Fantasy High - Bestiary: Small Humanoid, Neutral Evil
Fantasy High - Bestiary: Small Humanoid, Neutral Evil
Fantasy High - Bestiary: Small Humanoid, Neutral Evil
REACTIONS
Johnny Spells
Male Tiefling Warlock, Chaotic
Neutral
Unarmed Strike. Unarmed Attack: +1 to hit, Various (Chain, Beer Bottle, Baseball Bat,
reach 5 ft., one target. Hit: 1 (1d3 + 1) Crowbar, Switchblade, Brass Knuckles): +4 to
ACTIONS
bludgeoning damage hit, reach 5 ft., one target. Hit: 4 (1d4+2)
bludgeoning damage. Slam. Melee Weapon Attack: +3 to hit, reach 5
Molatov Cocktail: +4 to hit, 20 ft range, splash
ft., one target. Hit: 4 (1d6+1) bludgeoning
damage. Hit: 4 (1d6) fire damage (Dex Save DC Arquebus: +4 to hit, 30 ft range, one target. Hit:
damage.
15) 4 (1d6+2) piercing damage + infernal sickening
(CON Save DC 12) SPECIAL ATTRIBUTES:
SPELLS
Molatov Cocktail: +4 to hit, 20 ft range, splash Undead Fortitude: If damage reduces the
Cantrips: damage. Hit: 4 (1d6) fire damage (Dex Save DC zombie to 0 hit points, it must make a
Greenflame Blade 15) Constitution saving throw with a DC of 5 + the
Eldritch Blast
damage taken, unless the damage is radiant or
SPECIAL ATTRIBUTES:
from a critical hit. On a success, the zombie
1st Level:
drops to 1 hit point instead.
Charm Person Inferanal Sickening: Target suffers disadvantage
Bardic Inspiration: Grant Creature within 60ft
Hex on Attack and Ability Checks (DC 12 CON to
an additional d8 on one ability check, attack
Command save)
roll, or saving throw.
2nd Level:
SPELLS
Hold Person
1st Level:
Charm Person
Thunderwave
Earth Tremor
Dissonant Whispers
2nd Level:
Hold Person
Pyrotechnics
Warding Wind
3rd Level:
Glyph of Warding
Hypnotic Pattern
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
SPECIAL ATTRIBUTES: Claw: +4 to hit, reach 5 ft., one creature. Hit: 7 1st Level:
(2d4 + 2) slashing damage. Bless
Undead Fortitude: If damage reduces the Shied of Faith
zombie to 0 hit points, it must make a Cure Wounds
Constitution saving throw with a DC of 5 + the Command
damage taken, unless the damage is radiant or Identify
from a critical hit. On a success, the zombie
drops to 1 hit point instead. 2nd Level:
Prayer of Healing
Suggestion
Hold Person
Enhance Ability
3rd Level:
Dispel Magic
Magic Circle
Protection from Energy
Nondetection
Speak with Dead
SPECIAL ATTRIBUTES:
SPECIAL ATTRIBUTES:
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (0) 10 (0) 2 (-4) 20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)
10 (0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Aelwyn
Female Elf Wizard, Chaotic
Ragh Barkrock Neutral
Coach Daybreak Male Orc Barbarian, Lawful
Male Human Fighter, Lawful Neutral
Neutral Armor Class 12 (15 with Mage Armor)
Hit Points 44 (7d6 + 14)
Speed 30 ft.
Armor Class 13
Proficiency: +3
Armor Class 13 (Leather Armor) Hit Points 50 (5d12 + 10)
Hit Points 60 (7d10 + 14) Speed 40 ft.
Speed 30 ft. Proficiency: +2
Proficiency: +2 STR DEX CON INT WIS CHA
Armor Class 17
Armor Class 13 Armor Class 14 Hit Points 126 (12d10 + 60)
Hit Points 102 (12d10 + 36) Hit Points 114 (12d10 + 48) Speed 30 ft.; burrow 30 ft
Speed 50 ft. Speed 30 ft.; Swim 90ft
ACTIONS ACTIONS
ACTIONS
Touch. Melee Weapon Attack: +6 to hit, reach 5 Slam. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) fire damage. If ft., one target. Hit: 13 (2d8 + 4) bludgeoning
the target is a creature or a flammable object, it damage.
Fantasy High - Bestiary
Slam. Melee Weapon Attack: +8 to hit, reach 5 Whirlwind (Recharge 4–6). Each creature in the Douse Light (Recharge 4–6). A shadow
ft., one target. Hit: 14 (2d8 + 5) bludgeoning elemental’s space must make a DC 13 Strength elemental’s touch puts out nonmagical light
damage. saving throw. On a failure, a target takes 15 sources (such as flames) of Large size or smaller
(3d8 + 2) bludgeoning damage and is flung up and magical light sources of 3rd level or lower.
SPECIAL ATTRIBUTES: 20 feet away form the elemental in a random The elemental can dispel magical light sources
direction and is knocked prone. If a thrown of 4th level or higher it touches with a Wisdom
Earth Glide: The elemental can burrow through target strikes an object, such as a wall or floor, ability check against a DC of 10 = the spell’s
nonmagical, unworked earth and stone. While the target takes 3 (1d6) bludgeoning damage level; a successful check dispels the light (as
doing so, the elemental doesn’t disturb the for every 10 feet it was thrown. If the target is dispel magic).
material it moves through. thrown at another creature, that creature must
succeed on a DC 13 Dexterity saving throw or SPECIAL ATTRIBUTES:
takes the same damage and be knocked prone.
If the saving throw is successful, the target Shadow Form. The shadow elemental can enter
takes half the bludgeoning damage and isn’t a hostile creature’s space and stop there. It can
flung away or knocked prone. move through a space as narrow as 1 inch wide
without squeezing.
SPECIAL ATTRIBUTES:
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (0) 6 (-2) 7 (-2) 13 (+1) 10 (0) 10 (0) 12 (+1) 17 (+3)