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Introduction
The world has never been a safe place. Bastions of civilization populate a dark, menacing worldislands of order and reason
exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As
deadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale.
David Noonan, Rescue at Rivenroar, Dungeon Magazine #156
Background
The Scales of War Adventure path was published in Dungeon Magazine for 4th Edition Dungeons & Dragons. I never got to
complete running the campaign in that edition and when 5th Edition was released I decided to try running it there. Much of the
adventure translated fairly easily, but there were gaps that required the creation/conversion of custom monsters.
I have been blogging the conversion process and the monsters presented here have all been appeared there along with my
thoughts and reasoning behind their design and use. This collection is arranged in the same style as the Monster Manual and
the monsters are generalized for use in any 5th Edition campaign.
My blog can be viewed at https://5escalesofwar.wordpress.com/
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Table of Contents
Introduction .................................................................................2
Goblin Wizard......................................................................19
Shadowgoblin ......................................................................19
Hobgoblins .................................................................................20
Orcs ...............................................................................................20
Behir ................................................................................................6
Quickling.....................................................................................21
Quickling ................................................................................21
Sahuagin .....................................................................................22
Dragon ............................................................................................8
Elementals ....................................................................................9
Shadar-Kai .................................................................................24
Firbolg ......................................................................................... 11
Firbolg .................................................................................... 11
Gargoyle ...................................................................................... 12
Will-o-Wisp ..............................................................................28
Ice Gargoyle.......................................................................... 12
Zombies .......................................................................................29
Giants ........................................................................................... 13
Githyanki .................................................................................... 14
Gnolls ........................................................................................... 16
Dwarf Bolter.........................................................................32
Streetwise Thug..................................................................34
Goblins ........................................................................................ 19
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Animated Objects
Iron cobras are frequently used as guardians much like other constructs, since they require no food or drink. Their poison
makes them useful for kidnappers and press gangs who seek to incapacitate their victims before taking them away.
Marching hammers are a pair of fighting mauls bound together by magic that move together in lockstep. Dwarven mages
prefer axes and hammers to swords and often fashion marching hammers in preference to flying swords.
A treasure golem is created from a large hoard of treasure. In this case, the treasure itself becomes its own guardian. The
secrets to creating a treasure golem are occasionally granted to those who worship the Tiamat or Tymora. Wizards and other
arcanists have also devised similar techniques, based on the religious techniques. Proper rites make a hoard of treasure into its
own guardian. The magic also makes the treasure useless for spending until the monster it comprises is slain.
Iron Cobra
Small construct, unaligned
Armor Class 17 (natural armor)
Hit Points 49 (9d6+18)
Speed 40 ft.
Str 13, Dex 16, Con 15, Int 5, Wis 13, Cha 12
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Percpetion 11
Languages understands the languages of its
creator but cant speak
Challenge 2 (450 xp)
Slithering Escape. The Iron Cobra can withdraw
as a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4+3) piercing damage plus
4 (1d8) poison damage, and the target must
succeed on a DC 13 Constitution saving throw or
be poisoned for 1 minute. If the saving throw fails
by 5 or more, the target is instead poisoned for 5
(1d10) minutes and unconscious while poisoned in
this way.
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Marching Hammers
Treasure Golem
Actions
Multiattack. The hammers make two Maul
attacks.
Maul. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6+3) bludgeoning damage.
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Behir
The behir is a multi-legged serpentine horror known for its fearsome lightning-spitting attack. Despite its bestial nature, a behir
is surprisingly intelligent. Behirs are sought out by creatures looking to entice them into service, but negotiations can end badly
if the behirs terms are not met.
Juvenile Behir cannot swallow creatures easily and rely on their other abilities to kill their prey before eating it.
Juvenile Behir
Large monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 95 (10d10+40)
Speed 40 ft., climb 30 ft.
Str 19, Dex 14, Con 18, Int 7, Wis 14, Cha 12
Skills Perception +5, Stealth +5
Damage Immunities lightning
Senses darkvision 90 ft., passive Perception 16
Languages Draconic
Challenge 5 (1800 xp)
Actions
Multiattack. The behir makes two attacks: one
with its bite and one to constrict.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage.
Constrict. Melee Weapon Attack: +7 to hit, reach
5 ft., one Medium or smaller creature. Hit: 11 (2d6
+ 4) bludgeoning damage plus 11 (2d6 + 4)
slashing damage. The target is grappled (escape
DC 15) if the behir isnt already constricting a
creature, and the target is restrained until this
grapple ends.
Lightning Breath (Recharge 5-6). The behir
exhales a line of lightning that is 20 feet long and 5
feet wide. Each creature in that line must make a
DC 15 Dexterity saving throw, taking 36 (8d8)
lightning damage on a failed save, or half as much
damage on a successful one.
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Dark Creeper
Dark creepers, or dark ones as they are sometimes known are native to the shadowfell. Lurking in shadows, they are
consummate spies and assassins. Often hired for these talents, they are only reliable as long as the coin continues to flow their
way.
Dark ones live among the shadar-kai, much as halflings find their place among human populations. Dark ones prefer to live in
homes that are at least partially underground.
Dark Creeper
Small humanoid (shadow), neutral evil
Armor Class 15
Hit Points 27 (5d8+5)
Speed 30 ft.
Str 13, Dex 20, Con 12, Int 14, Wis 15, Cha 14
Skills Stealth +10; Intimidation +5; Deception +5
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 1 (200 xp)
Shadow Step. Dark creepers have the ability to
step from one shadow into another. When a dark
creeper is in dim light or darkness, as a bonus
action they can teleport up to 60 feet to an
unoccupied space you can see that is also in dim
light or darkness. They then have advantage on
the first melee attack made before the end of their
turn.
Sneak Attack (1/Turn). The dark creeper deals an
extra 10 (3d6) damage when it hits a target with a
Actions
Dagger. Melee or Ranged Weapon Attack: +8 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7
(1d4 + 5) piercing damage.
Reactions
Darkness (on death) When a dark creeper is killed
it disperses into shadow, creating a 20 ft radius
sphere of magical darkness for one minute. The
darkness spreads around corners. A creature with
darkvision cant see through this darkness, and
nonmagical light cant illuminate it.
If any of this spells area overlaps with an area of
light created by a spell of 2nd level or lower, the
spell that created the light is dispelled.
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Dragon
Two-headed dragons are rare and there are claims that only those dragons most blessed by Tiamat can spawn them.
Regardless of how they are created, two-headed dragons are more formidable than their single-headed relatives.
Actions
Legendary Actions
The dragon 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 creatures turn. The
dragon regains spent legendary actions at the start
of its turn.
Detect. The dragon makes a Wisdom (Perception)
check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon
beats its wings. Each creature within 10 feet of the
dragon must succeed on a DC 19 Dexterity saving
throw or take 13 (2d6 + 6) bludgeoning damage
and be knocked prone. The dragon can then fly up
to half its flying speed.
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Elementals
Scions of Chaos are creatures of chaos and entropy, and lurk near sources of elemental chaos, striking out at any who
venture too close. Scions of chaos spawn when an area where the blood of sentient creatures fuse with elemental chaos.
When such creatures die, a small part of their being infuses the blood chaos. Scions of chaos are intelligent, bloodthirsty foes
driven by their desire to grow their numbers by consuming intelligent prey. These malignant creatures appear as undulating orb
of melted and mottled flesh writhing upon a bed of small, muscular tentacles.
Stonewalker spirits are conjured from the plane of earth, and are incorporeal in their natural form. Little more than an
elemental consciousness, a stonewalker spirit can pass into earth or rock to create a body for itself. Statues are the favored
bodies of stonewalker spirits. Examples are given for medium and large humanoid statues, other forms can also be animated.
Scion of Chaos
Large elemental, chaotic neutral
Armor Class 14
Hit Points 63 (6d10+30)
Speed 20 ft., swim 40 ft.
Str 17, Dex 19, Con 21, Int 16, Wis 19, Cha 12
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Immunities acid, fire
Condition Immunities prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages Ignan
Challenge 4 (1100)
Liquid Body. The scion of chaos is perfectly
adapted to living in the elemental chaos. It can
move through liquids including lava or acid using
its swim speed.
Coils of Immobility. Creatures grappled by the
scion take 8 (1d10+3) fire damage and can be
pulled adjacent the scion unless they succeed a
DC 14 Strength saving throw. The scion can grow
new pseudopods at will and can have any number
of creatures grappled at once.
Actions
Pseudopod Strike. Melee Weapon Attack: +6 to
hit, reach 15 ft., one target. Hit: 8 (1d10+3)
bludgeoning damage plus 8 (1d10+3) fire damage.
The target must make a DC 14 Dexterity saving
throw or become grappled and restrained (see
Coils of Immobility above). Escaping from the
grapple also ends the restrained effect.
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Stonewalker Spirit
Medium elemental, chaotic evil
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.
Str 7, Dex 13, Con 10, Int 10, Wis 12, Cha 17
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 11
Languages Ignan
Challenge 4 (1100)
Ethereal Sight. The spirit can see 60 feet into the
Ethereal Plane when it is on the Material Plane,
and vice versa.
Incorporeal Movement. The spirit can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn in side an object that it is not
possessing.
Actions
Petrifying Touch. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 17 (4d6 + 3)
necrotic damage and the target must succeed on a
DC 13 Constitution saving throw against being
magically petrified. On a failed save, the creature
begins to turn to stone and is restrained. It must
repeat the saving throw at the end of its next turn.
On a success, the effect ends. On a failure, the
creature is petrified for 24 hours.
Etherealness. The spirit enters the Ethereal Plane
from the Material Plane, or vice versa. It is visible
on the Material Plane while it is in the Border
Ethereal, and vice versa, yet it cant affect or be
affected by anything on the other plane.
Possess Statue. The stonewalker spirit takes
control of a statue and animates it to life. While
possessing the statue, the stonewalker spirit cant
be targeted by any attack, spell, or other effect,
and it retains its alignment, Intelligence, Wisdom,
Charisma, and immunity to being charmed and
frightened. The possession lasts until the statues
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 23 (4d8 + 5) bludgeoning
damage.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage.
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10
Firbolg
These giant huntsmen of the feywild live for hunting and combat. They are famous for their wild hunts in which they chase their
quarry wherever it flees, sometimes even crossing into the mortal realm. Mortals who join the wild hunt sometimes discover that
they have crossed into the feywild with no way home.
Firbolg society is made up of clans led by the mightiest warriors, usually masters of the Wild Hunt. Clan and family ties are
strong among firbolgs.
Although they value independence, they also value their word more than wealth. Firbolgs call a hunt to pursue oath breakers.
Firbolgs respect strength, forthrightness, endurance and skill. Numerous firbolgs serve other fey and mighty nonfey. They also
allow others to join in Wild Hunts, creating fearsome bands of fey led by a master of the Wild Hunt.
Firbolg
Huge fey, neutral
Armor Class 16 (scale armor)
Hit Points 105 (10d12+40)
Speed 40 ft.
Str 21, Dex 15, Con 19, Int 11, Wis 13, Cha 12
Skills Athletics +8, Perception +4, Stealth +5,
Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 5 (1800)
Actions
Multiattack. The firbolg makes two spear attacks.
Spear. Melee or Ranged Weapon Attack: +8 to hit,
reach 10 ft. or range 20 ft./60 ft., one target. Hit: 15
(3d6 + 5) piercing damage or 18 (3d8 + 5) piercing
damage if used with two hands to make a melee
attack.
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11
Gargoyle
Formed from ice rather than stone these creatures from the plane of ice and they inhabit the bitterly cold places of the world
and other planes. When encountered, they most commonly appear to be vague forms encased in steaming ice. They hold great
animosity towards their stony cousins.
Ice Gargoyle
Actions
Actions
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12
Giants
Iceshapers possess an innate magical talent to bend ice and cold to their will. They frequently rise to positions of leadership
within frost giant clans
Actions
Multiattack. The iceshaper makes two flail
attacks.
Flail. Melee Weapon Attack: +9 to hit, reach 10ft.,
one target. Hit: 25 (3d1 2 + 6) bludgeoning
damage.
Ray of Frost. Ranged Spell Attack: +7 to hit,
range 60 ft., one target. Hit: 13 (3d8) cold damage
and the targets speed is reduced by 10 feet until
the start of her next turn.
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13
Githyanki
Githyanki assassins continue to be effective even against magical scrying thanks to their innate ability to avoid detection by
magical means.
Githyanki lancers are specially trained warriors who ride red dragons into combat. Each forms a special telekinetic link with
their specific mount. This allows them to regain their saddle should they be dismounted in combat.
Githyanki mindslicers build on their races natural psionic talent with formal study of magic. These mages specialize in
telekinetic and mind-influencing magic.
Githyanki possessed citizens are people whose minds have been possessed by githyanki psionic masters. These githyanki
possess the bodies of others in an attempt to infiltrate an enemy before launching an attack. The githyanki has no access to the
victims memories and the victim has no memory of what took place during the possession, if they are released alive.
Githyanki Assassin
Medium humanoid (gith), lawful evil
Armor Class 15 (studded leather)
Hit Points 78 (12d8+24)
Speed 30 ft.
Str 11, Dex 16, Con 14, Int 13, Wis 11, Cha 10
Saving Throws Dex +7, Con +6, lnt +5, Wis +4
Skills Acrobatics +7, Deception +4, Perception +4,
Stealth + 11
Damage Resistance poison
Senses passive Perception 14
Languages Common, Gith, Thieves cant
Challenge 8 (3900)
Assassinate. During its first turn, the assassin has
advantage on attack rolls against any creature that
hasnt taken a turn. Any hit the assassin scores
against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect
that allows it to make a Dexterity saving throw to
take only half damage, the assassin instead takes
no damage if it succeeds on the saving throw, and
only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals 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 feet of an ally of
the assassin that isnt incapacitated and the
assassin doesnt have disadvantage on the attack
roll.
Actions
Mulitattack. The assassin makes two shortsword
attacks.
Shortsword. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage, and the target must make a DC 15
Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage
on a successful one.
Light Crossbow. Ranged Weapon Attack: +7 to
hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3)
piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much
damage on a successful one.
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14
Githyanki Lancer
Medium humanoid (gith), lawful evil
Armor Class 19 (Half Plate and Shield)
Hit Points 49 (9d8+9)
Speed 30 ft.
Str 15, Dex 14, Con 12, Int 13, Wis 13, Cha 10
Saving Throws Con +3, Int +3, Wis +3
Senses passive Perception 11
Languages Gith
Challenge 3 (700)
Innate Spellcasting (Psionics). The githyankis
innate spellcasting ability is Intelligence. It can
innately cast the following spells, requiring no
components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self
only)
Actions
Multiattack. The githyanki makes two longsword
attacks.
Longsword. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
damage plus 7 (2d6) psychic damage.
Lance. Melee Weapon Attack: +4 to hit, reach 10
ft., one target. Hit: 8 (1d12 + 2) piercing damage
plus 7 (2d6) psychic damage. If the Lancer is
mounted and his mount moves at least 10 ft.
before he makes his attack, the attack deals an
extra 5 damage.
Reactions
Telekinetic Tether (1/Turn). When the githyanki
lancer is falling, he can fly up to 50 ft., either back
to his mounts saddle or any other location, without
taking falling damage.
Githyanki Mindslicer
Medium humanoid (gith), lawful evil
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30ft.
Str 9, Dex 14, Con 11, Int 17, Wis 12, Cha 11
Saving Throws lnt +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Actions
Multiattack. The githyanki makes two greatsword
attacks.
Greatsword. Melee Weapon Attack: +4 to hit,
reach 5 ft ., one target. Hit: 9 (2d6 + 2) slashing
damage plus 7 (2d6) psychic damage.
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15
Gnolls
The Wicked Fang are an exceptionally vicious tribe of gnolls. They are armed with jagged edged weapons and have special
training to use them. Raw recruits are no stronger than any other gnoll, but by the time they earn the right to call themselves
Wicked Fangs they have become formidable warriors. The Wicked Fang tribe is especially dedicated to Yeenoghu and their
priests and shaman are highly regarded within the tribe.
Disciples of Yeenoghu are life-long servants of the demon lord, serving gnoll cults as sages and scholars. A disciple of
Yeenoghu collects the darkest, vilest lore surrounding the Ruler of Ruin, acting as a servant of the cults leaders and whipping
gnoll packs into a frenzy in the service of the demon lord.
Priests of Yeenoghu are the most devout followers of Yeenoghu within the pack and are often elevated to leadership
positions.
Wicked Fang Riders sit atop giant hyenas and charge fearlessly into battle, striking with the lances or fighting side-by-side
with their loyal mounts.
Wicked Fang Warmasters are fearless leaders and commanders. When they are able to forge larger armies, they can also
command groups of other gnolls as well as their own Wicked Fang elite fighters.
Disciple of Yeenoghu
Medium humanoid (gnoll), chaotic evil
Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8+5)
Speed 30 ft.
Str 12, Dex 12, Con 13, Int 10, Wis 15, Cha 11
Skills Medicine +4, Nature +3, Perception +4
Senses darkvision 60 ft., passive Perception 14
Language Gnoll, Abyssal
Challenge 2 (450)
Rampage. When the gnoll reduces a creature to 0
hit points with a melee attack on its turn, the gnoll
can take a bonus action to move up to half its
speed and make a bite attack.
Spellcasting. The disciple is a 4th-level
spellcaster. Its spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). It has the
following druid spells prepared:
Cantrips (at will): poison spray, produce flame,
thorn whip
1st level (4 slots): cure wounds, thunderwave
2nd level (3 slots): spike growth, barkskin
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning
damage, or 5 (1d8+1) bludgeoning damage if
wielded with two hands.
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16
Priest of Yeenoghu
Actions
Multiattack. The gnoll makes two attacks with its
longbow, or two attacks with its greatsword and a
bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage.
Greatsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing
damage.
Longbow. Ranged Weapon Attack: +5 to hit,
range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft .,
one creature. Hit: 5 (1d4 + 3) piercing damage.
Flail. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8+3) bludgeoning damage
plus 4 (1d8) necrotic damage.
Touch of Death (2/rest, recharges on a short or
long rest). Melee touch attack +6 to hit, reach 5
ft., on a hit it does 21 necrotic damage to the
target.
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17
Actions
Multiattack. The warmaster makes two attacks,
either with its sword or its longbow, and uses its
Incite Rampage if it can.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft .,
one creature. Hit: 5 (1d4 + 3) piercing damage.
Longsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing
damage.
Longbow. Ranged Weapon Attack: +5 to hit,
range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
Incite Rampage (Recharge 5-6). One creature
the warmaster can see within 30 feet of it can use
its reaction to make a melee attack if it can hear
the warmaster and has the Rampage trait.
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18
Goblins
Goblins are as diverse as any other humanoid race and some employ unusual tactics and some are even adept at magic.
Goblin Wizards are rare, as few goblins are disciplined enough to study magic. Those who master the art of spellcasting favor
destructive magic that mirrors their own nature.
Shadowgoblins are native to the shadowfell, and are cousins to goblins of the prime material plane. They are constantly
shrouded in shadow and have learned to use this trait to their advantage.
Shadowgoblin
Goblin Wizard
Small humanoid (goblinoid), Neutral Evil
Armor Class 12 (15 with mage armor)
Hit Points 7 (2d6)
Speed 30 ft.
Str 8, Dex 14, Con 10, Int 14, Wis 8, Cha 8
Skills Stealth +6
Languages Common, Goblin
Challenge 1/2 (100 xp)
Nimble Escape. The goblin can take the
Disengage or Hide action as a bonus action on
each of its turns.
Spellcasting. The goblin wizard is a 2nd-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 12, +4 to hit with spell attacks). The
goblin wizard has the following wizard spells
prepared:
Cantrips (at will): Blade Ward, Poison Spray, Fire
Bolt
1st Level (3 slots): Fog Cloud, Mage Armor, Ray of
Sickness, Shield
Actions
Scimitar. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3) slashing damage.
Shortbow. Ranged Weapon Attack: +5 to hit,
range 80/320 ft., one target. Hit: 6 (1d6+3) piercing
damage.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 3 (1d4+2) slashing damage.
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19
Hobgoblins
Orcs
Hobgoblin Acolyte
Actions
Quarterstaff. Melee Weapon Attack: +5 to hit,
reach 5 ft ., one target. Hit: 6 (1d6+3) bludgeoning
damage, or 7 (1d8+3) bludgeoning damage if
wielded with two hands.
Actions
Multiattack. The acolyte makes two melee
attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one creature. Hit:
4 (1d4 + 2) piercing damage.
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20
Quickling
Quicklings are swift, wicked fey that kill other creatures for food, treasure or sport. They like to set ambushes and outwit
enemies, and frequently ally with other creatures who share their desires. If their escapades enrage and enemy too strong to
overcome, they have no problem fleeing in a chorus of nerve-grating laughter, leaving their so-called allies to fend for
themselves.
Although quicklings are native to the feywild, they also stray into the natural world to keep an eye out for interesting events and
exploitable situations.
Quicklings rely on their speed and wits to overcome foes and elude their enemies. Devious and cruel, they delight in trapping
and tormenting other creatures. They generally focus their attacks on weaker-looking creatures while dodging tougher
adversaries.
Quickling
Small fey, chaotic evil
Armor Class 17
Hit Points 21 (6d6)
Speed 60 ft.
Str 9, Dex 26, Con 10, Int 12, Wis 13, Cha 10
Skills Stealth +10
Senses darkvision 60 ft., passive Perception 11
Languages Sylvan
Challenge 2 (450)
Moveby. The quickling doesnt provoke
opportunity attacks when it moves out of an
enemies reach.
Actions
Mulitattack. The quickling makes two shortsword
attacks at any time during its turn.
Shortsword. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 11 (1d6+8) piercing
damage.
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21
Sahuagin
Arctic Sahuagin are a subspecies of sahuagin adapted to living in icy climates. They make their homes in great caverns
carved directly into the ice. The harsh climate has made them hardier than their warm-water cousins.
Arctic Sahuagin Priests favor magic that allows them to manipulate both ice and water.
Arctic Sahuagin Barons are often the biggest and strongest of the tribe and earn their position in violet tests of combat.
Arctic Sahuagin
Medium humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor)
Hit Points 65 (10d8+20)
Speed 30 ft., swim 40 ft.
Str 19, Dex 14, Con 16, Int 12, Wis 13, Cha 9
Skills Perception +5
Damage Resistance cold
Senses darkvision 120 ft., passive Perception 15
Languages Sahuagin
Challenge 3 (700)
Blood Frenzy. The sahuagin has advantage on
melee attack rolls against any creature that doesnt
have all its hit points.
Limited Amphibiousness. The sahuagin can
breathe air and water, but it needs to be
submerged at least once every 4 hours to avoid
suffocating.
Shark Telepathy. The sahuagin can magically
command any shark within 120 feet of it, using a
limited telepathy.
Ice Walk. The sahuagin can move across icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or
snow doesnt cost it extra moment.
Actions
Multiattack. The sahuagin makes three melee
attacks: one with its bite and two with its claws or
spear.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 (2d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6
+ 4) piercing damage, or 8 (1d8 + 4) piercing
damage if used with two hands to make a melee
attack.
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22
Actions
Multiattack. The sahuagin makes three melee
attacks: one with its bite and two with its claws or
spear.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Spear. Melee or Ranged Weapon Attack: +10 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13
(2d6 + 6) piercing damage, or 15 (2d8 + 6)
piercing damage if used with two hands to make a
melee attack.
Actions
Multiattack. The sahuagin makes three melee
attacks: one with its bite and two with her claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 (2d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) slashing damage.
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23
Shadar-Kai
Shardar-Kai are human-like residents of the shadowfell. Their skin is grey and their eyes as black as a ravens. They are fond
of tattoos and scars. They do not fear death, regarding it as a continuation of their shadowy journey.
A Shadar-Kai Chaos Mage is one who has studied the elemental chaos and fused his body with raw elemental chaos. As
such their bodies are unstable as the chaos corrupts them from within.
Shadar-Kai Warlocks usually make pacts with evil forces.
Shadar-Kai Warriors infuse their attacks with shadow energy, blinding their opponents, leaving the vulnerable.
Shadar-Kai Witches are actually those who have learned how to directly manipulate the energy of the shadowfell to their
advantage.
Actions
Multiattack. The chaos mage makes three attacks
with his katar and one attack with Blood Chaos
Flare.
Katar. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 7 (1d6+4) slashing damage plus 3
(1d6) acid damage.
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24
Shadar-Kai Warlock
Shadar-kai Witch
Armor Class 13
Hit Points 50 (10d8+10)
Speed 30 ft.
Str 13, Dex 16, Con 13, Int 19, Wis 12, Cha 17
Skills Arcana +7, Stealth +6
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 2 (450 xp)
Innate Spellcasting. The Shadar-kai witchs
innate spellcasting ability is Intelligence (spell save
DC 15). She can cast the following spells without
the need for material components.
3/day: Blindness, Blur
Shadow Jaunt (1/Day). The witch teleports 30 ft.
as a bonus action.
Actions
Blackfire Touch. Melee Spell Attack +7 to hit,
reach 5 ft., on creature. Hit: 2d8 +4 necrotic
damage plus 2d6 fire damage.
Actions
Dagger Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
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25
Shadar-kai Warrior
Medium humanoid (shadar-kai, shadow), any
Armor Class 16 (studded leather)
Hit Points 26 (4d8+8)
Speed 30 ft.
Str 17, Dex 18, Con 14, Int 12, Wis 14, Cha 11
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 1 (200 xp)
Shadow Jaunt (1/Day). The shadar kai teleports
30 ft. as a bonus action.
Gloomstrike (1/Turn). A creature struck with a
melee attack by the shadar kai must make a DC
12 Constitution saving throw. If it fails, the target is
blinded for one round.
Actions
Multiattack. The shadar kai makes two dagger or
two shortsword attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing
damage.
Shortsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d6+4) piercing
damage.
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26
Slystone Dwarf
Crafty, ill-tempered and violent, slystone dwarves are fey cousins of gnomes, with whom they share little in common, though
they more closely resemble squat, scruffy dwarves. Slystone dwarves were misnamed by the first humans to encounter them.
They take pleasure in the pain of others, and grow murderous at the slightest insult.
Some slystone dwarves serve fomorian kings, or other evil fey. Theyre mercenary and are happy working for anyone who
offers them the opportunity for violence.
Actions
Multiattack. The slystone veteran makes two war
pick attacks. If it has a handaxe drawn, it can also
make a handaxe attack.
War Pick. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Handaxe. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.
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27
Will-o-Wisp
Especially evil and powerful souls that become wisps sometimes grow more powerful, gaining energy and ability as their
malevolence grows.
Greater Will-o-Wisp
Small undead, chaotic evil
Armor Class 19
Hit Points 40 (9d8)
Speed 0 ft., fly 50 ft. (hover)
Str 1, Dex 28, Con 12, Int 13, Wis 15, Cha 12
Damage Resistances acid, cold, fire, necrotic,
thunder; bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled,
paralyzed, poisoned, prone, restrained,
unconscious
Senses darkvision 120 ft., passive Perception 12
Languages The languages it knew in life
Challenge 3 (700)
Consume Life. As a bonus action, the will-o-wisp
can target one creature it can see within 5 feet of it
that has 0 hit points and is still alive. The target
must succeed on a DC 10 Constitution saving
throw against this magic or die. If the target dies,
the will-o-wisp regains 10 (3d6) hit points.
Ephemeral. The will-o-wisp cant wear or carry
anything.
Incorporeal Movement. The will-o-wisp can
move through other creatures and object s as if
they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.
Variable Illumination. The will-o-wisp sheds
bright light in a 5- to 20-foot radius and dim light for
an additional number of feet equal to the chosen
radius. The will-o-wisp can alter the radius as a
bonus action.
Actions
Shock. All creatures within 10 ft. of the wisp must
succeed a DC 16 Dexterity saving throw, taking 16
(4d8) lightning damage on a failed save, or half as
much damage on a successful one.
Invisibility. The will -o-wisp and its light magically
become invisible until it attacks or uses its Life
Drain, or until its concentration ends (as if
concentrating on a spell).
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28
Zombies
Nearly any creature can be raised up as a zombie, but the magic required to create a dragon zombie is immense and only
attainable by the strongest of necromancers.
Actions
Mulitattack. The dragon zombie makes two Claw
attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Breath of the Grave (Recharge 5-6). The dragon
zombie exhales deathly poison in a 60-foot cone.
Each creature in that area must make a DC 16
Constitution saving throw, taking 21 (6d6) poison
damage plus 21 (6d6) necrotic damage on a failed
save, or half as much damage on a successful
one.
Reactions
Tail. If an enemy ends its turn within 15 ft of the
dragon zombie, he can lash at them with his tail.
Melee Weapon Attack: +7 to hit, reach 15ft., one
target. Hit: 12 (1d8 + 8) bludgeoning damage.
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29
Miscellaneous Creatures
Death Boar
Large monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 51 (6d10+18)
Speed 40 ft.
Skills Perception +1
Senses darkvision 120 ft., passive Perception 11
Challenge 2 (450 xp)
Two-Headed. The boar has advantage on
Wisdom (Perception) checks and on saving throws
against being blinded, charmed, deafened,
frightened, stunned, or knocked unconscious.
Charge. If the boar moves at least 20 feet straight
toward a target and then hits it with a tusk attack
on the same turn, the target takes an extra 7 (2d6)
slashing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be
knocked prone.
Relentless (Recharges after a Short or Long
Rest). If the boar takes 15 damage or less that
would reduce it to 0 hit points, it is reduced to 1 hit
point instead.
Actions
Multiattack. The boar makes two tusk attacks.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft .,
one target. Hit: 10 (2d6 + 3) slashing damage.
Created by evil wizards and trained for war, this
two-headed giant boar is released at an enemy to
break up their lines and sow confusion.
Shadow Hound
Medium beast (shadow), neutral evil
Armor Class 13
Hit Points 4d8+4
Speed 40 ft.
Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 11
Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Challenge 1/4 (50 xp)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport (Recharge 4-6). The hound 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 hound can
make one bite attack.
Creatures of the shadowfell, these hounds are
infused with shadow and strike without mercy.
Shadowhunter Bat
Medium beast (shadow), unaligned
Armor Class 13
Hit Points 39 (6d8+12)
Speed 10 ft., fly 60 ft.
Str 15, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills Stealth +5
Senses blindsight 60 ft., passive Perception 11
Challenge 1 (200 xp)
Echolocation. The bat cant use blindsight when
deafened.
Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Flyby. The bat doesnt provoke an opportunity
attack when it flies out of an enemys reach.
Actions
Tail Slash. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 11 (2d8 + 2) slashing
damage.
These large bats will eat anything they can kill and
are equipped with a blade-like tail that they use to
slash their prey as they fly past.
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30
Umbral Panther
Medium beast (shadow), unaligned
Armor Class 16 (natural armor)
Hit Points 45 (6d8+18)
Speed 50 ft., climb 50 ft.
Str 15, Dex 21, Con 16, Int 3, Wis 13, Cha 12
Skills Perception +4, Stealth +8
Senses passive Perception 14
Challenge 2 (450 xp)
Keen Smell. The panther has advantage on
Wisdom (Perception) checks that rely on smell.
Pounce. If the panther 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 panther
can make one bite attack against it as a bonus
action.
Shadow Stealth. While in dim light or darkness,
the panther can take the Hide action as a bonus
action.
Actions
Multiattack. If the panther does not move during a
turn, it makes two claw attacks and one bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft .,
one target. Hit: 4 (1d4 + 2) slashing damage.
These denizens of the shadowfell are consummate
stalkers, striking from the shadows then melting
back into them.
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31
Nonplayer Characters
Dwarf Bolter
Dwarven Hammerer
Actions
Multiattack. The bolter makes two melee attacks
or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to
hit, ranged 150/600 ft., one target. Hit: 7 (1d10 + 2)
piercing damage.
Actions
Multiattack. The hammerer makes two melee
attacks.
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Heavy Crossbow. Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage.
Leadership (Recharges after a Short or Long
Rest). For 1 minute, the hammerer can utter a
special command or warning whenever a nonhostile creature that it can see within 30 feet of it
makes an attack roll or a saving throw. The
creature can add a d4 to its roll provided it can
hear and understand the hammerer. A creature
can benefit from only one Leadership die at a time.
This effect ends if the hammerer is incapacitated.
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32
Actions
Multiattack. The bounty hunter takes two attacks
with his hand crossbow or rapier.
Hand Crossbow. Ranged Weapon Attack: +10 to
hit, range 120 (no penalty for long range), one
target. Hit 8 (1d6+4) piercing damage. Attacks
made with the hand crossbow in melee do not
suffer disadvantage. The bounty hunter ignores
half and 3/4 cover on enemies as well as the
loading property of crossbows.
Rapier. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit 9 (1d8+4) piercing damage.
Off Hand Attack. As a bonus action the bounty
hunter makes one attack with his hand crossbow.
Second Wind (recharges on a short or long
rest). As a bonus action the bounty hunter draws
on his well of stamina to regain 1d10+8 hit points.
Cunning Action. As a bonus action the bounty
hunter can take the Dash, Disengage or Hide
action.
Feinting Attack. As a bonus action the bounty
hunter expends one superiority die and chooses
one opponent within 5 ft. The bounty hunter has
advantage on the next roll against that creature. If
the attack hits, he adds an extra 5 (1d8) damage
to the attacks damage roll.
Reactions
Riposte. When a creature misses a melee attack
against the bounty hunter, he can use his reaction
and expend a superiority die to make a melee
weapon attack against the creature. If the attack
hits he adds an extra 5 (1d8) damage to the
attacks damage roll.
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33
Street Sorcerer
Medium humanoid (any), any non-good alignment
Armor Class 11 (14 with mage armor)
Hit Points 18 (4d6+4)
Speed 30 ft.
Str 10, Dex 13, Con 13, Int 10, Wis 10, Cha 16
Senses passive Perception 10
Languages any two
Challenge 1/4 (50 xp)
Spellcasting. The sorcerer 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 sorcerer spells prepared :
Cantrips (at will): Fire Bolt, Friends, Minor Illusion,
Poison Spray
1st level (4 slots): Charm Person, Disguise Self,
Mage Armor, Shield
2nd level (3 slots): Scorching Ray
Wild Magic. The sorcerers spellcasting can
unleash surges of untamed magic. Immediately
after casting a sorcerer spell, roll at d20. On a roll
of 1, roll on the Wild Magic Surge table to create a
random magical effect.
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3
(1d4 + 1) piercing damage.
Street sorcerers are magic users who use their
magical talents and natural charisma to take
leadership positions in street gangs.
Street Mage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 27 (6d8)
Speed 30 ft.
Str 9, Dex 14, Con 11, Int 17, Wis 12, Cha 11
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 3 (700 xp)
Spellcasting. The mage is a 6th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20f60 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
Street mages are wizards who have turned their
magical talents to crime. Sometimes they lead
gangs of thugs or hire themselves out as
mercenaries. They normally travel with several
bodyguards.
Streetwise Thug
Medium humanoid (any race), any non-good
Armor Class 13 (leather armor)
Hit Points 52 (7d8+21)
Speed 30 ft.
Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 11
Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1 (200)
Pack Tactics. The thug has advantage on an
attack roll against a creature if at least one of the
thugs allies is within 5 feet of the creature and the
ally isnt incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Longsword Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 7 (1d8 + 3) slashing
damage
Heavy Crossbow. Ranged Weapon Attack: +4 to
hit, range 100/400 ft., one target. Hit: 7 (1d10+2)
piercing damage.
Streetwise thugs are veterans of the streets.
Theyve survived long enough to prove their
toughness and savvy.
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34
Challenge 1/2
Dwarf Bolter
Goblin Wizard
Shadar-Kai Warlock
Shadowgoblin
Challenge 3
Challenge 9
Arctic Sahuagin
Dwarven Hammerer
Githyanki Lancer
Greater Will-o-Wisp
Slystone Dwarf Veteran
Street Mage
Wicked Fang Warmaster
Challenge 14
Treasure Golem
Adult Two-Headed White
Dragon
Challenge 4
Challenge 1
Dark Creeper
Shadar-kai Warrior
Shadowhunter Bat
Streetwise Thug
Challenge 2
Death Boar
Disciple of Yeenoghu
Githyanki Possessed Citizen
Hobgoblin Acolyte
Ice Gargoyle
Iron Cobra
Marching Hammers
Orc Witch Doctor
Quickling
Shadar-kai Witch
Umbral Panther
Wicked Fang Gnoll
Wicked Fang Rider
Priest of Yeenoghu
Scion of Chaos
Stonewalker Spirit
Challenge 5
Firbolg
Juvenile Behir
Challenge 6
Arctic Sahuagin Priestess
Githyanki Mindslicer
Ice Gargoyle Reaver
Challenge 8
Arctic Sahuagin Baron
Expert Bounty Hunter
Frost Giant Iceshaper
Githyanki Assassin
Red Dragon Zombie
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35