D&D 5E - LMoP - Monster Cards

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Bugbear 1 Actions

Medium Humanoid (Goblinoid), Chaotic Evil 200 xp Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage.
Armor class Hit points Speed
30 Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
16 27 ft. or range 30 ft./120 ft., one target. Hit: 5 (1d6 + 2) piercing
(hide armor, shield) (5d8 + 5) damage, or (2d6 + 2) piercing damage in melee.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (0) 9 (-1)

Skills: Stealth +6, Survival +2


Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Goblin
Challenge: 1 (200 xp)
Brute. When the bugbear hits with a melee weapon attack,
the attack deals one extra die of the weapon's damage to the
target (included below).
Surprise Attack. If the bugbear 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.
Bugbears are cruel and unruly humanoids that live to bully the
weak and dislike being bossed around. Despite their
intimidating builds, bugbears move with surprising stealth and
are fond of setting ambushes.

Cultist 1/8 Actions


Medium Humanoid (Any Race), Any Nongood Alignment 25 xp Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target.
Armor class Hit points Speed Hit: 4 (1d6 + 1) slashing damage
30
10 9
(leather armor) (2d8)

STR DEX CON INT WIS CHA


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

Skills: Deception +2, Religion +2


Senses: passive Perception 10
Languages: any one (usually Common)
Challenge: 1/8 (25 xp)
Devotion. The cultist has advantage on saving throws
against
being charmed or frightened.
Cultists swear allegiance to dark powers. They conceal their
activities to avoid being ostracized, imprisoned, or executed
for their beliefs.,
Doppelganger 3 Actions
Medium Monstrosity (Shopechanger), Neutral 700 xp Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Armor class Hit points Speed Hit: 7 (1d6 + 4) bludgeoning damage.
30 Read Thoughts. The doppelganger magically reads the
14 52 surface thoughts of one creature within 60 feet of it. The
(8d8 + 16) effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet
of stone, 2 inches of metal, or a thin sheet of lead blocks it.
STR DEX CON INT WIS CHA While the target is within range, the doppelganger can
11 (0) 18 (+4) 14 (+2) 11 (0) 12 (+1) 14 (+2) continue reading its thoughts as long as the doppelganger's
concentration isn't broken. While reading the target's mind,
Skills: Deception +6, Insight +3 the doppelganger has advantage on Wisdom (Insight) and
Charisma (Deception, Intimidation, and Persuasion) checks
Condition Immunities: charmend against the target.
Senses: darkvision 60 ft., passive Perception 11
Languages: Common
Challenge: 3 (700 xp)
Shapechanger. The doppelganger can use its action to
polymorph into a Small or Medium humanoid it has seen, or
back into its natural form. Its statistics, other than its size, are
the same in each form. Its equipment is not transformed. If
slain, the doppelganger reverts to its natural form.
Ambusher. The doppelganger has advantage on attack rolls
against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature
and hits it with an attack during the first round of combat, the
target takes an extra 10 (3d6) damage from the attack.
Doppelgangers take on the appearance of other humanoids,
throwing off pursuit or luring victims to their doom with
misdirection and disguise.

Evil Mage 1 Actions


Medium Humanoid (Human), Lawful Evil 200 xp Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 3 (1d8 - 1) bludgeoning damage.
Armor class Hit points Speed
30
12 22
(5d8)

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 11 (0) 17 (+3) 12 (+1) 11 (0)

Save Throws: Int +5, Wis +3


Skills: Arcana +5, History +5
Senses: passive Perception 11
Languages: Common, Draconic, Dwarvish, Elvish
Challenge: 1 (200 xp)
Spellcasting. The mage is a 4th-level spellcaster that uses
Intelligence as its spellcasting ability (spell save DC 13, +5 to
hit with spell attacks). The mage knows the following spells
from the wizard's spell list:
• Cantrips (at will): light, mage hand, shocking grasp
• 1st Level (4 slots): charm person, magic missile
• 2nd Level (3 slots): hold person, misty step
Evil mages hunger for arcane power and dwell in isolated
places, where they can perform terrible magical experiments
without interference.,,
Flameskull 4 Actions
Tiny Undead, Neutral Evil 1 xp Multiattack. The flameskull makes two attacks with its Fire
Ray.
Armor class Hit points Speed Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one
0 ft., fly 40 target.Hit: 10 (3d6) fire damage.
13 40
(9d4 + 18)

STR DEX CON INT WIS CHA


1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (0) 11 (0)

Skills: Arcana +5, Perception +2


Damage Resistances: lightning, necrotic, piercing
Damage Immunities: cold, fire, poison
Condition Immunities: charmed, frightened, paralyzed,
poisoned
Senses: darkvision 60 ft., passive Perception 12
Languages: Common
Challenge: 4 (1 xp) Legendary Actions
Illumination. The flameskull sheds either dim light in a 15-foot Spellcasting. The flameskull is a 5th-level spellcaster that
radius, or bright light in a 15-foot radius and dim light for an uses Intelligence as its spellcasting ability (spell save DC 13,
+5 to hit with spell attacks). It needs only verbal components
additional 15 feet. It can switch between the options as an to cast its spells. The flameskull knows the following spells
action. from the wizard's spell list:
Magic Resistance. The flameskull has advantage on saving • Cantrip (at will): mage hand
throws against spells and other magical effects. • 1st level (3 slots): magic missile, shield
Rejuvenation. If the flameskull is destroyed, it regains all its • 2nd level (2 slots): blur,flaming sphere
hit points in 1 hour unless holy water is sprinkled on its • 3rd level (1 slot):fireball
remains or a dispel magic or remove curse spell is cast on
them.

Spellcasters fashion flameskulls from the remains of dead


wizards. When the ritual is complete, green flames erupt from
the skull to complete its ghastly transformation.,,

Ghoul 1 Actions
Medium Undead, Chaotic Evil 200 xp Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage.
Armor class Hit points Speed Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
30 target. Hit: 7 (2d4 + 2) slashing damage. If the target is a
12 22 creature other than an elf or undead, it must succeed on a
(5d8) DC 10 Constitution saving throw or be paralyzed for 1
minute. The creature can repeat the saving throw at the end
STR DEX CON INT WIS CHA of each of its turns, ending the effect early on a success.
13 (+1) 15 (+2) 10 (0) 7 (-2) 10 (0) 6 (-2)

Damage Immunities: poison


Condition Immunities: charmed, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Common
Challenge: 1 (200 xp)

Ghouls roam the night in packs, driven by an insatiable


hunger for humanoid flesh. Like maggots or carrion beetles,
they thrive in places rank with decay and death.,,
Giant Spider 1 Actions
Large Beast, Unaligned 200 xp Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage, and the target
Armor class Hit points Speed must make a DC 11 Constitution saving throw, taking 9
30 ft., climb 30 (2d8) poison damage on a failed save, or half as much
14 26 damage on a successful one. If the poison reduces the
(natural armor) (4d10 + 4) target to hit points, the target is stable but poisoned for 1
hour, and paralyzed while poisoned in this way.
STR DEX CON INT WIS CHA Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (0) 4 (-3) range 30 ft./60 ft., one creature. Hit: The target is restrained
by webbing. As an action, the restrained target can make a
Skills: Stealth +7 DC 12 Strength check, bursting the webbing on a success.
The webbing can also be attacked and destroyed (AC 10, hp
Senses: blindsight 10 ft., darkvision 60 ft., passive 5, vulnerable to fire damage, immune to bludgeoning, poison,
Perception 10 and psychic damage).
Languages: --
Challenge: 1 (200 xp)
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same
web.
Web Walker. The spider ignores movement restrictions
caused by webbing of any sort.

Usually found underground, the lair of a giant spider is often


festooned with webs holding helpless victims.,

Goblin 1/4 Actions


Small Humanoid (Goblinoid), Neutral Evil 50 xp Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Armor class Hit points Speed Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320
30 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
15 7
(leather armor, shield) (2d6)

STR DEX CON INT WIS CHA


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

Skills: Stealth +6
Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Goblin
Challenge: 1/4 (50 xp)
Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.

Goblins are black-hearted, gather in overwhelming numbers,


and crave power, which they abuse,,
Grick 2 Actions
Medium Monstrosity, Neutral 450 xp Multiattack. The grick makes one attack with its tentacles. If
that attack hits, the grick can make one beak attack against
Armor class Hit points Speed the same target.
30 ft., climb 30 Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
14 27 target. Hit: 9 (2d6 + 2) slashing damage.
(natural armor) (6d8) Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (0) 3 (-4) 14 (+2) 5 (-3)

Damage Resistances: bludgeoning, piercing, and slashing


damage from nonmagical weapons
Senses: darkvision 60 ft., passive Perception 12
Languages: --
Challenge: 2 (450 xp)
Stone Camouflage. The grick has advantage on its Dexterity
(Stealth) check when it attempts to hide in rocky terrain.

The wormlike grick blends in with the stonework of its lair.


Only when prey comes near does it rear up, its four tentacles
unfurling to reveal a hungry, snapping beak.,

Hobgoblin 1/2 Actions


Medium Humanoid (Goblinoid), Lawful Evil 100 xp Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage.
Armor class Hit points Speed Longbow. Melee or Ranged Weapon Attack: +3 to hit, range
30 150 ft./600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
18 11
(chain mail, shield) (2d8 + 2)

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (0) 10 (0) 9 (-1)

Senses: darkvision 60 ft., passive Perception 10


Languages: Common, Goblin
Challenge: 1/2 (100 xp)
Martial Advantage. Once per turn, the hobgoblin can deal an
extra 7 (2d6) damage to a creature it hits with a weapon
attack if that creature is within 5 feet of an ally of the hobgoblin
that isn't incapacitated.

Hobgoblins are cunning, disciplined warriors who crave


conquest. They impose a strict military hierarchy and are
often found in the company of goblins and bugbears.
Mormesk The Wraith 3 Actions
Medium Undead, Neutral Evil 700 xp Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 16 (3d8 + 3) necrotic damage, and the target
Armor class Hit points Speed must succeed on a DC 13 Constitution saving throw or its hit
0ft., fly 60 point maximum is reduced by an amount equal to the
13 45 damage taken. If this attack reduces the target's hit point
(6d8 + 18) maximum to 0, the target dies. This reduction to the target's
hit point maximum lasts until the target finishes a long rest.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Damage Resistances: acid, cold, fire, lightning, thunder,


bludgeoning, piercing, and slashing from nonmagical weapons
that aren't silvered
Damage Immunities: necrotic, poison
Condition Immunities: charmed, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: Common, Infernal
Challenge: 3 (700 xp)
Incorporeal Movement. The wraith can move through an
object or another creature, but can't stop there.
Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls and on Wisdom (Perception)
checks that rely on sight.

A wraith is the incorporeal remnant of a particularly hateful


being. Most wraiths can transform those they have slain into
spectral undead servitors. Mormesk chooses not to,
preferring to let the dead stay dead.

Nezznar - The Black Spider 2 Actions


Medium Humanoid (Elf), Neutral Evil 450 xp Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 2 (1d6 - 1) bludgeoning damage plus 3 (1d6)
Armor class Hit points Speed poison damage.
30
11 27
(14 with mage armor) (6d8)

STR DEX CON INT WIS CHA


9 (-1) 13 (+1) 10 (0) 16 (+3) 14 (+2) 13 (+1)

Save Throws: Int +5, Wis +4


Skills: Arcana +5, Perception +4, Stealth +3
Senses: darkvision 120 ft., passive Perception 14
Languages: Elvish, Undercommon
Challenge: 2 (450 xp)
Legendary Actions
Special Equipment. Nezznar has a spider staff. Spellcasting. Nezznar is a 4th-level spellcaster that uses
Fey Ancestry. Nezznar has advantage on saving throws Intelligence as his spellcasting ability (spell save DC 13, +5
against being charmed, and magic can't put him to sleep. to hit with spell attacks). Nezznar has the following spells
Sunlight Sensitivity. Nezznar has disadvantage on attack prepared from the wizard's spell list:
rolls when he or his target is in sunlight. • Cantrips (at will): mage hand, ray offrost, shocking grasp
Innate Spellcasting. Nezznar can innately cast the following • 1st Level (4 slots): mage armor, magic missile, shield
spells, requiring no material components: • 2nd Level (3 slots): invisibility, suggestion
• At will: dancing lights
• 1/day each: darkness, faerie fire (save DC 12)

Drow (dark elves) are a devious, scheming subterranean


race that worships Lolth, the Demon Queen of Spiders. Drow
society is strictly matriarchal. Male drow are relegated to
servitor roles, and while most train as warriors, a few, such as
Nezznar, become skilled wizards.,,
Nothic 2 Actions
Medium Aberration,, Neutral Evil 450 xp Multiattack. The nothic makes two attacks with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor class Hit points Speed target. Hit: 6 (1d6 + 3) slashing damage.
30 Rotting Gaze. The nothic chooses one creature within 30
15 45 feet of it that it can see. The target must succeed on a DC
(natural armor) (6d8 + 18) 12 Constitution saving throw against this magic or take 10
(3d6) necrotic damage.
STR DEX CON INT WIS CHA Weird Insight. The nothic chooses one creature within 30
14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (0) 8 (-1) feet of it that it can see. The target must contest its
Charisma (Deception) check against the nothic's Wisdom
Skills: Arcana +3, Insight +4, Perception +2, Stealth +5 (Insight) check. If the nothic wins, it magically learns one fact
or secret about the creature.
Senses: truesight 120 ft., passive Perception 12
Languages: Undercommon
Challenge: 2 (450 xp)
Keen Sight. The nothic has advantage on Wisdom
(Perception) checks that rely on sight.

Nothics were once wizards who dared to unlock magical


secrets they couldn't fathom. Though gifted with strange
cosmic insight that allows them to extract knowledge from
other creatures, nothics are no longer the wizards they once
were and have no memories of their previous lives.

Ochre Jelly 2 Actions


Large Ooze, Unaligned 450 xp Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid
Armor class Hit points Speed damage.
10 ft., climb 10
8 45
(6d10 + 12)

STR DEX CON INT WIS CHA


15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

Damage Resistances: acid


Damage Immunities: lightning, slashing
Condition Immunities: blinded, charmed, deafened,
frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages: -- Legendary Actions
Challenge: 2 (450 xp) Split. When a jelly that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new jellies if it
Amorphous. The jelly can move through a space as narrow has at least 10 hit points. Each new jelly has hit points equal
as 1 inch wide without squeezing. to half the original jelly's, rounded down. New jellies are one
Spider Climb. The jelly can climb difficult surfaces, including size smaller than the original jelly.
upside down on ceilings, without needing to make an ability
check.

Ochre jellies stalk and consume organic creatures, and they


have enough bestial cunning to avoid large groups.,
Ogre 2 Actions
Large Giant, Chaotic Evil 450 xp Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Armor class Hit points Speed Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5
40 ft. ft. or range 30 ft./120 ft., one target. Hit: 11 (2d6 + 4) piercing
11 59 damage
(hide armor) (7d10 + 21)

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

Senses: darkvision 60 ft., passive Perception 8


Languages: Common, Giant
Challenge: 2 (450 xp)

Ogres are lazy, angry, ten-foot-tall giants that live by raiding


and scavenging.,

Orc 1/2 Actions


Medium Humanoid (Orc), Chaotic Evil 100 xp Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.
Armor class Hit points Speed Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5
30 ft. ft. or range 30 ft./120 ft., one target. Hit: 6 (1d6 + 3) piercing
13 15 damage.
(hide armor) (2d8 + 6)

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (0) 10 (0)

Skills: Intimidation +2
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Orc
Challenge: 1/2 (100 xp)
Aggressive. As a bonus action, the orc can move up to its
speed toward a hostile creature that it can see.

Orcs are renowned for their barbarism. They have stooped


postures, low foreheads, and piglike faces with prominent
lower canines that resemble a boar's tusks.
Owlbear 3 Actions
Large Monstrosity, Unaligned 700 xp Multiattack. The owlbear makes two attacks, one with its
beak and one with its claws.
Armor class Hit points Speed Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
40 ft. Hit: 10 (1d10 + 5) piercing damage.
13 59 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
(natural armor) (7d10 + 21) target. Hit: 14 (2d8 + 5) slashing damage.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

Skills: Perception +3
Senses: darkvision 60 ft., passive Perception 13
Languages: --
Challenge: 3 (700 xp)
Keen Sight and Smell. The owlbear has advantage on
Wisdom (Perception) checks that rely on sight or smell.

The owlbear's reputation for ferocity, stubbornness, and


sheer ill temper makes it one of the most feared predators of
the wild. There is little, if anything, that a hungry owlbear
fears.,,

Redbrand Ruffian 1/2 Actions


Medium Humanoid (Human), Neutral Evil 100 xp Multiattack. The ruffian makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor class Hit points Speed target. Hit: 5 (1d6 + 2) piercing damage.
30 ft.
14 16
(studded leather armor) (3d8 + 3)

STR DEX CON INT WIS CHA


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

Skills: Intimidation +2
Senses: passive Perception 9
Languages: Common
Challenge: 1/2 (100 xp)

Redbrand ruffians are petty thugs and ruthless enforcers


skilled at intimidation and violence. They work for money and
have no scruples.,
Sildar Hallwinter 1 Actions
Medium Humanoid (Human), Neutral Good 200 xp Multiattack. Sildar makes two melee attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor class Hit points Speed target. Hit: 5 (1d8 + 1) slashing damage.
30 ft. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
16 27 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage.
(chain mail) (5d8 + 5)
Legendary Actions
STR DEX CON INT WIS CHA Parry. When an attacker hits Sildar with a melee attack and
13 (+1) 10 (0) 12 (+1) 10 (0) 11 (0) 10 (0) Sildar can see the attacker, he can roll 1d6 and add the
number rolled to his AC against the triggering attack,
Save Throws: Str +3, Con +3 provided that he's wielding a melee weapon.
Skills: Perception +2
Senses: passive Perception 12
Languages: Common
Challenge: 1 (200 xp)

Sildar Hallwinter is a retired soldier and sellsword who hails


from the city of Neverwinter. He is a loyal member of the
Lords' Alliance, a political organization that unites the various
free cities and towns of the North.,

Skeleton 1/4 Actions


Medium Undead, Lawful Evil 50 xp Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Armor class Hit points Speed Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320
30 ft. ft., one target. Hit: 5 (1d6 + 2) piercing damage.
13 13
(armor scraps) (2d8 + 4)

STR DEX CON INT WIS CHA


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

Save Throws: Vulnerable to bludgeoning


Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands languages it knew in life but can't
speak
Challenge: 1/4 (50 xp)

Assemblages of bones animated by dark magic, skeletons


heed the summons of those who create them or rise of their
own accord in places saturated with deathly magic.
Spectator 3 Actions
Medium Aberration, Lawful Neutral 700 xp Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d4 - 1) piercing damage.
Armor class Hit points Speed Eye Rays. The spectator uses two of the following eye rays.
0 ft., fly 30 ft. It can use each ray only once per turn. Each ray targets a
14 39 creature the spectator can see within 90 feet of it.
(natural armor) (6d8 + 12) 1. Confusion Ray. The target must succeed on a DC 13
Wisdom saving throw, or it can't take reactions until the end
STR DEX CON INT WIS CHA of its next turn. On its turn, the target can't move, and it uses
8 (-1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (0) its action to make a melee or ranged attack against a
randomly determined creature within range. if the target can't
Skills: Perception +6 attack, it does nothing on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13
Condition Immunities: prone Constitution saving throw or be paralyzed for 1 minute. The
Senses: darkvision 120 ft., passive Perception 16 target can repeat the saving throw at the end of each of its
Languages: Deep Speech, Undercommon turns, ending the effect early on a success.
3. Fear Ray. The target must succeed on a DC 13 Wisdom
Challenge: 3 (700 xp) saving throw or be frightened for 1 minute. The target can
Hover. The spectator hovers as long as it is alive. repeat the saving throw at the end of each of its turns, with
Telepathy. The spectator can communicate telepathically disadvantage if the spectator is visible to the target, ending
the effect early on a success.
with any creature within 100 feet of it that can understand a 4. Wounding Ray. The target must make a DC 13
language. Constitution saving throw, taking 16 (3d10) necrotic damage
on a failed save, or half as much damage on a successful
one.
Create Food and Water. The spectator creates enough food
and water to sustain itself for 24 hours.

Legendary Actions
Spell Reflection. If the spectator makes a successful saving
A spectator is a spherical monster that can be tasked with throw against a spell, or a spell misses it, the spectator can
guarding a treasure for a period not exceeding 101 years. If choose another creature within 30 feet of it that it can see. The
the treasure is stolen or destroyed before the spectator's spell affects the chosen creature instead of the spectator.
period of service has ended, the creature returns to its home
dimension. Otherwise, it never abandons its post.

Strige 1/8 Actions


Tiny Beast, Unaligned 25 xp Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge
Armor class Hit points Speed attaches to the target. While attached, the stirge doesn't
10 ft., fly 40 ft. attack. Instead, at the start of each of the stirge's turns, the
14 2 target loses 5 (1d4 + 3) hit points due to blood loss.
(natural armor) (1d4)
The stirge can detach itself by spending 5 feet of its
STR DEX CON INT WIS CHA movement. It does so after it drains 10 hit points of blood
4 (-3) 16 (+3) 11 (0) 2 (-4) 8 (-1) 6 (-2) from the target or the target dies. A creature, including the
target, can use its action to detach the stirge.
Senses: darkvision 60 ft., passive Perception 9
Languages: --
Challenge: 1/8 (25 xp)

stirge is a winged pest that feeds on the blood of living


creatures, drawing sustenance through its proboscis, which it
uses to pierce a victim's flesh while clutching onto its prey with
hooked claws.
Twig Blight 1/8 Actions
Small Plant, Neutral Evil 25 xp
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. one target.
Armor class Hit points Speed Hit: 3 (1d4 + 1) piercing damage.
20 ft.
13 4
(natural armor) (1d6 + 1)

STR DEX CON INT WIS CHA


6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)

Save Throws: Vulnerable to fire


Skills: Stealth +3
Condition Immunities: blinded, deafened
Senses: blindsight 60 ft. (blind beyond this radius), passive
Perception 9
Languages: understands Common but doesn't speak
Challenge: 1/8 (25 xp)
False Appearance. The blight resembles a dead shrub. While
it remains motionless among vegetation, it can hide without
being out of sight.

This skittering creature resembles a small, leafless, walking


plant. Twig blights hide by rooting themselves among ordinary
plants.

Wolf 1/4 Actions


Medium Beast, Unaligned 50 xp Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it
Armor class Hit points Speed must succeed on a DC 11 Strength saving throw or be
40 ft. knocked prone.
13 11
(natural armor) (2d8 + 2)

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills: Perception +3, Stealth +4


Senses: passive Perception 13
Languages: --
Challenge: 1/4 (50 xp)
Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
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.

Wolves are found in subarctic and temperate regions of the


world, running in packs through hills and forests.,
Young Green Dragon 8 Actions
Large Dragon, Lawful Evil 3,900 xp Multiattack. The dragon makes three attacks, one with its
bite and two with its claws.
Armor class Hit points Speed Bite. Melee Weapon Attack: +7 to hit, reach loft., one target.
40 ft., fly 60 ft., Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison
18 136 swim 40 ft. damage.
(natural armor) (16d10 + 48) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
STR DEX CON INT WIS CHA Poison Breath (Recharge 5-6). The dragon breathes
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) poisonous gas in a 30-foot cone. Each creature in the cone
must make a DC 16 Constitution saving throw, taking 42
Save Throws: Dex +4, Con +6, Wis +4, Cha +5 (12d6) poison damage on a failed save, or half as much
damage on a successful one.
Skills: Deception +5, Perception +7, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 30 ft., darkvision 120 ft., passive
Perception 17
Languages: Common, Draconic
Challenge: 8 (3,900 xp)
Amphibious. The dragon can breathe air and water.

Thoroughly evil, green dragons delight in subverting and


corrupting the good-hearted. They prefer to dwell in ancient
forests.

Zombie 1/4 Actions


Medium Undead, Neutral Evil 50 xp Slam. Melee Weapon Attack: +3 to hit, reach 5 ft. one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Armor class Hit points Speed
20 ft.
8 22
(3d8 + 9)

STR DEX CON INT WIS CHA


13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Save Throws: Wis +0


Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: understands the languages it knew in life but
can't speak
Challenge: 1/4 (50 xp)
Undead Fortitude. If damage reduces the zombie to hit points,
it can make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical
hit. On a success, the zombie drops to 1 hit point instead.

Zombies are corpses imbued with a semblance of life,


retaining no vestige of their former selves.

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