 (13d12+65)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

19 (+4) 12 (+1) 20 (+5) 11 (+0) 18 (+4) 13 (+1)

Saving Throws Wisdom +7, Constitution +8


Damage Resistances radiant
Damage Vulnerabilities fire
Condition Immunities bleed
Senses truesight 30passive Perception 14
Challenge 8 (3900) XP Proficiency Bonus +3
Regeneration. The avatar regains 10 hit points at the start of its turn. If the avatar
takes fire damage, this trait doesn't function at the start of the avatar's next turn. The
avatar dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions
Multiattack. The avatar makes two staff attacks.
Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 21 (3d10+4)
bludgeoning damage.
Erdtree Slam. The avatar leaps into the air, moving up to 15 feet to an unoccupied
space without provoking attacks of opportunity. It collects golden energy along the
way before slamming down. Each creature within 10 feet of it when it lands must make
a DC 14 Constitution saving throw. A target takes 8d6 radiant damage on a failed save,
or half as much damage on a successful one.
Radiant Mote. Ranged Spell Attack: +7 to hit, ranged 0 ft., One Target. Hit: 11 (2d6+4)
radiant damage.

Legendary Actions
The avatar can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature's
turn. The avatar regains spent legendary actions at the start of its turn.
Golden Land. The avatar makes a radiant mote attack.
Staff Attack (Costs 2 Actions). The avatar makes a staff attack.
Regenerate (Costs3 Actions). The avatar regains 25 hit points.

==================================================

Erdtree Burial Watchdog


large construct, unaligned
Armor Class 16 ( natural armor)
Hit Points 94 (10d10+30)
Speed walk 30 ft.
STR DEX CON INT WIS CHA

18 (+4) 8 (-1) 17 (+3) 3 (-4) 13 (+1) 5 (-3)

Damage Immunities poison, psychic


Condition Immunities bleed, charmed, frightened, poisoned, petrified, exhaustion
Senses darkvision 60 ft.,passive Perception 11
Challenge 5 (1800) XP Proficiency Bonus +3

Prepared Strike. The watchdog has advantage on attack rolls made as part of a
reaction.

Shock Susceptibility. If the watchdog takes lightning damage, it suffers several effects
until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and
Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can
use either an action or a bonus action, not both.

False Appearance. While the watchdog remains motionless, it is indistinguishable


from an inanimate statue.

Actions
Multiattack. The watchdog makes two longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 15 (2d10+4)
slashing damage.

==================================================

Erdtree Guardian
small humanoid, lawful neutral
Armor Class 14 (natural armor)
Hit Points 46 (7d8+7)
Speed walk 30 ft.
STR DEX CON INT WIS CHA

14 (+2) 12 (+1) 13 (+1) 9 (-1) 11 (+0) 10 (+0)

Damage Vulnerabilities fire


Senses passive Perception 10
Languages Common, Celestial
Challenge 0.5 (100) XP Proficiency Bonus +2

Actions
Swordspear. Melee Weapon Attack: +4 to hit, reach 10 ft., One Target. Hit: 8 (1d10+2)
slashing damage.

Reactions
Halo of Spores. When a creature moves into a space within 10 feet of the guardian or
starts its turn there, it can expel spores toward it, dealing 1d4 necrotic damage to that
creature unless it succeeds on a DC11 Constitution saving throw.

==================================================

Exile Soldier
medium humanoid, lawful evil
Armor Class 16 (chain shirt, shield)
Hit Points 14 (3d8+0)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

14 (+2) 12 (+1) 10 (+0) 9 (-1) 12 (+1) 8 (-1)


Skills Perception +3
Senses passive Perception 11
Languages Common
Challenge 0.25 (50) XP Proficiency Bonus +2

Actions
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 6 (1d6+2) piercing
damage.
Fire Pot. Ranged Weapon Attack: +3 to hit, ranged 20/40 ft., One Target. Hit: 4 (1d6)
fire damage.
Gale Blast. Ranged Spell Attack: +3 to hit, ranged 30 ft., One Target. Hit: 4 (1d4+1)
bludgeoning damage.

==================================================

Exile Soldier Brute


medium humanoid, lawful evil
Armor Class 15 (chain shirt, shield)
Hit Points 28 (5d8+5)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 11 (+0) 13 (+1) 10 (+0) 11 (+0) 9 (-1)

Skills Athletics +5
Senses passive Perception 10
Languages Common
Challenge 1 (200) XP Proficiency Bonus +2
Brute. A melee weapon deals one extra die of its damage when the brute hits with it
(included in the attack).

Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 16 (2d12+3)
slashing damage.

==================================================

Firehawk
small beast, unaligned
Armor Class 13
Hit Points 68 (9d8+9)
Speed fly 60 ft., walk 10 ft.

STR DEX CON INT WIS CHA

13 (+1) 16 (+3) 13 (+1) 4 (-3) 14 (+2) 5 (-3)

Skills Perception +4
Senses passive Perception 12
Challenge 1 (200) XP Proficiency Bonus +2

Keen Sight. The firehawk has advantage on Wisdom (Perception) checks that rely on
sight.

Flyby. The firehawk doesn't provoke Opportunity Attacks when it flies out of an
enemy's reach.
Actions
Multiattack. The firehawk makes two attacks, one with its beak and one with its
talons. It also uses its Flame Spray action if available.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 6 (1d4+3) piercing
damage.
Talon Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 8 (1d8+3)
slashing damage.
Flame Spray (Recharge 5-6). The firehawk ignites a container of explosive powder in
a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw,
taking 11 (3d6) fire damage on a failed save, or half as much damage on a successful
one.

==================================================

Flying Dragon
huge dragon, chaotic evil
Armor Class 18 (natural armor)
Hit Points 133 (14d12+70)
Speed climb 40 ft., fly 80 ft., walk 40 ft.

STR DEX CON INT WIS CHA

23 (+6) 10 (+0) 21 (+5) 9 (-1) 11 (+0) 15 (+2)

Saving Throws Dexterity +4, Constitution +9, Wisdom +4, Charisma +6


Skills Perception +8
Damage Immunities fire
Senses blindsight 30 ft.,passive Perception 10
Challenge 10 (5900) XP Proficiency Bonus +4
Flame Guard (3/day). When the dragon fails a saving throw, it can choose to succeed
again. When it does, it cannot roll to recharge its Fire Breath at the beginning of its next
turn.

Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks:
one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., One Target. Hit: 20 (3d8+6)
slashing damage plus 4 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., One Target. Hit: 17 (3d6+6)
piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., One Target. Hit: 7 (3d12)
bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of
the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune to the dragon’s Frightful
Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature
in that area must make a DC 17 Dexterity saving throw, taking 49 (14d6) fire damage on
a failed save, or half as much damage on a successful one.

==================================================

Frenzied Villager
medium humanoid, chaotic evil
Armor Class 10
Hit Points 18 (3d8+0)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 10 (+0) 10 (+0) 10 (+0) 13 (+1) 8 (-1)


Skills Perception +3
Condition Immunities stunned
Senses passive Perception 11
Languages Common
Challenge 0.5 (100) XP Proficiency Bonus +2

Actions
Inescapable Frenzy. Melee Weapon Attack: +2 to hit, reach 5 ft., One Target. Hit: 3
(4d4) psychic damage. . The target must succeed on a DC 11 Wisdom saving throw or
be stunned until the end of its next turn.
Flame of Frenzy. Melee Weapon Attack: +2 to hit, reach 5 ft., One Target. Hit: 3 (4d4)
psychic damage. . The target must succeed on a DC 11 Wisdom saving throw or be
stunned until the end of its next turn.

==================================================

Giant Land Octopus


large monstrosity, unaligned
Armor Class 11
Hit Points 8 (1d10)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 12 (+1) 17 (+3) 5 (-3) 13 (+1) 4 (-3)

Damage Resistances piercing, bludgeoning


Damage Vulnerabilities slashing
Senses passive Perception 11
Challenge 5 (1800) XP Proficiency Bonus +3
Writhing Tentacles. The land octopus has two tentacles. Whenever the land octopus
takes 20 or more damage in a single turn, one of its tentacles is severed. It can only
make as many tentacle attacks as it has tentacles remaining.

While all of its tentacles are severed, the octopus is incapacitated.

At the end of its turn, it grows both of its tentacles back.

Actions
Multiattack. The land octopus makes three attacks, one with its beak and two with its
tentacles.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 15 (2d10+4)
piercing damage.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., One Target. Hit: 13 (2d8+4)
bludgeoning damage.

==================================================

Giant Land Squirt


large monstrosity, unaligned
Armor Class 6
Hit Points 150 (19d8+57)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 2 (-4) 16 (+3) 1 (-5) 10 (+0) 2 (-4)

Senses passive Perception 10


Challenge 2 (450) XP Proficiency Bonus +2
Poison Susceptibility. The land squirt produces large quantities of poison within itself,
so much so that it reacts violently when new poison is introduced to itself.

When the land squirt is poisoned, it shudders violently until the start of its next turn
when it explodes into a poison cloud, killing itself in the process. Each creature within
15 feet of the land squirt must succeed on a DC 13 Constitution saving throw or take
6d6 poison damage and be poisoned until the end of its next turn.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 15 (2d12+2)
bludgeoning damage.
Poison Cloud. The land squirt expels a cloud of poisonous gas in a 15-foot radius
around itself. Each creature in the area other than the land squirt must make a DC 13
Constitution saving throw. A target takes 5d8 poison damage on a failed save, or half
as much damage on a successful one.

==================================================

Giant Miranda Sprout


large plant, unaligned
Armor Class 10 (natural armor)
Hit Points 136 (16d10+48)
Speed

STR DEX CON INT WIS CHA

18 (+4) 3 (-4) 16 (+3) 1 (-5) 13 (+1) 3 (-4)

Saving Throws Constitution +5


Damage Resistances radiant
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities bleed, poisoned
Senses blindsight 60 ft.,passive Perception 11
Challenge 4 (1100) XP Proficiency Bonus +2

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 17 (2d12+4)
bludgeoning damage.
Toxin Spray. The miranda sprout shakes violently, expelling a cloud of spores in either
a 15-foot radius around it or a 30-foot cone. Each creature in the spore-filled area must
make a DC 14 Constitution saving throw. A target takes 5d6 poison damage on a failed
save, or half as much damage on a successful one.
Aspect of the Crucible: Bloom. The miranda sprout stretches towards the heavens
and emits a high-pitched ringing noise. Five columns of light blast down at different
points within 30 feet of the sprout. If a creature is caught in the column, it must make a
DC 14 Dexterity saving throw. A target takes 3d8 radiant damage on a failed save, or
half as much damage on a successful one.

==================================================

Giant Rat
small beast, unaligned
Armor Class 12
Hit Points 7 (2d6+0)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

Senses darkvision 60 ft.,passive Perception 10


Challenge 0.25 (50) XP Proficiency Bonus +2
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one
of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Variant (Frenzied). Some rats have been exposed to the Flame of Frenzy. Their eyes
glow with burning orange flame, and strive to infect others. When they hit a creature
with an attack, the target must succeed on a DC 10 Wisdom saving throw or be
stunned until the end of their next turn.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 5 (1d4+2) piercing
damage.

==================================================

Godrick Footsoldier
medium humanoid, lawful good
Armor Class 13 (chain shirt)
Hit Points 8 (1d12+1)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 10 (+0) 12 (+1) 9 (-1) 10 (+0) 9 (-1)

Senses passive Perception 10


Challenge 0.125 (25) XP Proficiency Bonus +2
Actions
Spear (One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., One Target. Hit: 5
(1d6+1) piercing damage.
Spear (Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., One Target. Hit: 6
(1d8+1) piercing damage.
Spear (Ranged). Ranged Weapon Attack: +3 to hit, ranged 20/60 ft., One Target. Hit: 5
(1d6+1) piercing damage.
Light Crossbow. Ranged Weapon Attack: +2 to hit, ranged 80/320 ft., One Target. Hit:
11 (1d20+0) piercing damage.

==================================================

Godrick Knight
medium humanoid, lawful evil
Armor Class 19 (Plate, Shield)
Hit Points 33 (6d12+12)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 12 (+1) 14 (+2) 11 (+0) 12 (+1) 12 (+1)

Saving Throws Wisdom +3


Senses passive Perception 11
Languages Common
Challenge 3 (700) XP Proficiency Bonus +2

Brave. The knight has advantage on saving throws against being frightened.
Actions
Multiattack. The knight makes two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 8 (1d8+3)
slashing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can
utter a special command or warning whenever a non hostile creature that it can see
within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to
its roll provided it can hear and understand the knight. A creature can benefit from only
one Leadership die at a time. This effect ends if the knight is incapacitated.
Javelin. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 7 (1d6+3) piercing
damage.
Javelin. Ranged Weapon Attack: +5 to hit, ranged 30/120 ft., One Target. Hit: 7 (1d6+3)
piercing damage.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so,
the knight must see the attacker and be wielding a melee weapon.

==================================================

Godrick Soldier
medium humanoid, lawful n
Armor Class 16
Hit Points 11 (2d12+2)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Challenge 0.5 (100) XP Proficiency Bonus +2
Actions
Multiattack. The soldier makes two attacks with either its longsword or light crossbow.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 7 (1d8+2)
slashing damage.
Light Crossbow. Ranged Weapon Attack: +2 to hit, ranged 80/320 ft., One Target. Hit:
5 (1d8+0) piercing damage.

==================================================

Godrick the Grafted


large celestial, lawful evil
Armor Class 17 (natural armor)
Hit Points 242 (21d8+147)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

24 (+7) 17 (+3) 25 (+7) 15 (+2) 13 (+1) 10 (+0)

Saving Throws Strength +11, Dexterity +7, Constitution +11


Skills Athletics +11, History +6, Religion +6
Damage Resistances radiant
Senses passive Perception 11
Languages Common
Challenge 12 (8400) XP Proficiency Bonus +4

Grafted Limbs. Godrick has attached many additional arms to his torso. He can make
up to four Fist attacks per round without using his reaction.
Godrick's Great Rune. The shard of the Elden Ring in Godrick's possession bolsters
himself in all aspects. All of his ability scores are increased by 2 (already reflected in his
stats).

Unleash. When Grodick is reduced to half of its hit points, he is "unleashed" by


severing his own arm, grafting the head of a flying dragon in its place. While unleashed,
his melee attacks deal an additional 2d6 fire damage on a hit. He can also use his Fire
Breath action.

Godrick remains unleashed until he finishes a long rest.

Sacrificial Limb (3/Day). If Godrick fails a saving throw, he can choose to succeed
instead. If he does, he sacrifices one of his many limbs to avoid the effect. He can
make one less attack of opportunity per turn as part of his Grafted Limbs ability. If he
uses this ability three times, he cannot make attacks of opportunity at all until he
finishes a long rest.

Actions
Multiattack. Godrick uses his Stormcaller action and then makes four attacks, one
with his Greataxe and three with his fists. He can replace any fist attacks with gale
blasts instead.
Stormcaller. Godrick kicks up a brief windstorm around him in a 10-foot radius. Each
creature other than Godrick in the area must succeed on a DC 16 Constitution saving
throw or take 3d10 bludgeoning damage. Afterwards, Godrick can choose to activate
one of the following effects:

● Godrick's movement speed increases by 20 feet until the end of his next turn.
● Godrick deals twice as much damage with the next successful attack he makes
this turn.
● Godrick ends one condition of his choice affecting him.
Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., One Target. Hit: 21
(4d6+7) slashing damage.
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., One Target. Hit: 14 (2d6+7)
bludgeoning damage.
Gale Blast. Ranged Spell Attack: +11 to hit, ranged 60 ft., One Target. Hit: 14
(2d6+7) bludgeoning damage.
Fire Breath (Unleashed). Godrick's draconic arm exhales fire in a 30-foot cone.
Each creature in that area must make a DC 16 Dexterity saving throw, taking 35
(10d6) fire damage on a failed save, or half as much damage on a successful
one.

Legendary Actions
Godrick can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature's
turn. Godrick regains spent legendary actions at the start of its turn.
Fist Attack. Godrick makes a fist attack.
Rolling Dash (Costs 2 Actions). Godrick crouches into a roll and moves up to his
speed in a straight line. Each creature in his path must succeed on a DC 16 Dexterity
saving throw or take 2d10 bludgeoning damage.
Gust. Godrick targets a creature he can see within 60 feet of it and creates a magical
gust of wind around the target, who must succeed on a DC 16 Strength saving throw
or be moved up to 20 feet in any horizontal direction he chooses.

==================================================

Golden Order Scribe


medium humanoid, lawful neutral
Armor Class 13 (chain shirt)
Hit Points 28 (5d8+5)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 13 (+1)

Saving Throws Wisdom +5


Skills Arcana +4, History +4, Religion +4
Senses passive Perception 13
Languages Common
Challenge 2 (450) XP Proficiency Bonus +2

Actions
Flail. Melee Weapon Attack: +2 to hit, reach 5 ft., One Target. Hit: 5 (1d8+0)
bludgeoning damage.
Spellcasting. The scribe is a 5th-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell attacks). The scribe has the following cleric spells
prepared:

Cantrips (at will): flame sling, sacred flame, light

1st level (4 slots): cure wounds, burning hands, rejection

2nd level (3 slots): augury, cure poison, divine fortification

3rd level (2 slots): lord's aid, daylight

==================================================

Grafted Scion
large monstrosity, neutral evil
Armor Class 14 (shield)
Hit Points 133 (14d8+70)
Speed climb 40 ft., walk 40 ft.

STR DEX CON INT WIS CHA

19 (+4) 14 (+2) 20 (+5) 9 (-1) 16 (+3) 6 (-2)

Senses passive Perception 13


Challenge 7 (2900) XP Proficiency Bonus +3
Grafted Limbs. The grafted scion has attached many additional arms grafted to its
torso. It can make up to four Fist attacks per round without using its reaction.

Unleash. When the Grafted Scion is reduced to below half its maximum hit points, it is
"unleashed". When it does, it imbues its blades with gold. While unleashed, its melee
attacks deal an additional 1d10 radiant damage on a hit.

Actions
Multiattack. The scion makes four ornamental straight sword attacks.
Ornamental Straight Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target.
Hit: 13 (2d8+4) slashing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 7 (1d4+4)
bludgeoning damage.

==================================================

Guardian Golem
huge construct, unaligned
Armor Class 18 (natural armor)
Hit Points 150 (12d12+72)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

24 (+7) 12 (+1) 22 (+6) 3 (-4) 11 (+0) 5 (-3)

Condition Immunities bleed, charmed, exhaustion, frightened, paralyzed, petrified,


poisoned
Senses tremorsense 60 ft.,passive Perception 10
Challenge 6 (2300) XP Proficiency Bonus +3
Magic Resistance. The golem has advantage on saving throws against spells and
other magical effects.

Weak Joints. The golem has flaws in its armor at its joints, particularly its ankles. If the
golem takes more than 20 points of damage in one turn from melee attacks, it must
succeed on a DC 15 Dexterity saving throw or fall prone.

Chest Furnace. The golem's animating force is a furnace in its chest, the most
vulnerable part of its body. The golem has vulnerability to all damage types while
prone.

Actions
Multiattack. The golem makes either two halberd attacks or two greatbow attacks.
Halberd. Melee Weapon Attack: +10 to hit, reach 20 ft., One Target. Hit: 24 (3d10+7)
slashing damage.
Greatbow. Ranged Weapon Attack: +4 to hit, ranged 300/600 ft., One Target. Hit: 21
(3d12+1) damage.

==================================================

Hawk
small beast, unaligned
Armor Class 10
Hit Points 3 (1d10)
Speed fly 60 ft., walk 10 ft.

STR DEX CON INT WIS CHA

5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)


Skills Perception +4
Senses passive Perception 12
Challenge 0 (0) XP Proficiency Bonus +2

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on
sight.

Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 1 (1d1) slashing
damage.

==================================================

Highwayman
medium humanoid, lawful good
Armor Class 12 (Leather)
Hit Points 5 (1d10)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills Stealth +3, Sleight_of_hand +3


Senses passive Perception 10
Languages Common
Challenge 0.125 (25) XP Proficiency Bonus +2

Sneak Attack. Once per turn, the highwayman deals an extra 4 (1d6) damage when it
hits a target with a weapon attack and has advantage on the attack roll, or when the
target is within 5 feet of an ally of the highwayman that isn't incapacitated and the
highwayman doesn't have disadvantage on the attack roll.

Actions
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., One Target. Hit: 4 (1d4+1) piercing
damage.
Dagger. Ranged Weapon Attack: +3 to hit, ranged 20/60 ft., One Target. Hit: 4 (1d4+1)
piercing damage.

==================================================

Kaiden Sellsword
medium humanoid, neutral evil
Armor Class 14 (Ring Mail)
Hit Points 59 (9d8+18)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 13 (+1) 14 (+2) 12 (+1) 13 (+1) 10 (+0)

Skills Animal_handling +3
Senses passive Perception 11
Challenge 2 (450) XP Proficiency Bonus +2

Mounted Combatant. The sellsword has advantage on melee attack rolls against any
unmounted creature that is smaller than its mount. It can force an attack targeted at its
mount to target it instead.

If its mount is subjected to an effect that allows it to make Dexterity saving throw to
take only half damage, it instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Actions
Multiattack. The sellsword makes two dismounter attacks.
Dismounter. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 9 (1d10+3)
slashing damage. and if the target is mounted, it must succeed on a DC 12 Animal
Handling check or be knocked off their mount.

==================================================

Knight Bernahl
medium humanoid, chaotic neutral
Armor Class 18 (plate)
Hit Points 187 (22d8+66)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 13 (+1) 16 (+3) 12 (+1) 16 (+3) 11 (+0)

Saving Throws Strength +8, Constitution +7


Skills Athletics +8, Insight +7, History +5
Senses passive Perception 13
Languages Common
Challenge 10 (5900) XP Proficiency Bonus +4

Magma Walk. Bernahl takes no damage from walking on magma, but can still take
damage if he is hurled or splashed at them.

Actions
Multiattack. Bernahl makes three devourer's scepter attacks.
Magma Shot. Berhnahl hurls a blob of magma at one creature within 30 feet of him, or
two creatures within 5 feet of each other within 30 feet in the same distance. A target
must succeed on a Dexterity saving throw or take 3d6 fire damage.
Devourer's Scepter. Melee Weapon Attack: +8 to hit, reach 10 ft., One Target. Hit: 11
(2d6+4) bludgeoning damage plus 4 (2d6) fire damage.
Devourer of Worlds. Each creature within 20 feet of Bernahl must make a DC 17
Charisma saving throw. On a failed save, the creature takes 18 (5d6) necrotic damage
and he regains hit points equal to half the total damage dealt. On a successful save,
the creatures take half as much damage and he doesn't regain hit points.
Gelmir's Fury (Recharge 6). A volcanic eruption bursts forth in a 30-foot radius
around Bernahl as he slams his hammer into the ground. Each creature in the area
other than him must make a Dexterity saving throw. A target takes 12d6 fire damage on
a failed save, or half as much damage on a successful one.

The magma in the area lingers until the end of his next turn. The area is difficult terrain
until the magma dissipates. Any creature that enters the area for the first time on a turn
or ends its turn there takes 6d6 fire damage.

Bonus Actions
Kick. Bernahl shoves a creature within five feet of him.

Reactions
Blasphemous Claw. When Bernahl is targeted by an effect empowered by Destined
Death, he grants himself +5 AC against the triggering effect and advantage on saving
throws against it.

==================================================

Land Octopus
small monstrosity, unaligned
Armor Class 12
Hit Points 20 (3d6+6)
Speed walk 20 ft.

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 15 (+2) 5 (-3) 12 (+1) 2 (-4)


Damage Resistances piercing, bludgeoning
Damage Vulnerabilities slashing
Senses passive Perception 11
Challenge 0.25 (50) XP Proficiency Bonus +2

Actions
Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., One Target. Hit: 5 (1d6+1)
bludgeoning damage. If the target is a Small or smaller creature, it is grappled (escape
DC 10). Until this grapple ends, the target is restrained, and the octopus can't use its
tentacles on another target.

==================================================

Land Squirt
medium monstrosity, unaligned
Armor Class 7
Hit Points 0 (1d8+2)
Speed walk 5 ft.

STR DEX CON INT WIS CHA

10 (+0) 4 (-3) 15 (+2) 1 (-5) 5 (-3) 1 (-5)

Senses blindsight 30 ft.,passive Perception 7


Challenge 0.25 (50) XP Proficiency Bonus +2
Poison Susceptibility. The land squirt produces large quantities of poison within itself,
so much so that it reacts violently when new poison is introduced to itself.

When the land squirt is poisoned, it shudders violently until the start of its next turn
when it explodes into a poison cloud, killing itself in the process. Each creature within
10 feet of the land squirt must succeed on a DC 10 Constitution saving throw or take
2d6 poison damage and be poisoned until the end of its next turn.

Actions
Poison Cloud. The land squirt expels a cloud of poisonous gas in a 5-foot radius
around itself. Each creature in the area other than the land squirt must make a DC 10
Constitution saving throw. A target takes 2d8 poison damage on a failed save, or half
as much damage on a successful one.

==================================================

Leonine Misbegotten
large humanoid, lawful good
Armor Class 14 (natural armor)
Hit Points 137 (21d8+42)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 15 (+2) 15 (+2) 10 (+0) 14 (+2) 9 (-1)

Saving Throws Strength +7, Dexterity +5


Senses darkvision 30 ft.,passive Perception 12
Languages Common, Misbegotten
Challenge 5 (1800) XP Proficiency Bonus +3
Weapon Expert. The misbegotten is proficient with all melee weapons. It ignores all
class, race, and level requirements for the use of magic weapons.

Running Leap. With a 10-foot running start, the misbegotten can long jump up to 25
feet.

Pounce. If the misbegotten moves at least 20 feet straight toward a creature and then
hits it with a greatsword attack on the same turn, that target must succeed on a DC 16
Strength saving throw or be knocked prone. If the target is prone, the misbegotten can
make one greatsword attack against it as a bonus action.

Actions
Multiattack. The misbegotten makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: 18 (4d6+4)
slashing damage.

==================================================

Lesser Night's Cavalry


large humanoid, lawful evil
Armor Class 18 (Full Plate)
Hit Points 105 (11d10+44)
Speed walk 50 ft.

STR DEX CON INT WIS CHA

20 (+5) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0)

Senses passive Perception 12


Challenge 6 (2300) XP Proficiency Bonus +3
Night Steed. The Night's Cavalry fights on a massive, black-shrouded horse. The
horse shares the Cavalry's AC, and has 30 hit points. If the steed is subjected to an
effect that allows it to make Dexterity saving throw to take only half damage, it instead
takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Otherwise it uses the stats of a warhorse. If the steed is reduced to 0 hit points, it
vanishes and the cavalry must succeed on a DC 15 Acrobatics check or land prone.
Without its steed, the Night's Cavalry has a walking speed of 30 feet.

Mounted Combatant. The Night's Cavalry is a terrifying opponent while atop its
shrouded steed. The Night's Cavalry has advantage on attacks against Medium or
Smaller creatures while mounted atop its steed. If an attack would target its steed, the
Night's Cavalry can force the attack to target itself instead.

Trampling Charge. If the Night's Cavalry moves at least 20 ft. straight toward a
creature and then hits it with a melee attack on the same turn, that target must
succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone,
the Night's Cavalry can make another melee attack against it as a bonus action.

Actions
Multiattack. The Night's Cavalry makes two attacks with either its halberd or flail.
Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., One Target. Hit: 16 (2d10+5)
slashing damage.
Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 14 (2d8+5)
bludgeoning damage.

==================================================

Lion Guardian
large monstrosity, unaligned
Armor Class 14
Hit Points 133 (14d10+56)
Speed walk 50 ft.
STR DEX CON INT WIS CHA

21 (+5) 18 (+4) 19 (+4) 4 (-3) 12 (+1) 10 (+0)

Saving Throws Dexterity +7


Skills Acrobatics +7, Perception +4
Senses passive Perception 11
Challenge 5 (1800) XP Proficiency Bonus +3

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it
with a claw attack on the same turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone, the lion can make one bite
attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions
Multiattack. The lion makes an armblade, bite, and claw attack.
Armblade. Melee Weapon Attack: +8 to hit, reach 10 ft., One Target. Hit: 18 (2d12+5)
slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 14 (2d8+5) piercing
damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 9 (1d6+5) slashing
damage.

==================================================

Living Jar
small construct, lawful good
Armor Class 15 (natural armor)
Hit Points 22 (4d6+4)
Speed walk 25 ft.
STR DEX CON INT WIS CHA

10 (+0) 8 (-1) 13 (+1) 10 (+0) 9 (-1) 8 (-1)

Senses passive Perception 9


Languages Common, Living Jar
Challenge 0.25 (50) XP Proficiency Bonus +2

Brittle Shell. The living jar is vulnerable to effects that would deal double damage to
objects or structures.

Actions
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., One Target. Hit: 4 (1d6+0)
bludgeoning damage.
Consume Flesh (1/Short Rest). The jar consumes a chunk of flesh from a humanoid
or celestial corpse. It regains hit points equal to its number of hit dice.

==================================================

Mad Pumpkin Head


large humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 43 (5d8+20)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

19 (+4) 13 (+1) 18 (+4) 8 (-1) 8 (-1) 10 (+0)


Saving Throws Strength +6
Senses blindsight 30 ft.,passive Perception 9
Languages understands Common but can't speak
Challenge 4 (1100) XP Proficiency Bonus +2

Reckless Attack. At the start of its turn, the map pumpkin head can gain advantage
on all melee weapon attack rolls during that turn, but attack rolls against it have
advantage until the start of its next turn.

Blood Frenzy. When a creature within 10 feet of the mad pumpkin head fails a saving
throw against the Bleed condition (including the pumpkin head), it uses its reaction to
make a Head Slam attack at a random creature within reach.

Actions
Multiattack. The mad pumpkin head makes two flail attacks.
Flail. Melee Weapon Attack: +6 to hit, reach 10 ft., One Target. Hit: 13 (2d8+4) piercing
damage. and the target is afflicted with Bleed 1.
Head Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 15 (2d10+4)
bludgeoning damage.

==================================================

Mad Tongue Alberich


medium humanoid, chaotic neutral
Armor Class 12 ((15 With Mage Armor))
Hit Points 99 (18d8+18)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

11 (+0) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 8 (-1)


Saving Throws Intelligence +4, Wisdom +6
Skills Arcana +4
Senses passive Perception 13
Languages Common
Challenge 6 (2300) XP Proficiency Bonus +3

Spellcasting. Alberich is a 8th-level spellcaster. Its spellcasting ability is Intelligence


(spell save DC 14, +6 to hit with spell attacks). Alberich has the following wizard spells
prepared:

Cantrips (at will): glintstone icecrag, glintstone pebble

1st level (4 slots): mage armor, shield, swift glintstone shard

2nd level (3 slots): briars of sin*, frozen armament

3rd level (3 slots): freezing mist, freeze

4th level (3 slots): briars of punishment*, hailstorm

Staff of the Guilty. Alberich uses his Wisdom as his spellcasting ability rather than
Intelligence.

Blood spells Alberich casts have a DC 16 spell save DC and +8 spell attack bonus.
Blood spells are marked with asterisks in his spellcasting feature.

Actions
Multiattack. Alberich makes two scythe attacks
Scythe. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 7 (1d8+2) slashing
damage.

==================================================
Man-Bat
medium humanoid, chaotic evil
Armor Class 13
Hit Points 52 (8d8+16)
Speed fly 50 ft., walk 10 ft.

STR DEX CON INT WIS CHA

12 (+1) 16 (+3) 14 (+2) 4 (-3) 13 (+1) 4 (-3)

Senses blindsight 30 ft.,passive Perception 11


Challenge 0.5 (100) XP Proficiency Bonus +2

Echolocation. The man-bat can't use its blindsight while deafened.

Keen Hearing. The man-bat has advantage on Wisdom (Perception) checks that rely
on hearing.

Actions
Multiattack. The man-bat makes two attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., One Target. Hit: 8 (1d8+3) piercing
damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 6 (1d4+3) slashing
damage.
Sonic Screech. Ranged Spell Attack: +5 to hit, ranged 0 ft., One Target. Hit: 7 (1d6+3)
bludgeoning damage.

==================================================
Margit, the Fell Omen
large fiend, lawful neutral
Armor Class 16 (hide)
Hit Points 209 (22d10+88)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

19 (+4) 18 (+4) 19 (+4) 12 (+1) 15 (+2) 12 (+1)

Saving Throws Wisdom +6, Constitution +8


Skills History +5, Acrobatics +8, Religion +5
Damage Resistances radiant
Senses darkvision 60 ft.,passive Perception 12
Languages Common, Celestial
Challenge 10 (5900) XP Proficiency Bonus +4

Omen Blood. When Margit fails a saving throw against a bleed effect, each other
creature within five feet of him must make a DC 14 Dexterity saving throw or take 1d10
fire damage.

Unleash. When the Margit is reduced to half of hits maximum hit points, he is
"unleashed". Additionally, Margit can now use Legendary Actions as well as make
three attacks with either his Accursed Staff or Golden Blade as part of his Multiattack
action.

Actions
Multiattack. Margit makes two attacks with his Accursed Staff. He can make a Golden
Knives attack in place of one Accursed Staff attack.
Accursed Staff. Melee Weapon Attack: +8 to hit, reach 10 ft., One Target. Hit: 15
(2d10+4) bludgeoning damage.
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 17 (2d12+4)
bludgeoning damage.
Golden Knives. Ranged Spell Attack: +8 to hit, ranged 0 ft., One Target. Hit: 9 (2d4+4)
radiant damage.
Golden Blade. Melee Weapon Attack: +8 to hit, reach 15 ft., One Target. Hit: 11
(2d6+4) radiant damage.

Reactions
Slow Fall. Margit reduces any falling damage he takes by 50.

Legendary Actions
Margit can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another
creature’s turn. Margit regains spent legendary actions at the start of his turn.
Margit must activate his Golden Lineage ability before he can use Legendary Actions.
Swipe. Margit makes one Golden Blade attack.
Leap. Margit moves up to 20 feet without provoking attacks of opportunity.
Extinguish Thy Flame (Costs 3 Actions). Margit leaps into the air and summons a
golden warhammer, moving up to 40 feet without provoking attacks of opportunity.
One creature within 5 feet of the space he moves to must make a DC 16 Dexterity
saving throw. On a failed save, the target takes 21 (6d6) points of bludgeoning
damage.

==================================================

Marionette Soldier
medium humanoid, unaligned
Armor Class 14 (natural armor)
Hit Points 33 (6d10+6)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 15 (+2) 13 (+1) 5 (-3) 9 (-1) 2 (-4)


Damage Resistances force
Senses passive Perception 9
Challenge 1 (200) XP Proficiency Bonus +2

Antimagic Susceptibility. The marionette soldier is incapacitated while in the area of


an antimagic field. If targeted by dispel magic, the marionette soldier must succeed on
a Constitution saving throw against the caster's spell save DC or fall unconscious for 1
minute.

Unleash. When the soldier's hit points are reduced to lower than half of its maximum, it
is unleashed. While unleashed, it makes four attacks as part of its Multiattack,
however, all of its attack rolls are made at disadvantage.

The soldier remains unleashed until it finishes a long rest.

Actions
Multiattack. The soldier makes three shortsword attacks. It can replace any number of
these attacks with shortbow attacks instead.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 6 (1d6+2)
piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., One Target. Hit: 6
(1d6+2) piercing damage.

==================================================

Mausoleum Knight
medium undead, neutral
Armor Class 20 (plate, shield)
Hit Points 52 (8d8+16)
Speed walk 30 ft.
STR DEX CON INT WIS CHA

17 (+3) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 5 (-3)

Saving Throws Constitution +4, Wisdom +4


Damage Immunities necrotic, poison
Damage Vulnerabilities radiant
Condition Immunities frostbitten, grappled, bleed, charmed, deafened, exhaustion,
petrified, poisoned, restrained
Senses blindsight 60 ft.,passive Perception 12
Challenge 2 (450) XP Proficiency Bonus +2

Incorporeal Movement. The knight can move through other creatures and objects as
if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an
object.

Actions
Multiattack. The knight makes two longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 8 (1d8+3)
slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, ranged 100/400 ft., One Target.
Hit: 6 (1d10) piercing damage.
Teleport (Recharge 4-6). The knight magically teleports, along with any equipment it
is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after
teleporting, the knight can make one longsword attack.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so,
the knight must see the attacker and be wielding a melee weapon.

==================================================
Mausoleum Soldier
medium undead, neutral
Armor Class 17 (breastplate, shield)
Hit Points 20 (3d10+6)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 11 (+0) 14 (+2) 10 (+0) 13 (+1) 4 (-3)

Damage Resistances necrotic


Damage Immunities poison
Damage Vulnerabilities radiant
Condition Immunities blinded, exhaustion, petrified, poisoned, grappled, restrained,
unconscious
Senses blindsight 30 ft.,darkvision 60 ft.,passive Perception 11
Challenge 0.5 (100) XP Proficiency Bonus +2

Incorporeal Movement. The soldier can move through other creatures and objects as
if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an
object.

Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 7 (1d8+2)
slashing damage.
Teleport (Recharge 4–6). The soldier magically teleports, along with any equipment
it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or
after teleporting, the soldier can make one longsword attack.

==================================================
Miranda Sprout
small plant, unaligned
Armor Class 8
Hit Points 18 (4d6+4)
Speed walk 10 ft.

STR DEX CON INT WIS CHA

8 (-1) 6 (-2) 12 (+1) 1 (-5) 10 (+0) 2 (-4)

Saving Throws Constitution +3


Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities poisoned, bleed
Senses blindsight 30 ft.,passive Perception 10
Challenge 0.25 (50) XP Proficiency Bonus +2

Actions
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., One Target. Hit: 4 (1d6) bludgeoning
damage.
Toxin Spray. The miranda sprout shakes violently, expelling a cloud of spores in a
5-foot radius. Each creature in the spore-filled area must make a DC 14 Constitution
saving throw. A target takes 2d6 poison damage on a failed save, or half as much
damage on a successful one.

==================================================

Misbegotten
medium humanoid, chaotic evil
Armor Class 14 (hide armor, shield)
Hit Points 26 (4d8+4)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

14 (+2) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 9 (-1)

Senses darkvision 1 ft.,passive Perception 10


Languages Common
Challenge 0.5 (100) XP Proficiency Bonus +2

Rampage. When the misbegotten reduces a creature to 0 hit points with a melee
attack on its turn, the misbegotten can take a bonus action to move up to half its
speed and make a cleaver attack.

Variant: Winged. Some misbegotten grow wings, granting them a 30-foot fly speed.

Actions
Shortbow. Melee Weapon Attack: +3 to hit, reach 5 ft., One Target. Hit: 5 (1d6+1)
piercing damage.
Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 7 (1d8+2)
slashing damage.

==================================================

Nepheli Loux
medium humanoid, neutral good
Armor Class 14 (hide)
Hit Points 46 (7d8+14)
Speed walk 30 ft.
STR DEX CON INT WIS CHA

18 (+4) 15 (+2) 15 (+2) 10 (+0) 13 (+1) 11 (+0)

Saving Throws Strength +6, Constitution +4


Skills Athletics +6, Insight +3, Survival +3
Senses passive Perception 11
Challenge 3 (700) XP Proficiency Bonus +2

Rage (Recharges after a Short or Long Rest). Nepheli enters a rage. The rage lasts
for 1 minute or until she is incapacitated. While raging, she gains the following benefits:

She has advantage on Strength checks and Strength saving throws. When she makes
a melee weapon attack, she gains a +4 bonus to the damage roll. She has resistance
to bludgeoning, piercing, and slashing damage.

Danger Sense. Nepheli has advantage on Dexterity saving throws against effects that
she can see.

Actions
Multiattack. Nepheli makes two stormhawk axe attacks.
Stormhawk Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 10
(1d10+4) slashing damage plus 5 (1d8) lightning damage. (if Thunderstorm is active)

Bonus Actions
Thunderstorm (Recharge 4-6). Nepheli slams her foot into the ground, conjuring a
lightning storm in a 5-foot radius around her. Each creature in the area must make a DC
14 Dexterity saving throw. On a failed save, the target takes 2d6 lightning damage and
is pushed 5 feet away from her.

Until the end of her turn, her stormhawk axe attack inflicts an additional 1d8 lightning
damage on a hit. A creature can take this damage only once during a turn.
==================================================

Night's Cavalry
large celestial, lawful neutral
Armor Class 17
Hit Points 121 (22d10+0)
Speed walk 60 ft.

STR DEX CON INT WIS CHA

19 (+4) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills Animal_handling +6
Damage Resistances necrotic
Condition Immunities unconscious, frightened, exhaustion
Senses darkvision 120 ft.,passive Perception 10
Languages Celestial
Challenge 5 (1800) XP Proficiency Bonus +3

Night's Steed. The night's cavalry rides a pitch black steed shrouded in ethereal cloth.
The steed can be attacked instead of its rider, its AC is 15 and it has 40 hit points. If the
steed is slain, the night's cavalry falls prone in whatever space it occupied.

The night's cavalry's walking speed is reduced to 25 feet when it is not mounted.

Sunlight Sensitivity. The night's cavalry has disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight when it, the target of its attack, or
whatever it is trying to perceive is in direct sunlight.

Charge. If the night's cavalry moves at least 15 feet straight toward a target and then
hits it with a melee attack on the same turn, the target takes an extra 11 (2d10)
damage of the same type as the weapon. If the target is a creature, it must succeed on
a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions
Multiattack. The night's cavalry makes two glaive or two morningstar attacks.
Glaive. Melee Weapon Attack: +7 to hit, reach 15 ft., One Target. Hit: 15 (2d10+4)
slashing damage.
Morning Star. Melee Weapon Attack: +7 to hit, reach 10 ft., One Target. Hit: 13 (2d8+4)
piercing damage.
Resummon Steed. The night's cavalry summons its steed underneath itself, restoring
it to full hit points in the process. The night's cavalry may only use this ability if its steed
has been slain.

==================================================

Noble Sorcerer
medium humanoid, lawful neutral
Armor Class 10
Hit Points 9 (2d10+-2)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

8 (-1) 10 (+0) 9 (-1) 13 (+1) 11 (+0) 9 (-1)

Skills Arcana +3, History +3


Senses passive Perception 10
Challenge 0.125 (25) XP Proficiency Bonus +2

Spellcasting. The mage is a 1st-level spellcaster. Its spellcasting ability is Intelligence


(spell save DC 11, +3 to hit with spell attacks). The mage has the following wizard
spells prepared:
Cantrips (at will): glintstone pebble

1st level (2 slots): detect magic, great glintstone shard

Actions
Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., One Target. Hit: 4 (1d8-1)
bludgeoning damage.

==================================================

Noble Sorcerer
medium humanoid, lneutral
Armor Class 13 (mage armor)
Hit Points 9 (2d8+0)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 10 (+0) 10 (+0) 15 (+2) 10 (+0) 11 (+0)

Saving Throws Intelligence +4


Skills History +4, Arcana +4
Senses passive Perception 10
Languages Common
Challenge 0.5 (100) XP Proficiency Bonus +2

Spellcasting. The noble is a 1st-level spellcaster. Its spellcasting ability is Intelligence


(spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells
prepared:

Cantrips (at will): glintstone pebble, starlight


1st level (2 slots): mage armor, great glintstone shard, glintstone stars, identify

Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., One Target. Hit: 4 (1d8-1)
bludgeoning damage.

==================================================

Nomad
medium humanoid, chaotic good
Armor Class 9
Hit Points 6 (1d10)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

8 (-1) 9 (-1) 10 (+0) 10 (+0) 10 (+0) 13 (+1)

Skills Persuasion +3, Animal_handling +2, Performance +5


Condition Immunities stunned
Senses truesight 30, passive Perception 10
Languages Common
Challenge 0.125 (25) XP Proficiency Bonus +2

Actions
Rebab Bow. Melee Weapon Attack: +1 to hit, reach 5 ft., One Target. Hit: 2 (1d4-1)
bludgeoning damage.
Frenzied Burst. Ranged Spell Attack: +3 to hit, ranged 30 ft., One Target. Hit: 3 (1d4)
psychic damage. and the target must succeed on a DC 11 Wisdom saving throw or be
stunned until the end of its next turn.
==================================================

Omen Soldier
medium fiend, neutral
Armor Class 13 (natural armor)
Hit Points 95 (10d10+40)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 11 (+0) 18 (+4) 8 (-1) 11 (+0) 7 (-2)

Saving Throws Constitution +6


Skills Intimidation +0
Damage Resistances radiant
Senses darkvision 30 ft.,passive Perception 10
Languages Common
Challenge 3 (700) XP Proficiency Bonus +2

Omen Blood. When the Omen fails a saving throw against Bleed, each other creature
within five feet of it must make a DC 12 Dexterity saving throw or take 6 (1d10) fire
damage.

Reviled. The omen has disadvantage on Persuasion checks and advantage on


Intimidation checks made to influence non-Omen humanoids.

Brute. A melee weapon deals one extra die of its damage when the omen hits with it
(included in the attack).
Actions
Curved Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 14
(2d10+3) slashing damage.

==================================================

Patches
medium humanoid, chaotic evil
Armor Class 18 (chain mail)
Hit Points 72 (11d8+22)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 13 (+1) 14 (+2) 14 (+2) 15 (+2) 17 (+3)

Saving Throws Intelligence +4, Wisdom +4


Skills Persuasion +5, Stealth +5, Insight +4, Deception +7
Senses passive Perception 12
Languages Common
Challenge 3 (700) XP Proficiency Bonus +2

Special Equipment. Patches wields a +2 Spear, whose bonuses are already included
in his attacks.

Actions
Multiattack. Patches makes three spear attacks.
Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: 8 (1d6+2+2)
piercing damage.
Spear. Ranged Weapon Attack: +6 to hit, ranged 20/60 ft., One Target. Hit: 8 (1d6+2+2)
piercing damage.
Acid Spraymist (1/Short Rest). Patches gulps a vial of perfume before spraying it out
of his mouth in a 10-foot cone. Each creature in the area must succeed on a DC 13
Constitution saving throw or be weakened for 1 minute. While weakened, the target
has disadvantage on Strength checks, Strength saving throws, and attack rolls using
Strength.

At the end of each of the target's turns, it can make a new Constitution saving throw
against the effect. On a success, the effect ends.

Bonus Actions
Feint. Patches grants himself advantage on the next attack roll he makes at a creature
within five feet of him.

==================================================

Rat Queen
medium beast, u
Armor Class 12
Hit Points 52 (8d8+16)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 14 (+2) 15 (+2) 3 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10


Challenge 1 (200) XP Proficiency Bonus +2

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one
of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Variant: Frenzied. Some rat queens have been afflicted with the flame of frenzy. When
these frenzied rat queens damage a creature with an attack, the target must succeed
on a DC 10 Wisdom saving throw or be stunned until the end of their next turn.

Actions
Multiattack. The rat makes two attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 8 (1d8+3) piercing
damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 6 (1d4+3) slashing
damage.

==================================================

Runebear
huge monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 150 (13d12+65)
Speed climb 40 ft., walk 40 ft.

STR DEX CON INT WIS CHA

22 (+6) 14 (+2) 20 (+5) 2 (-4) 13 (+1) 7 (-2)

Saving Throws Strength +9, Constitution +8


Skills Perception +4
Senses passive Perception 11
Challenge 6 (2300) XP Proficiency Bonus +3

Keen Smell. The runebear has advantage on Wisdom (Perception) checks that rely on
smell.
Siege Monster. The Runebear deals double damage to objects and structures.

Charge. If the Runebear moves at least 10 ft. straight toward a target and then hits it
with a claw attack on the same turn, the target takes an extra 7 (2d6) 7 damage. If the
target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked
prone. Large or smaller non-magical structures in the path of the Runebear's charge
are destroyed.

Actions
Multiattack. The bear makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., One Target. Hit: 23 (3d10+6) piercing
damage. and the target is grappled (escape DC 15). Until this grapple ends, the target
is restrained, and the runebear can't bite another target.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., One Target. Hit: 20 (3d8+6)
slashing damage.

==================================================

Scaly Misbegotten
large humanoid, chaotic evil
Armor Class 16 (natural armor)
Hit Points 68 (8d10+24)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 13 (+1) 16 (+3) 7 (-2) 11 (+0) 8 (-1)

Saving Throws Constitution +5


Senses darkvision 30 ft.,passive Perception 10
Languages Misbegotten
Challenge 3 (700) XP Proficiency Bonus +2
Cleave. On the misbegotten's turn, when it scores a critical hit with a melee weapon or
reduces a creature to 0 hit points with one, it can make one greataxe attack as a bonus
action.

Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 16 (2d12+3)
slashing damage.

==================================================

School of Graven Mages


large aberration, neutral
Armor Class 16 (Natural Armor)
Hit Points 8 (2d8+6)
Speed fly 5 ft.

STR DEX CON INT WIS CHA

15 (+2) 6 (-2) 17 (+3) 20 (+5) 15 (+2) 5 (-3)

Saving Throws Intelligence +7, Constitution +5


Damage Resistances force
Damage Vulnerabilities bludgeoning
Condition Immunities blinded, exhaustion, frightened, bleed, petrified, poisoned,
prone, unconscious, frostbitten
Senses truesight 0passive Perception 12
Challenge 4 (1100) XP Proficiency Bonus +2

Magic Resistance. The school of graven mages has advantage on saving throws
against spells and other magical effects.
Glintstone Miasma. The school of graven mages projects a cloud of glintstone around
it in a 10-foot radius. Any other creature's speed is halved in the area, and when the
creature enters the area for the first time on a turn or starts its turn there, it must make
a DC 15 Wisdom saving throw. On a failed save, the creature takes 3d8 force damage.
On a successful save, the creature takes half as much damage.

The school can activate and deactivate this miasma as an action.

Actions
Glintstone Comet. Four comets made of glintstone erupt from the top of the school,
targeting up to 4 creatures within 60 feet of it (a single target can only take damage
from one comet). A target must make a DC 15 Dexterity saving throw. A target takes
5d6 force damage on a failed save, or half as much damage on a successful one.

==================================================

Sentry Stone
medium construct, unaligned
Armor Class 10 (natural armor)
Hit Points 6 (1d8+1)
Speed walk 202 ft.

STR DEX CON INT WIS CHA

10 (+0) 7 (-2) 13 (+1) 1 (-5) 8 (-1) 1 (-5)

Damage Immunities psychic, poison


Condition Immunities bleed, blinded, charmed, deafened, exhaustion, frightened,
frostbitten, paralyzed, petrified, poisoned, prone, stunned
Senses blindsight 30 ft.,passive Perception 9
Challenge 0.125 (25) XP Proficiency Bonus +2
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., One Target. Hit: 3 (1d4+0)
bludgeoning damage.
Self-Destruct. The sentry stone charges with gravitational energy before destroying
itself in a blast of magical force. Each creature within 5 feet of the sentry stone must
make a DC 10 Dexterity saving throw. A target takes 2d4 force damage on a failed
save, or half as much damage on a successful one.

==================================================

Servant
medium humanoid, lawful neut
Armor Class 10
Hit Points 5 (1d10)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Challenge 0.125 (25) XP Proficiency Bonus +2

Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., One Target. Hit: 3 (1d4+0) piercing
damage.
Fire Pot. Ranged Weapon Attack: +2 to hit, ranged 15/30 ft., One Target. Hit: 4 (1d6)
fire damage.

==================================================
Skeletal Bandit
medium undead, neutral evil
Armor Class 13 (armor scraps)
Hit Points 26 (4d8+8)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 15 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Skills Stealth +4
Damage Immunities poison
Damage Vulnerabilities bludgeoning
Condition Immunities bleed, exhaustion, poisoned
Senses darkvision 60 ft.,passive Perception 9
Languages Understands all languages it knew in life but can't speak
Challenge 0.5 (100) XP Proficiency Bonus +2

Living Death. When the skeletal bandit is reduced to 0 hit points, it begins to channel
the power innate to all of Those Who Live in Death. At the end of its next turn, it
regenerates to full hit points unless its corpse takes damage or if it was slain by radiant
damage.

Actions
Multiattack. The skeletal bandit makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., One Target. Hit: 6 (1d6+2)
slashing damage. and the target suffers from Bleed 1 (DC 12)

==================================================
Sorcerer Rogier
medium humanoid, neutral good
Armor Class 13 ((15 w/ mage armor))
Hit Points 28 (5d8+5)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Intelligence +6, Wisdom +3


Skills Nature +6, History +6, Religion +6, Arcana +6, Investigation +6
Senses passive Perception 11
Languages Common
Challenge 2 (450) XP Proficiency Bonus +2

Fragile Constitution. Rogier has disadvantage on Constitution saving throws.

Spellcasting. Rogier is a 5th-level spellcaster. His spellcasting ability is Intelligence


(spell save DC 14, +6 to hit with spell attacks). Rogier has the following wizard spells
prepared:

Cantrips (at will): glintstone pebble

1st level (4 slots): mage armor, shield, glintstone cometshard, carian slicer

2nd level (3 slots): glintblade phalanx, scholar's armament

3rd level (2 slots): carian greatsword, comet

Glintmage Adept. When Rogier casts a spell that creates two or more projectiles, he
creates an additional one.
Actions
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 7 (1d8+2) piercing
damage plus 5 (1d8) force (scholar's armament) damage.

==================================================

Sorceress Sellen
medium humanoid, neutral
Armor Class 11 ((14 with Mage Armor))
Hit Points 110 (20d8+20)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 12 (+1) 13 (+1) 20 (+5) 17 (+3) 13 (+1)

Saving Throws Wisdom +7, Intelligence +9


Skills Nature +13, History +13, Religion +13, Arcana +13, Investigation +13
Senses passive Perception 13
Languages Common, Celestial, Giant, Deep Speech
Challenge 12 (8400) XP Proficiency Bonus +4

Magic Resistance. Sellen has advantage on saving throws against spells and other
magical effects.

Spellcasting. Sellen is an 18th-level spellcaster. Its spellcasting ability is Intelligence


(spell save DC 17, +9 to hit with spell attacks). The archmage can cast detect magic
and identify at will and has the following wizard spells prepared:

Cantrips (at will): glintstone pebble, starlight


1st level (4 slots): magic glintblade, mage armor*, shield, great glintstone shard

2nd level (3 slots): glintblade phalanx, lucidity, crystal barrage, unseen form

3rd level (3 slots): magic downpour, comet, cannon of haima, star shower

4th level (3 slots): greatblade phalanx, crystalskin*, shattering crystal

5th level (3 slots): glimpse the current, terra magica

6th level (1 slot): stars of ruin,

7th level (1 slot): arcane sword

8th level (1 slot): founding rain of stars*

9th level (1 slot): comet azur

*Sellen casts these spells on herself before combat.

Glintmage Adept. When Sellen casts a spell that creates two or more projectiles, she
may create an additional one.

Glimpse the Primeval Current. Once per long rest, when Sellen casts a spell of first
level or higher, she may cast it as if she uses a 9th-level spell slot.

Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 4 (1d4+1) piercing
damage.

==================================================

Spectral Steed Torrent


large beast, neutral
Armor Class 11
Hit Points 13 (2d10+4)
Speed walk 50 ft.

STR DEX CON INT WIS CHA

14 (+2) 12 (+1) 13 (+1) 2 (-4) 11 (+0) 7 (-2)

Condition Immunities exhaustion


Senses passive Perception 10
Challenge 0 (0) XP Proficiency Bonus +2

Evasion. If Torrent is subjected to an effect that allows it to make a Dexterity saving


throw to take only half damage, Torrent instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.

Spirit Spring. Torrent can make use of magical spirit springs, gusts of air that sprout
from the ground throughout the Lands Between. Torrent can leap from a spirit spring
and launch into the air along with creatures of his choice within 15 feet of him. All
creatures launched into the air are safely deposited at the apex of the spring. Torrent
can also leap down into a spirit spring. Any creature who lands in the spring alongside
torrent does not take fall damage regardless of the height fallen.

Saddlebags. Torrent carries a set of four saddlebags that each function as a bag of
holding.

==================================================

Spirit Jellyfish
medium aberration, neutral
Armor Class 11
Hit Points 20 (3d8+6)
Speed walk 30 ft.
STR DEX CON INT WIS CHA

8 (-1) 13 (+1) 15 (+2) 8 (-1) 13 (+1) 6 (-2)

Saving Throws Intelligence +2


Skills Perception +2, Stealth +2
Damage Resistances bludgeoning
Damage Vulnerabilities lightning
Condition Immunities bleed
Senses darkvision 60 ft.,passive Perception 10
Languages Common, Celestial, Deep Speech
Challenge 0.25 (50) XP Proficiency Bonus +2

Actions
Tentacle. Melee Weapon Attack: +3 to hit, reach 10 ft., One Target. Hit: 4 (1d4+1)
bludgeoning damage plus 3 (1d4) poison damage.
Poison Dart. Ranged Spell Attack: +1 to hit, ranged 60 ft., One Target. Hit: 3 (1d4)
poison damage. and the target must succeed on a DC 11 Constitution saving throw or
be poisoned for 1 minute. At the end of each of its turns, the target can make another
Constitution saving throw, ending the condition on a success.

==================================================

Starcaller
medium aberration, lawful good
Armor Class 10
Hit Points 18 (4d8+0)
Speed walk 30 ft.
STR DEX CON INT WIS CHA

13 (+1) 10 (+0) 11 (+0) 15 (+2) 13 (+1) 8 (-1)

Skills Arcana +4
Senses darkvision 30 ft.,passive Perception 11
Languages Deep Speech
Challenge 0.25 (50) XP Proficiency Bonus +2

Actions
Pickaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., One Target. Hit: 6 (1d8+1)
piercing damage.
Gravity Stone Chunk. The starcaller throws a stone clump at a point it can see within
30 feet of it. A gravitational disruption tears open the ground in a 5-foot radius around
it, creating difficult terrain in the area. Each creature in the area must succeed on a DC
11 Strength saving throw or take 2d4 force damage.
Gravity Stone Fan. The starcaller crushes a stone fan, projecting a gravitational pulse
in a 10-foot cone in front of it. The area becomes difficult terrain and each creature in
the area must succeed on a DC 11 Strength saving throw or take 2d6 force damage.

==================================================

Stone Imp
small construct, lawful good
Armor Class 14 (natural armor)
Hit Points 11 (2d8+2)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

7 (-2) 15 (+2) 13 (+1) 5 (-3) 10 (+0) 3 (-4)


Skills Stealth +4
Damage Immunities poison, psychic
Condition Immunities bleed, charmed, frightened, petrified, poisoned, unconscious
Senses darkvision 60 ft.,passive Perception 10
Challenge 0.25 (50) XP Proficiency Bonus +2

False Appearance. While the imp remains motionless, it is indistinguishable from a


normal statue.

Surprise Attack. If the imp surprises a creature and hits it with an attack during the
first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions
Forked Hatchet. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 7 (1d8+2)
slashing damage. and the target suffers from Bleed 1.
Forked Greatsword. Melee Weapon Attack: +4 to hit, reach 10 ft., One Target. Hit: 9
(2d6+2) slashing damage. and the target suffers from Bleed 1.

==================================================

Stonedigger Troll
huge giant, neutral
Armor Class 17 (natural armor)
Hit Points 105 (11d12+55)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

18 (+4) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 9 (-1)


Damage Resistances slashing
Damage Vulnerabilities bludgeoning
Senses passive Perception 11
Languages Giant
Challenge 4 (1100) XP Proficiency Bonus +2

Bleed Susceptibility. The troll's massive body makes it vulnerable to weapons that
would spill its blood. The troll has disadvantage on saving throws against Bleed.

Clumsy Blows. If the troll attacks a creature and misses, it must make a second attack
at disadvantage against another creature within five feet of the target.

Hardened Skin. The troll's skin has turned rock-hard after years of exposure to
smithing stones. If the troll is hit by a melee attack that deals slashing or piercing
damage, the attacker must succeed on a DC 10 Strength saving throw or be stunned
until the beginning of its next turn.

Actions
Multiattack. The troll makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +6 to hit, reach 15 ft., One Target. Hit: 21 (3d10+4)
bludgeoning damage.

==================================================

Stoneskin Miner
medium humanoid, neutral
Armor Class 15 (natural armor)
Hit Points 33 (6d8+6)
Speed walk 20 ft.
STR DEX CON INT WIS CHA

14 (+2) 7 (-2) 12 (+1) 9 (-1) 11 (+0) 8 (-1)

Damage Resistances slashing


Damage Vulnerabilities bludgeoning
Senses passive Perception 10
Languages Common
Challenge 0.25 (50) XP Proficiency Bonus +2

Hardened Skin. The miner's skin has turned rock-hard after years of exposure to
smithing stones. If the miner is hit by a melee attack that deals slashing or piercing
damage, the attacker must succeed on a DC 10 Strength saving throw or be stunned
until the beginning of its next turn.

Actions
Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 7 (1d8+2) piercin
damage.
Rock. Ranged Weapon Attack: +4 to hit, ranged 15/30 ft., One Target. Hit: 5 (1d4+2)
bludgeoning damage.

==================================================

Stoneskin Torchbearer
medium humanoid, neutral
Armor Class 15 (natural armor)
Hit Points 39 (7d8+7)
Speed walk 30 ft.
STR DEX CON INT WIS CHA

14 (+2) 8 (-1) 13 (+1) 9 (-1) 11 (+0) 8 (-1)

Damage Resistances slashing


Damage Vulnerabilities bludgeoning
Senses darkvision 30 ft.,passive Perception 10
Languages Common
Challenge 0.5 (100) XP Proficiency Bonus +2

Lantern. The miner's lantern casts bright light in a 30-foot radius and dim light for an
additional 30 feet

Hardened Skin. The miner's skin has turned rock-hard after years of exposure to
smithing stones. If the miner is hit by a melee attack that deals slashing or piercing
damage, the attacker must succeed on a DC 10 Strength saving throw or be stunned
until the beginning of its next turn.

Actions
Explosive Clump. Ranged Weapon Attack: +4 to hit, ranged 20/40 ft., One Target. Hit:
7 (1d12) fire damage.
Spray Flame (Recharge 5-6). The miner spews fire from its lantern in a 15-foot cone.
Each creature in that area must make a DC 13 Dexterity saving throw, taking 11 (3d6)
fire damage on a failed save, or half as much damage on a successful one.

==================================================

Stormhawk
small beast, unaligned
Armor Class 14
Hit Points 4 (1d6+1)
Speed fly 60 ft., walk 10 ft.
STR DEX CON INT WIS CHA

13 (+1) 15 (+2) 10 (+0) 4 (-3) 15 (+2) 10 (+0)

Skills Perception +4
Senses passive Perception 12
Challenge 0.125 (25) XP Proficiency Bonus +2

Keen Sight. The stormhawk has advantage on Wisdom (Perception) checks that rely
on sight.

Flyby. The stormhawk doesn't provoke Opportunity Attacks when it flies out of an
enemy's reach.

Actions
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 5 (1d4+2) slashing
damage.

==================================================

Stormwolf
large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 23 (2d10+4)
Speed walk 40 ft.

STR DEX CON INT WIS CHA

14 (+2) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)


Saving Throws Dexterity +4
Skills Stealth +4, Acrobatics +4, Perception +3
Senses passive Perception 11
Challenge 1 (200) XP Proficiency Bonus +2

Soft Landing. Any falling damage that the stormwolf would take is reduced by 20. This
effect extends to any creatures of the Stormwolf's choice within 30 feet of it.

Pack Tactics. The stormwolf has advantage on an attack roll against a creature if at
least one of the stormwolf's allies is within 5 feet of the creature and the ally isn't
incapacitated.

Keen Hearing and Smell. The stormwolf has advantage on Wisdom (Perception)
checks that rely on hearing or smell.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 9 (2d6+2) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw
or be knocked prone.

==================================================

Teardrop Scarab
tiny monstrosity, unaligned
Armor Class 13
Hit Points 3 (1d4+-2)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

2 (-4) 14 (+2) 6 (-2) 3 (-4) 11 (+0) 5 (-3)


Senses tremorsense 15 ft.,passive Perception 10
Challenge 0 (0) XP Proficiency Bonus +2

Actions
Vanish. The scarab vanishes, teleporting to any space within 500 feet of it.

==================================================

Tibia Mariner
large undead, lawful good
Armor Class 15 (natural armor)
Hit Points 128 (15d10+60)
Speed walk 20 ft.

STR DEX CON INT WIS CHA

17 (+3) 11 (+0) 18 (+4) 9 (-1) 13 (+1) 6 (-2)

Saving Throws Constitution +7


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Damage Vulnerabilities radiant
Condition Immunities bleed, frostbitten, poisoned
Senses passive Perception 11
Challenge 6 (2300) XP Proficiency Bonus +3
Marshal Undead. Unless the tibia mariner is incapacitated, it and undead creatures of
its choice within 60 feet of it have advantage on saving throws against features that
turn undead.

Actions
Horn. Melee Weapon Attack: +6 to hit, reach 15 ft., One Target. Hit: 6 (2d10)
bludgeoning damage.
Boat Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., One Target. Hit: 16 (2d12+3)
bludgeoning damage. and each creature within five feet of the target must succeed on
a DC 14 Dexterity saving throw or take 3d6 necrotic damage.
Summon Skeletons (Recharge 5-6). The tibia mariner grants life to the dead near it,
summoning either 1d6 catacombs skeletons or 1d4 skeletal bandits in unoccupied
spaces within 30 feet of it.

Legendary Actions
The tibia mariner can take 3 legendary actions, choosing from the options below. Only
one legendary action option can be used at a time and only at the end of another
creature's turn. The tibia mariner regains spent legendary actions at the start of its turn.
Command. The tibia mariner invigorates another undead creature it can see within 30
feet of it. The target may make a melee attack as a reaction.
Horn Attack (2 Actions). The tibia mariner makes a horn attack.
Teleport (Costs 3 Actions). The tibia mariner teleports to an unoccupied space within
120 feet of it.

==================================================

Tree Sentinel
large humanoid, lawful neutral
Armor Class 20 (plate, shield)
Hit Points 189 (18d10+90)
Speed walk 50 ft.
STR DEX CON INT WIS CHA

22 (+6) 16 (+3) 20 (+5) 13 (+1) 17 (+3) 16 (+3)

Saving Throws Strength +9, Constitution +8, Wisdom +6


Skills Animal_handling +6, Athletics +9, Nature +4, Perception +6
Senses passive Perception 13
Languages Common, Celestial
Challenge 8 (3900) XP Proficiency Bonus +3

Unleash. When the tree sentinel's hit points are reduced to less than half of its hit point
maximum, it is "unleashed". While unleashed, it immediately uses its Golden Vow
ability as a free action. For the duration, the tree sentinel's shield bash and halberd deal
3 additional radiant damage on a hit. Bludgeoning, piercing, and slashing damage it
takes is reduced by 3.

The tree sentinel remains unleashed until it finishes a long rest.

Magic Resistance. The tree sentinel has advantage on saving throws against spells
and other magical effects.

Magic Weapons. The tree sentinel's weapon attacks are magical.

Actions
Multiattack. The tree sentinel makes a shield bash attack and three halberd attacks.
Shield Bash. The Tree Sentinel makes a Shove attack at a creature within ten feet of it,
knocking a creature prone on a success. The target also takes 11 (2d10) damage if
they are knocked prone.
Halberd. Melee Weapon Attack: +9 to hit, reach 15 ft., One Target. Hit: 17 (2d10+6)
slashing damage.
Reactions
Golden Retaliation. When the tree sentinel is targeted by a ranged spell attack, it
raises its shield and produces an Erdtree sigil, imposing disadvantage on the attack
roll. If the attack misses, the sigil turns into a golden dart that hits the attacker, dealing
3d4 + 3 radiant damage.

==================================================

Warhawk
small beast, unaligned
Armor Class 13
Hit Points 33 (6d8+6)
Speed fly 60 ft., walk 10 ft.

STR DEX CON INT WIS CHA

8 (-1) 16 (+3) 12 (+1) 4 (-3) 13 (+1) 5 (-3)

Skills Perception +3
Senses passive Perception 11
Challenge 0.5 (100) XP Proficiency Bonus +2

Keen Sight. The warhawk has advantage on Wisdom (Perception) checks that rely on
sight.

Flyby. The warhawk doesn't provoke Opportunity Attacks when it flies out of an
enemy's reach.

Actions
Multiattack. The warhawk makes two attacks, one with its beak and one with its talon
blade.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 6 (1d4+3) piercing
damage.
Talon Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: 7 (1d6+3)
slashing damage.

==================================================

Warrior Jar
large construct, lawful good
Armor Class 18 (natural armor)
Hit Points 152 (16d10+0)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

20 (+5) 9 (-1) 20 (+5) 10 (+0) 15 (+2) 9 (-1)

Saving Throws Strength +8, Constitution +8


Skills Athletics +8
Damage Resistances slashing, piercing
Damage Vulnerabilities bludgeoning
Senses passive Perception 12
Challenge 5 (1800) XP Proficiency Bonus +3

Living Jar. Living Jars are sustained by the corpses of humanoids, and thus their
natures are similar. Spells and abilities that target humanoids can also affect living jars.

Actions
Multiattack. Alexander makes three Fist attacks.
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 19 (4d6+5)
bludgeoning damage.
Consume Corpse. Alexander consumes a humanoid corpse within five feet of himself,
regaining hit points equal to the number of the creature's hit die (minimum 5).
Spinning Charge (Recharge 5-6). The warrior jar rapidly spins itself, propelling it
forward in the process. The jar moves up to its speed without provoking attacks of
opportunity. Each creature in the jar's path must make a DC 14 Dexterity saving throw.
A target takes 6d6 bludgeoning damage on a failed save and half as much on a
successful one.

==================================================

White Mask Varre


medium humanoid, lawful evil
Armor Class 16 (studded leather, shield)
Hit Points 145 (17d10+68)
Speed walk 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 15 (+2) 18 (+4) 12 (+1) 13 (+1) 19 (+4)

Saving Throws Constitution +8


Skills Persuasion +12, Medicine +9, History +5, Deception +12
Senses passive Perception 11
Challenge 9 (5000) XP Proficiency Bonus +4

Lord of Blood's Exultation. When a creature within 20 feet of Varre fails a saving
throw against Bleed, he gains advantage on attack rolls until the end of his next turn.

Innate Spellcasting. Varre's spellcasting ability is Charisma (spell save DC 12). Varre
can innately cast the following spells, requiring no material components:

At will: catch flame


3/day each: swarm of bloodflies, bloodflame blade

Actions
Multiattack. Varre makes 3 Varre's Bouquet attacks.
Varre's Bouquet. Melee Weapon Attack: +8 to hit, reach 5 ft., One Target. Hit: 9
(1d8+4) slashing damage. and the target suffers from Bleed 2 (DC 17).

Reactions
War Surgeon. When a creature within 5 feet of Varre fails a saving throw against Bleed,
he increases the damage taken by 1 hit die.
Blood Tax. When a creature within 30 feet of Varre fails a saving throw against Bleed,
he draws some of their lost blood into himself. He regains hit points equal to half of
those lost from the Bleed effect.

==================================================

Winged Dame
medium monstrosity, lawful good
Armor Class 13
Hit Points 59 (9d8+18)
Speed fly 40 ft., walk 20 ft.

STR DEX CON INT WIS CHA

14 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Skills Performance +4
Senses darkvision 30 ft.,passive Perception 10
Languages Common, Celestial
Challenge 3 (700) XP Proficiency Bonus +2
Actions
Multiattack. The dame makes three claw attacks.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 6 (1d4+3) piercing
damage.
Luring Song. The dame sings a magical melody. Every humanoid within 300 ft. of the
dame that can hear the song must succeed on a DC 11 Wisdom saving throw or be
charmed until the song ends. The dame must take a bonus action on its subsequent
turns to continue singing. It can stop singing at any time. The song ends if the dame is
incapacitated. While charmed by the dame, a target is incapacitated and ignores the
songs of other harpies. If the charmed target is more than 5 ft. away from the dame,
they must move on its turn toward the dame by the most direct route. It doesn't avoid
opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and
whenever it takes damage from a source other than the dame, a target can repeat the
saving throw. A creature can also repeat the saving throw at the end of each of its
turns. If a creature's saving throw is successful, the effect ends on it. A target that
successfully saves is immune to this dame's song for the next 24 hours.
Poison Cloud. The dame collects poison in its mouth and sprays it out in a 20-foot
cone in front of it. Each creature in the area must make a DC 13 Constitution saving
throw. A creature takes 4d6 poison damage on a failed save, or half as much damage
on a successful one.

Monster CR Table

Name Type CR
Spectral Steed Torrent Beast 0
Teardrop Scarab Monstrosity 0
Godrick Footsoldier Humanoid 0.125
Highwayman Humanoid 0.125
Nomad Humanoid 0.125
Sentry Stone Construct 0.125
Servant Humanoid 0.125
Stormhawk Beast 0.125
Catacombs Skeleton Humanoid 0.25
Demi-Human Humanoid 0.25
Name Type CR
Exile Soldier Humanoid 0.25
Giant Rat (ER) Beast 0.25
Land Octopus Monstrosity 0.25
Land Squirt Monstrosity 0.25
Living Jar Construct 0.25
Miranda Sprout Plant 0.25
Spirit Jellyfish Aberration 0.25
Starcaller Aberration 0.25
Stone Imp Construct 0.25
Stoneskin Miner Humanoid 0.25
Clayman Harpooner Humanoid 0.5
Erdtree Guardian Humanoid 0.5
Frenzied Villager Humanoid 0.5
Godrick Soldier Humanoid 0.5
Man-Bat Humanoid 0.5
Mausoleum Soldier Undead 0.5
Misbegotten Humanoid 0.5
Noble Sorcerer Humanoid 0.5
Skeletal Bandit Undead 0.5
Stoneskin Torchbearer Humanoid 0.5
Warhawk Beast 0.5
Brother Corhyn Humanoid 1
Clayman Prophet Humanoid 1
Demi-Human Brute Humanoid 1
Dire Wolf Beast 1
Exile Soldier Brute Humanoid 1
Firehawk Beast 1
Marionette Soldier Humanoid 1
Rat Queen Beast 1
Stormwolf Beast 1
Ancestral Follower Warrior Humanoid 2
Common Troll Giant 2
Demi-Human Chief Humanoid 2
Giant Land Squirt Monstrosity 2
Name Type CR
Golden Order Scribe Humanoid 2
Kaiden Sellsword Humanoid 2
Mausoleum Knight Undead 2
Sorcerer Rogier Humanoid 2
Bloody Finger Hunter Yura Humanoid 3
Castellan Edgar Humanoid 3
Crabhemoth Monstrosity 3
Godrick Knight Humanoid 3
Nepheli Loux Humanoid 3
Omen Soldier Fiend 3
Patches Humanoid 3
Scaly Misbegotten Humanoid 3
Winged Dame Monstrosity 3
Banished Knight Humanoid 4
Beastman of Farum Azula Humanoid 4
Bloody Finger Nerijus Humanoid 4
Demi-Human Queen Humanoid 4
Giant Miranda Sprout Plant 4
Mad Pumpkin Head Humanoid 4
School of Graven Mages Aberration 4
Stonedigger Troll Giant 4
Ancient Ram Fey 5
Ancient Serpent Fey 5
Cemetery Shade Undead 5
D, Hunter of the Dead Humanoid 5
Erdtree Burial Watchdog Construct 5
Giant Land Octopus Monstrosity 5
Leonine Misbegotten Humanoid 5
Lion Guardian Monstrosity 5
Night's Cavalry Celestial 5
Warrior Jar Construct 5
Alabaster Lord Aberration 6
Ancient Crab Fey 6
Ancient Hero of Zamor Humanoid 6
Name Type CR
Ancient Owl Fey 6
Black Knife Assassin Humanoid 6
Bloodhound Knight Humanoid 6
Deathbird Undead 6
Guardian Golem Construct 6
Lesser Night's Cavalry Humanoid 6
Mad Tongue Alberich Humanoid 6
Runebear Monstrosity 6
Tibia Mariner Undead 6
Abductor Virgin Construct 7
Ancestor Spirit Monstrosity 7
Bell Bearing Hunter Humanoid 7
Crucible Knight Humanoid 7
Grafted Scion Monstrosity 7
Dragonkin Soldier Dragon 8
Erdtree Avatar Celestial 8
Tree Sentinel Humanoid 8
Blaidd the Half-Wolf Celestial 9
White Mask Varre Humanoid 9
Flying Dragon Dragon 10
Knight Bernahl Humanoid 10
Margit, the Fell Omen Fiend 10
Godrick the Grafted Celestial 12
Sorceress Sellen Humanoid 12

Credits
Elden Ring D&D is designed by Ryan Malley (/u/InaraTheTeenageLich). Maps are
designed by Ryan Malley using DungeonScrawl. Art credits are beneath each
corresponding image.

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