World of Warcraft 5e Monster Manual
World of Warcraft 5e Monster Manual
World of Warcraft 5e Monster Manual
Version 2.3
This conversion is of the much-loved World of Warcraft Role Playing Game monsters, as for 5th edition
of Dungeons and Dragons.
Credits
HOUSE RULES CONVERSION Djmove, Arrius Nideal
5TH EDITION CORE RULES Wizards of the Coast (a subsidiary of Hasbro)
WARCRAFT INSPIRATION Blizzard Entertainment Inc.
AND SETTING
CONTRIBUTORS Mcgeneral, Big Mac, grimm, pagnabros, as well as all the commenters on the Warcraft
5e thread on The Piazza and the Discord server
Discord Server:
This work is purely recreational, and is not intended to contest and/or derive any commercial benefit in any way, shape, or form
from any Wizards of the Coast or Blizzard Entertainment products (the D&D 5th Edition Roleplaying game, and product
identities including but not limited to Warcraft., World of Warcraft., World of Warcraft: The Role-Playing Game; all text under
the “Description” header of any creature, spell, magic item, artifact, or NPC listing; any elements of the Warcraft setting,
including but not limited to capitalized names, names of artifacts, beings, characters, countries, creatures, geographic locations,
gods, historic events, magic items, organizations, songs, and spells; any and all stories, storylines, plots, thematic elements, and
dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, symbols, or
graphic designs), and use of this is non-commercial in purpose, and appeal to the ‘Fair Use’ intent of copyright infringement
laws.
Contents
Creatures of Azeroth..........................................5 Draenei (Broken).........................................28
Basilisk..........................................................5 Broken as Characters...............................28
Bog Beast......................................................5 Ogres...........................................................29
Centaur..........................................................6 Ogres as Characters.................................29
Centaur as Characters................................6 Ogre.........................................................30
Centaur Outrunner.....................................6 Ogre Magus.............................................30
Chimaera.......................................................7 Creatures of Magic..........................................31
Furbolg..........................................................8 Elementals...................................................31
Furbolgs as Characters...............................8 Air...........................................................32
Furbolg, Corrupted....................................9 Fire..........................................................35
Giant, Mountain.............................................9 Water.......................................................39
Giant, Sea....................................................10 Earth........................................................43
Harpy...........................................................11 Mana Surge..................................................46
Hippogryph..................................................12 Creatures of Technology.................................47
Kobold.........................................................13 Template: Mechanized Creature..................47
Kodo Beast..................................................13 Clockwork Pest............................................47
Magnataur....................................................14 Combat Armor, Gnomish............................47
Murloc.........................................................15 Goblin Shredder...........................................48
Naga............................................................16 Mechanostrider............................................49
Naga Myrmidon.......................................17 Gnomish Turret...........................................49
Naga Seawitch.........................................17 Rip Tire.......................................................50
Golem, Stone...............................................18 Burning Legion and Demons...........................51
Quilboar.......................................................19 Template: Demonic Creature.......................51
Saber Cat.....................................................20 Template: Tainted/Fel Creature...................51
Salamander/Lightning Lizard......................20 Doomguard..................................................52
Satyr............................................................21 Dreadlord (Nathrezim).................................53
Tallstrider....................................................22 Eredar Warlock............................................54
Tuskarr........................................................22 Felguard.......................................................55
Trogg...........................................................23 Imp..............................................................56
Wildkin........................................................23 Fel Hound....................................................56
Wolf.............................................................24 Felsteed........................................................57
Wyrmkin......................................................25 Infernal........................................................58
Wyvern........................................................26 Pit Lord........................................................59
Yeti..............................................................27 Succubus......................................................60
Yeti, Greater (Windigo)...............................27 Voidwalker..................................................61
Creatures of Draenor.......................................28 The Undead Scourge and Undead....................62
Template: Skeletal Creature.........................62 Siege Engine............................................87
Template: Zombie Creature.........................63 Submarine................................................88
Abomination................................................63 Dwarf Mountain King.................................88
Acolyte........................................................64 Elven Blood Mage Hero..............................89
Banshee.......................................................65 Summoned Phoenix.................................91
Gargoyle......................................................66 Human Archmage Hero...............................91
Ghoul...........................................................67 Archmage’s Steed....................................92
Crypt Fiend..................................................67 Human Paladin Hero...................................93
Nerubean Seer.............................................68 Troops of the Alliance.................................94
Necromancer...............................................69 Tinker Rocketeers *.................................94
Frost Wyrm..................................................70 Footman...................................................94
Meat Wagon................................................71 Creatures of the Horde.....................................95
Obsidian Statue............................................72 Template: Spirit Creature............................95
Obsidian Destroyer......................................72 Orc Peon......................................................95
Crypt Lord Hero..........................................73 Orc Grunt.....................................................96
Carrion Beetle..............................................74 Troll Headhunter.........................................97
Troops of the Scourge..................................75 Orc Shaman.................................................97
Skeleton Troop*......................................75 Tauren Warrior............................................98
Ghoul Troop*..........................................75 Tauren Spirit Walker...................................99
Creatures of the Alliance.................................75 Orc Blademaster Hero.................................99
Human Peasant............................................75 Orc Sarseer Hero.......................................100
Human Footman..........................................76 Spirit Wolf.............................................100
Human Guard..............................................77 Hexer.....................................................101
Dwarven Rifleman.......................................78 Troops of the Horde...................................102
Human Knight.............................................78 Grunts....................................................102
Knight’s Warhorse...................................79 Creatures of the Ancients (Night Elves)........104
Elven Sorceress...........................................80 Ancient......................................................104
Elven Priest..................................................81 Ancient, Corrupted Template.................105
Elven Spell Breaker.....................................81 Children of Cenarius..................................106
Dwarven Mortar Engineer...........................82 Dryad.....................................................107
Elven Dragonhawk Rider............................83 Dryad.....................................................107
Dragonhawk............................................84 Keeper of the Grove...............................107
Dwarven Gryphon Rider..............................84 Keeper of the Grove...............................108
Gryphon...................................................85 Wisp..........................................................109
Dwarven Driver...........................................85 Troops of the Ancients...............................112
Gyrocopter...............................................86 Archers*................................................112
Creatures of the Divines................................112 Felsteed 52
Infernal 53
Guardian of Ancient Kings........................112 Pit Lord 53
Creatures of Azeroth 4 Succubus 55
Ancient 4 Voidwalker 56
Basilisk 6 The Undead Scourge 57
Bog Beast 7 Skeleton Template 57
Chimaera 7 Zombie Template58
Children of Cenarius 8 Abomination 58
Draenei (Broken) 12 Acolyte 59
Elementals 13 Banshee 60
Furbolg 21 Gargoyle 61
Giant, Mountain 23 Ghoul 62
Giant, Sea 24 Crypt Fiend 62
Harpy 25 Nerubean Seer 63
Hippogryph 26 Necromancer 64
Kobold 26 Frost Wyrm 65
Kodo Beast 27 Meat Wagon 66
Magnataur 28 Obsidian Statue 67
Mana Surge 29 Obsidian Destroyer 67
Murloc 30 Crypt Lord Hero 68
Naga 31 Carrion Beetle 70
Ogre magus 32 Creatures of the Alliance 70
Golem, Stone 33 Human Peasant 70
Quilboar34 Human Footman 71
Saber Cat (Common) 35 Dwarven Rifleman 72
Saber Cat (Nightsaber, Frostsaber) 35 Human Knight 73
Salamander/Lightning Lizard 36 Elven Sorceress 74
Satyr 36 Elven Priest 75
Tallstrider 37 Elven Spell Breaker 75
Tuskarr 38 Dwarven Mortar Engineer 76
Trogg 38 Elven Dragonhawk Rider 77
Wildkin 39 Dwarven Gryphon Rider 78
Wolf 39 Dwarven Gyrocopter 79
Wyrmkin 41 Dwarven Siege Engine 81
Wyvern 42 Summoned Phoenix 81
Yeti 42 Human Paladin Hero 82
Yeti, Greater (Windigo) 43 Human Archmage 83
Creatures of Technology 43 Creatures of the Horde 85
Mechanized Creature 43 Orc Peon 85
Combat Armor, Gnomish 44 Orc Grunt 86
Goblin Shredder 44 Troll Headhunter 86
Mechanostrider 45 Orc Shaman 87
Creatures of the Burning Legion 46 Tauren Warrior 88
Demonic Template 46 Tauren Spirit Walker 88
Tainted/Fel Template 46 Blademaster Hero 89
Doomguard 46 Creatures of the Ancients (Night Elves) 90
Dreadlord (Nathrezim) 47 Wisp 90
Eredar Warlock 48 Avatar of Vengeance 91
Felguard50 Avatar of Vengeance 91
Imp 50 Creatures of the Divines 93
Fel Hound 51 Guardian of Ancient Kings 93
Creatures of Azeroth
Basilisk
Basilisks are heavily-armored, six-legged lizards which are related to the crocolisk. Basilisk stomachs are
capable of dissolving nearly anything. Because of this, basilisks have a fondness for eating crystals and
rocks from the area they inhabit. This not only makes their hides extremely hard, but gives them a unique
power. They're best known for their ability to petrify a person with their stare. Due to this, basilisk parts
are often sought by mages and alchemists for study. These powerful, enchanted creatures are something
of an anomaly throughout the land of Azeroth.
Bog Beast
Bog beasts are large plant-like creatures, often found in temperate marshes of Azeroth. These massive
plants may be mistaken for a thick clump of vegetation… if not for their vaguely humanoid shapes and
surprising mobility. As the name suggests, bog-beasts are massive, shambling monsters that are half plant
and half beast. Not much is known about these secretive lords of the swamp, except that they are
territorial and rather aggressive.
Explorers have recorded stories of their immense strength and resilience to harm. Bog-beasts are known
to wander the Dustwallow Marsh, south of the Barrens. Bog-beasts use their strength to slam into their
enemies, crushing opponents' defenses with their fists and whatever large objects they can throw at them.
Centaur
“To battle!”
Night elves claim that centaur are the bastard children of the demigod Cenarius. Despite their origins,
these primitive, barbaric horsemen are the embodiment of savagery. Centaur tribes terrorize the Barrens
of Kalimdor and ransack the indigenous peoples’ villages and cities. They have an especially violent
hatred of tauren, who return the racial animosity with fervor. Centaur have little in common with their
cousins, dryads and keepers of the grove. While it is unknown how these creatures came to be, centaur
prove to be a thorn in both night elf and tauren sides.
Centaur as Characters
Affiliation. Independent. The centaurs hate to their dryad and grovekeeper kin, as well as the night elves,
their allies, the tauren (and their allies). Even the demonic Legion cannot tame the furious and empty
spirit of the Centaurs.
Size. Centaurs range between 7 to 8 feet tall and average between 700 pounds to 1 ton. Your size is
Large.
Ability Score Increase. Your Strength score increases by 2.
Charge. If moving at least 30 feet straight toward a target, the next hit deals extra damage equal to 1d6
per two Hit Dice.
Natural Weapons. You can treat your hooves as natural weapons. They deal 2d4 bludgeoning damage.
Centaur Outrunner
Large monstrosity, lawful evil
Armor Class. 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR AGI STA INT SPI CHA
18 (+4) 14 (+2) 14 (+2) 9 (1) 13 (+1) 11 (+0)
Skills. Athletics +6, Perception +3, Survival +3
Senses Passive Perception 13
Languages Low Common, Elvish, Sylvan
Challenge 2 (450 XP)
Traits
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a battleaxe or
hoof attack on the same turn, the target takes an extra 7 (2d6) damage of the same damage type.
ACTIONS
Multiattack. The centaur makes two attacks: one with its battleaxe and one with its hooves or two with
its longbow.
Battleaxe Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Hooves Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) bludgeoning damage.
Longbow Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.
Hit: 11 (2d8 + 2) piercing damage
Chimaera
This huge creature has two reptilian heads that operate independently. Its forelimbs unfold into a pair of
mighty wings, and it clutches at rocky outcrops and great trees with its powerful hind legs. Its deep purple
scales gleam in the moonlight.
Chimaera are strong allies of the night elves, protecting the forests and the great tree Nordrassil from
danger. They are highly reclusive, sentient creatures, but do not possess the ability to speak They strive
foremost to protect the balance of nature.
Chimaera hate seeing any natural races or creatures being harmed or oppressed. Those who victimize
such creatures under the chimaera’s protection will soon find a chimaera’s wrath to be very formidable.
Large dragon, unaligned
Armor Class 14 (natural Armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 60 ft.
STR AGI STA INT SPI CHA
19 (+4) 11 (+0) 19 (+4) 3 (4) 14 (+2) 10 (+0)
Skills Perception +8
Senses darkvision 60 ft., passive Perception 18
Languages Draconic, understands Darnassian, but cannot speak it
Challenge 6 (2,300 XP)
Traits
Two-Headed. The Chimaera has advantage on Spirit (Perception) checks and on saving throws against
being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
ACTIONS
Multiattack. The Chimaera makes two attacks: one with its bite on each head, or with its claws. When its
magic breath is available, it can use the breath in place a bite.
Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Magic Breath (Recharge 5–6). The Chimaera spits a torrent of corrosive acid or fire in a 15 foot cone.
Each creature in that area must make a DC 15 Agility saving throw, taking 31 (7d8) acid or fire damage
on a failed save, or half as much damage on a successful one.
Furbolg
Furbolgs are a hulking, ancient race of bear-men who live in northern Kalimdor and in Northrend .
Though they have no special love for war or murder, their tribes have become increasingly hostile as of
late due to the corruption of the Burning Legion and the Undead Scourge in and after the Third War.
The night elves , concerned by the once peaceful race's condition, have attempted to help the furbolgs
settle their tensions. But the mighty bear-men retreat ever further into their territories and fall deeper into
the rage that is overtaking their race.
They have traditionally shared the forests of eternal night with the elves. These simple and peaceful
creatures lived in harmony with the forests for generations. They were great friends and allies of the night
elves, providing their Sentinels with information about the comings and goings of the forests, and
warning them of potential danger.
Furbolgs as Characters
Furbolg Traits
Ability Score Increase. Your Strength increases by 2 and your Spirit by 1.
Age. A Furbolg typically claims adulthood around the age of 50 and can live to be 150 years old.
Affiliation. Alliance or independent. Furbolgs are mostly peace-loving creatures, but their relations with
the night elves goes far indeed, and may entrench them with the Alliance against the Horde.
Size. Furbolgs are much larger than other races. Males average 7 1/2 feet tall and 400 pounds, while
females are usually a bit shorter and lighter. They have thick, powerful physiques and brawny frames
most suitable for combat. They are medium sized.
Speed. You have a base walking speed of 30 feet.
Natural Weapons. You can use an attack action to make a bite attack with your fangs. It is a melee
natural attack that deals 1d8 piercing damage plus your Strength modifier. Your unarmed strike is a
dangerous claw attack which deals 1d4 slashing damage plus your Strength modifier.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Natural Armor. Your thick fur is as hardened leather in toughness. When you aren't wearing armor, your
AC is 12 + your Agility modifier. You can use your natural armor to determine your AC if the armor you
wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural
armor.
Strong Grip. You count as a large creature when calculating your carrying capacity. Whenever you make
an unarmed attack claw or bite attack, you can use a bonus action to make an attempt to grapple the
target, which is a [Strike] effect.
Languages. Ursine and Darnassian (most don’t speak it).
Furbolg, Corrupted
Medium Beast, chaotic evil
Armor Class 13 (Natural Armor)
Hit Points 16 (3d8+3)
Speed 40 ft.
STR AGI STA INT SPI CH
20 (+5) 12 (+1) 13 (+1) 3 (4) 12 (+1) 7 (2)
Skills Perception +3
Senses Darkvision 60 ft., passive Perception 13
Languages Ursine and Darnassian (can’t speak)
Challenge 1 (200XP)
Traits
Rage (2/long rest). The furbolg can rage as having the rage warrior talent of a level 1 warrior.
ACTIONS
Multiattack. The furbolg makes two attacks, one with its bite and one with its claws. The furbolg can use
a bonus action to grapple any target of its attacks as a [Strike] effect.
Bite Melee Weapon Attack: +6 to Hit, reach 5 ft., one target
Hit: 9 (1d8+4) piercing damage
Claws Melee Weapon Attack: +6 to Hit, reach 5 ft., one target
Hit: 8 (1d6+4) slashing damage.
Giant, Mountain
These monstrous creatures, crafted by the Titans when the world was young, are composed of living stone
and stout flora. Benevolent and solitary by nature, the mountain giants have awakened to find that the
tranquil world they once helped to shape has become a hectic battlefield of fire and sorrow.
Now the mountain giants have pledged their courage and strength to the night elves' cause -- and stand
ready to banish the last remnants of the Burning Legion from the world. These massive melee units that
can take incredible amounts of punishment from attackers.
Huge giant, neutral
Armor Class 17 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 25 ft.
STR AGI STA INT SPI CHA
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (1)
Saving Throws Agi +5, Sta +8, Spi +4
Damage Resistances fire, acid; slashing and piercing from nonmagical weapons
Skills Athletics +12, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Giant
Challenge 7 (2,900 XP)
Traits
Stone Camouflage. The giant has advantage on Agility (Stealth) checks made to hide in rocky terrain.
Reactions
Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10
Agility saving throw, catch the missile and take no bludgeoning damage from it.
ACTIONS
Uproot. If the mountain giant is adjacent to a tree that is equal to or smaller than the giant’s size, they
may uproot it with an action, treating it as a greatclub (see below).
Multiattack. The giant makes two attacks, such as two slams, greatclubs, or rock throws.
Slam Melee weapon attack: +9 to hit, reach 10 ft., one target
Hit: 13 (2d6+6) bludgeoning damage
Greatclub Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage. This deals full damage to objects and structures.
Rock Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.
Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength
saving throw or be knocked prone.
Giant, Sea
Titans created the sea giants to dredge the oceans and to serve as guardians of Azeroth’s coastlines and
oceans, and the fierce giants act as protectors of the waters even now. They keep a wary eye on ships and
upon those who make their living on the ocean, such as fisherfolk. While not evil creatures, sea giants
care nothing for the laws of land dwellers or the lives of the small beings that trespass in the waves. They
tolerate no opposition — on the rare occasion when a sea giant issues a warning, he does so only once.
Sea giants rarely interact with other races save to drive off trespassers or punish those who befoul the
oceans.
They live underwater but rise regularly to patrol their coastlines. Ancient and wise, sea giants nonetheless
display a chaotic nature as unpredictable as the sea itself. Still, adventurers who tread carefully and speak
convincingly may find a sea giant willing to trade information or secure safe passage in exchange for
treasure or knowledge. Sea giants sometimes build underground settlements of coral and stone, though
they rarely put much effort into such constructions. As guardians of the waves, they prefer to be able to
pick up and leave at a moment’s notice to chase rumours of defilers.
Sea giants are tasked to keep the oceans clean and safe. They seldom make their way to the surface world,
instead preferring the isolation of the ocean bottom. They enjoy the worship of murlocs, but are the
constant enemy of the naga. Of late, sea giants have taken to hunting out these corrupters, which has
brought the sea giants closer and closer to the surface world. They stand around 18 feet tall and weigh
about 10,000 pounds. Nomadic creatures, sea giants do not maintain lairs like others of their kind.
Instead, they drag their belongings and wealth along with them in huge sacks crafted from the sails of
sunken ships. Their watery home does not allow them to keep many goods, so they favour metals that will
survive the ocean depths.
Huge giant, chaotic neutral
Armor Class 15 (patchwork Armor)
Hit Points 138 (12d12 + 60)
Mana Points 17 (14 + 3)
Speed 40 ft., Swim 60 ft.
STR AGI STA INT SPI CHA
23 (+6) 9 (1) 21 (+5) 9 (1) 14 (+2) 12 (+1)
Saving Throws Sta +8, Spi +5, Cha +4
Skills Athletics +9, Perception +5
Damage Resistances cold, acid; bludgeoning and slashing from non-magical weapons
Senses passive Perception 15
Languages Giant
Challenge 8 (3,900 XP)
ACTIONS
Multiattack. The giant makes two attacks, such as two slams, heavy pick attacks, or rock throws.
Slam Melee weapon attack: +9 to hit, reach 10 ft., one target
Hit: 13 (2d6+6) bludgeoning damage
Heavy Pick Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 25 (3d12 + 6) slashing damage.
Rock Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.
Hit: 28 (4d10 + 6) bludgeoning damage.
Innate Spellcasting. The sea giant’s spellcasting ability is Spirit (spell save DC 13). The sea giant can
innately cast the following spells, requiring no material components:
0-level (1 mana): shape water
3rd-level (5 mana) tidal wave
4th-level (7 mana): control water
Harpy
Harpies resemble a cross between a night elf female and a hunting bird, with long talons for feet and large
graceful wings for arms. Harpies originally hail from the Stonetalon Mountains, but have since spread out
across Kalimdor and Northrend. Legends about harpies claim that they descend from a group of female
night elves who betrayed Queen Azshara, and were cursed as punishment.
No males have been reported, so (rumor has it) harpies breed with captive males of many species, though
they prefer elves, humans or orcs to either smaller or larger species. The males of another species fills the
role for a time, after which they become food for the nest. In lean times, harpies can lay unfertilized eggs
that become female copies of the mother.
Vicious and predatory by nature, harpies are the bane of all other life in the areas where they take root.
They have been raiding tauren settlements since time out of mind, and it can only be assumed that they
are as much a plague on the quilboars and others. The only race rumored to have any peaceful
relationship with the harpies are kobolds, who trade them scavenged tools and weapons for information
and protection.
Harpies are an extremely unclean race. Their nests are obvious by the stench on the wind. They are
immune to infection and other diseases that stem from rot or contamination. This immunity does not
extend to the toxins of plants, animals, or any magical effects.
Hippogryph
Hippogryphs are ancient flying magical beasts whose bodies resemble both stags and ravens. They patrol
the skies above Kalimdor and viciously attack any enemies of the wilds that they encounter. The
intelligent Hippogryphs have given their allegiance to the Night Elves in honor of Cenarius, the Night
Elves' god, who stands as the protector of nature and all its creatures. They are often used as mounts for
night elven archers.
Large beast, true neutral
Armor Class 14 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
STR AGI STA INT SPI CHA
18 (+4) 17 (+3) 16 (+3) 2 (4) 14 (+2) 8 (1)
Skills Perception +6
Senses passive Perception 16
Languages -
Challenge 2 (450 XP)
Keen Sight. The hippogryph has advantage on Spirit (Perception) checks that rely on sight.
ACTIONS
Multiattack. The hippogryph makes two attacks, one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Kobold
“You no take candle!”
This small, rat-like humanoid has a long snout. White hair pokes from beneath a ragged cap, on which
perches a dribbling white candle. It hoists a leather pack over its left shoulder and a mining pick over its
right. Its eyes glitter with wariness.
Kobolds are cowardly and flee from most combats. However, they are tenacious and fierce when
cornered, so when their lairs are threatened, they attack with abandon. They are not particularly intelligent
and their tactics leave much to be desired. Though they are naturally stealthy, they use this ability for
escape more often than ambush; when fighting opponents, they attempt to overwhelm them with large
numbers.
Kobolds trade the gold and other minerals they unearth to goblins and other patrons for all the goods they
need to survive; occasionally they purchase protection as well. As they can’t see perfectly well in the
dark, kobolds have a great affinity for candles.
Occasionally, adventurers find kobolds so cowardly that they refuse to help their friends when they fall
under attack nearby; these craven creatures prefer to simply go about their business (sweating in fear all
the while) and hope that the troublesome adventurers leave them alone.
Kodo Beast
Giant grey reptilian quadrupeds, the kodo beasts wander the plains in thunderous herds. They graze
primarily on quick-growing grasses, but will eat the leaves of shrubs and trees they encounter. Like many
herd animals, kodo beast groups are composed of mothers and young, led by a single powerful male or
female. A few younger males may be present, but they are eventually driven out to establish their own
herds.
Though terrifyingly large and powerful, kodo beasts are by nature quiet, lumbering animals. They are
content simply to wander away from potential threats. One notable exception is when they are protecting
eggs or yearlings, which are small enough to be threatened by most predators. Kodo beasts form rings
around the young, barring attack with simple mass. Sufficiently annoying opponents are charged and
swallowed whole. More significant threats, particularly those too large to swallow, are run down. Kodo
beasts are key to tauren culture. Tauren hunt and use every part of kodos for their equipment, clothing,
and food. They can be trained and are used as beasts of burden by the tauren and as mounts for orcs.
The tauren hold them in high esteem, and breed them as mounts. They are also used extensively as pack
animals by both the goblins and Horde. During the Third War, the orcs received a pack of tamed kodo
beasts as a gift from Cairne in return for Thrall's generosity. The orcs used the kodo beasts to carry
Drummers and giant War Drums, which were played furiously to boost morale during combat. These
kodo beasts were also taught to devour their enemies whole in the middle of a battle.
Magnataur
Magnataur have the torso of a giant attached to the body of a mammoth. This peculiar appearance has
sparked speculation that their race might be related to centaur or even Keepers of the Grove. Many
wonder if these races share a common ancestor, and some have even suggested Cenarius himself.
The notoriously long-lived magnataur are rumored to engage in cannibalism during times when food is
scarce. Single males are known to control giant herds and produce sizable litters, but in the frigid,
perilous wastes at the roof of the world, only the strongest and meanest survive.
Despite their hostility to most races, the magnataur have become tolerant of the arctic kobolds, who
follow the herds for safety and mutual benefit during long hunts. Although the redoubtable magnataur
lead solitary lives, adventurers who cross paths with them quickly learn that it would have been wiser to
stay at a safe distance.
Murloc
“RwlRwlRwlRwl.”
Murlocs are a bipedal, amphibious, semi-intelligent, aggressive race residing along coastlines, lakeshores,
and riverbeds. They possess bulbous bodies, large mouths lined with rows of sharp fangs, and slime-
coated skin. Individuals range in coloration from turquoise to darkish grey, while their heights vary from
3’5 to 6 feet for rare specimens. Depending on the variety, murlocs may lean towards a closer
resemblance to frogs or to fish; the iconic green murloc, for example, has coloration similar to the red-
eyed tree frog.
Though murlocs are relatively new to the Eastern Kingdoms, it is increasingly believed that they are
actually a very ancient race of Azeroth. These creatures have been moving in-land steadily from their
oceanic dwelling places and inhabiting more areas of Lordaeron.
Murlocs tend to dwell in amply-populated coastal settlements, and it is unusual to find individuals
wandering too far from their compatriots. Adventurers looking to engage murlocs should be wary of their
surroundings; the creatures often lurk out of sight beneath the surface of the water, and have backup close
at hand, leading to surprisingly deadly skirmishes.
Naga
Naga Traits
Ability Score Increase. Your Spirit increases by 1, and your Strength increases by 2 (if you are a male),
or your Intelligence increases by 2 (if you are a female).
Age. A Naga’s age is treated as a Night Elf’s age.
Affiliation. Independent. Nagas are hateful beings that serve Queen Azshara in the depths of the ocean,
and have goals that mostly revolve in pitting the surface races against one another (even supporting one
side when it is convenient) to weaken them for a surface invasion.
Size. Nagas are much larger than other races. Males average 7 1/2 feet tall and 400 pounds, while females
are usually a bit shorter and lighter. They have scaly skin and haunting voices, and long, powerful tails
and webbed hands, but are not very quick on land. They are medium sized.
Speed. You have a base walking speed of 20 feet, and a base swim speed of 40 feet.
Natural Weapons. You can use an attack action to make a constrict attack. It is a melee natural attack that
deals 1d8 bludgeoning damage plus your Strength modifier. If the target is struck, they are also grappled.
Amphibious. You can breathe air and water.
Natural Armor. Your smooth scales grant you a +2 natural armor bonus. This bonus does not stack with
manufactured armor. This bonus is equal to 2 or your Stamina modifier (whichever is higher), and you
never suffer penalties for being armored this way.
Languages. Naga and Darnassian
Naga Myrmidon
Medium humanoid (naga), neutral evil
Armor Class 15 (Natural scales)
Hit Points 45 (6d8 + 18)
Speed 20 ft., swim 40 ft.
STR AGI STA INT SPI CHA
17 (+3) 13 (+1) 16 (+3) 9 (1) 12 (+1) 10 (+0)
Skills Perception +3
Senses passive Perception 13
Languages Nazja, Common
Challenge 1 (200 XP)
Traits
Amphibious: The naga can breathe air and water.
ACTIONS
Trident Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target.
Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee
attack.
Net Ranged Weapon Attack: +5 to hit, range 5/15., one target of Large or smaller
Hit: Target is restrained unless freed (DC 10 Strength check). Dealing 5 slashing damage to the net
destroys it, freeing the creature.
Constrict Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8+3) bludgeoning damage, and target is grappled (escape DC 13). Until the grapple ends, the
creature is restrained, and the naga cannot constrict another target.
Naga Seawitch
Medium humanoid (naga), neutral evil
Armor Class 16 (Natural scales)
Hit Points 44 (8d8 + 8)
Mana Points 20 (17 + 3)
Speed 20 ft., swim 40 ft.
STR AGI STA INT SPI CHA
14 (+2) 15 (+2) 12 (+1) 17 (+3) 12 (+1) 15 (+2)
Skills Perception +3
Senses passive Perception 13
Languages Nazja, Common
Challenge 3 (700)
Traits
Amphibious. The naga can breathe air and water.
Spellcasting. The naga seawitch is an 6th-level spellcaster. Its spellcasting ability is Intelligence (spell
save DC 15, +6 to hit with spell attacks). The seawitch can prepare 8 mage spells of every spell level (6
2nd, and 4 3rd).
0-level (3, 2 mana): mage hand, prestidigitation, ray of frost (2d8)
1st level (8, 4 mana): detect magic, magic missile, mana shield, shield, arcane explosion, conjure
elemental (water; CR 1), frost armor, fade
2nd level (6, 5 mana): detect thoughts, invisibility, mana burn, bind elemental (water; CR 2), freezing
sphere, parasite
3rd level (4, 6 mana): dispel magic, frost nova, blizzard, conjure elemental (water; CR 3)
ACTIONS
Trident Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target.
Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee
attack.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d8+2) bludgeoning damage, and target is grappled (escape DC 13). Until the grapple ends, the
creature is restrained, and the naga cannot constrict another target.
Golem, Stone
Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues.
Like other golems, they are nearly impervious to spells and ordinary weapons.
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft.
STR AGI STA INT SPI CHA
22 (+6) 9 (1) 20 (+5) 3 (4) 11 (+0) 1 (5)
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non-magical attacks that
aren't adamantine
Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can't speak them
Challenge 10 (5900 XP)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Fuel. The stone golem starts out with eight mechanical charges, and runs on a clockwork or mechanical
engine. It can be active for eight hours until it needs to be recharged. Ten minutes of winding the
mechanism's interior provide one charge for it.
ACTIONS
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target
must make a DC 17 Spirit saving throw against this magic. On a failed save, a target can't use reactions,
its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take
either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success.
STEAM GOLEMS
By using a steam engine and coal, the steam-engine golem loses the Slow ability and gains the ability to
exhale a burst of boiling steam. This deals 3d6 fire damage on a 15-foot cone, and the effect recharges on
a 3-6 on a d6 (or a 3-4 on a d4).
Quilboar
Quilboar (also spelled quillboar) are a race of humanoids native to the continent of Kalimdor. They have
long since battled for the rights of their lands against the orcs since their immigration from the Eastern
Kingdoms. Many people simply call them "boar-men" or "pig-men".
Quilboar are primitive, resilient, fearless creatures who inhabit the central Barrens of Kalimdor in the
labyrinthine maze of thorns called Razorfen Downs. After the War of the Ancients and the subsequent
Sundering of the world, the quilboars' surroundings became increasingly hostile. Forced to fight for food
and precious land against both tauren and centaur, they developed into aggressive and efficient warriors.
Saber Cat
Also known as Nightsabers or Frostsabers depending on their environment, these large panther-like cats
are silent stalkers of the wilds. Raised by night elves to serve as mounts, saber cats are vicious,
capricious, and powerful beasts.
You may increase the saber cat’s CR to 2 by increasing its hit dice by 2, and its Strength and Stamina by
two points each.
Salamander/Lightning Lizard
The salamander is a monstrous reptilian quadruped with a fiery breath weapon, reaching about 40 feet
long and weighing close to 4,000 pounds. Salamanders are found nearly exclusively underground, where
they make their lairs in vast caverns littered with the charred remains of their victims. They are
omnivorous, and while they will graze on mosses native to their caverns, they will also happily eat
anything they catch. They are only encountered in pairs during the mating season, when, if anything, they
are even more voracious hunters.
These subterranean creatures share a common ancestry with kodo beasts, yet they have adapted to life
beneath the earth by evolving a number of natural defenses and abilities. They are not the gentle beasts
that the kodo are; instead, they are ferocious predators, hunting anything that enters their realm. Troggs
and mites worship the massive reptiles.
They are cousins to lightning lizards (and share similar powers, save that lightning lizards’ mystic belches
deal lightning damage instead).
Tallstrider
Medium animal, unaligned
Armor Class 11
Hit Points 16 (3d8 + 3)
Mana Points 13 (11 + 2)
Speed 50 ft.
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 12 (+1) 3 (2) 11 (+0) 1 (5)
Senses passive Perception 10
Challenge 1/4 (50 XP)
ACTIONS
Beak Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Tuskarr
Medium humanoid (Tuskarr), any alignment
Armor Class: 13 (natural armor)
Hit Points 16 (3d8 + 3)
Mana Points 15 (13 + 2)
Speed 20 ft., swim 20 ft.
STR AGI STA INT SPI CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Damage resistances cold
Senses passive Perception 15
Languages Tuskarr, Common
Challenge ½ (100 XP)
Traits
Keen Hearing and Sight: The Tuskarr have advantage on Spirit (Perception) checks that rely on hearing
or sight.
ACTIONS
Multiattack. The tuskarr makes two melee attacks or two ranged attacks.
Pickaxe Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Spear Melee Weapon Attack: +4 to hit, reach 5 ft., or thrown (20/60), one target.
Hit: 4 (1d6+2) piercing damage
Trogg
Troggs have a distinctly Neanderthal look — low, sloping forehead; thick skin covered with bristly black
hairs; and the long arms and bent spines of an ape. They are dull-witted and savage, but possess a
ferocious cunning that makes them dangerous despite their lack of civilization. Troggs are related to
dwarves, but if anything, the two races are distant cousins.
Some legends say that both dwarves and troggs descended from the original earthen race left behind by
the titans after the world was shaped in ages past. While the dwarves evolved into the stocky creatures
known today, the troggs retained a stronger connection to the stone from which they were made. For
reasons not yet fully understood, the troggs’ evolutionary path led them to their present state — crude,
stupid creatures only barely above the level of beasts.
Wildkin
The wildkin, a beast half-bear/half-owl, acts as a powerful force for good and a staunch ally of the night
elves. While good-tempered and wise, the wildkin fights fiercely against evildoers, especially undead and
the forces of the Burning Legion. Most wildkin treat peaceful travelers with respect, sometimes coming to
their aid or assisting lost visitors out of their forests. They ferociously attack hostile creatures on sight.
The wildkin have long been considered a sacred animal by the night elves, and the tauren. The priests of
Elune see the wildkin as imbued with the spirit and strength of the Moon Goddess, and the druids see
them as guardians and protectors of nature.
Full-grown wildkin exceed 10 feet in height and weigh over 3,000 pounds. They prefer the serenity of
nature and stay away from populated areas, frequenting the Barrens or the glades of Mount Hyjal. They
are known to assist night elves and ancients in guarding locations that those races deem important. Heroes
who encounter wildkin either come away speaking of their incredible gentleness or their tremendous
ferocity.
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 52 (5d10 + 15)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 12 (+1) 16 (+3) 3 (- 4) 12 (+1) 7 (2)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Understands Darnassian, but cannot speak
Challenge 2 (450 XP)
Keen Sight and Smell. The wildkin has advantage on Spirit (Perception) checks that rely on sight or
smell.
Strength of the Wilds (2/day). The wildkin can rage, gaining advantage to Strength checks and Strength
saving throws, +2 to damage rolls, and gains resistance to bludgeoning, piercing, and slashing damage.
This rage remains for one minute, or until the wildkin does not hit or get hit for one round.
ACTIONS
Multiattack. The wildkin makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft ., one creature.
Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage.
Wolf
Medium Beast, Unaligned
Armor Class 13 (Natural Armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR AGI STA INT SPI CHA
13 (+1) 15 (+2) 13 (+1) 2 (4) 12 (+1) 6 (2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge ¼ (50xp)
Traits
Keen Hearing and Smell. The wolf has advantage on Spirit (Perception) checks that rely on hearing and
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.
ACTIONS
Bite Melee Weapon Attack: +3 to hit, Reach 5 ft., One Target
Hit: 4 (1d6+1) piercing damage. If the attack deals maximum damage, the wolf also knocks the target
prone.
Wolf, Frost
Large beast, unaligned
Armor Class: 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed: 50 ft.
STR AGI STA INT SPI CHA
17 (+3) 15 (+2) 15 (+2) 3 (4) 12 (+1) 7 (2)
Skills Perception +3, Stealth +4
Damage Resistances cold
Senses passive Perception 13
Languages —
Challenge 1 (200 XP)
Traits
Keen Hearing and Smell. The wolf has advantage on Spirit (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.
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.
Wyrmkin
Wyrmkin, also known as wyrm kin, form the bulk of dragonspawn forces. Wyrmkin are the most
common and low-ranking of the spawn, but they are nonetheless fierce opponents in battle. They are
tough and hardy, but not particularly intelligent. Most lack self-motivation, requiring a leader to give
them specific instructions and commands. Those who show ingenuity, superior skill, or sorcererous talent
are elevated to the ranks of the flametongues or scalebanes.
Wyrmkin usually carry shields and swords (usually longsword) or spears provided by their patrons.
Wyrmkin are clever warriors, well trained and organized. Wyrmkin are trained to setup ambushes, use
hit-and-run tactics, and generally do everything they can to gain the upper hand in a battle. They employ
advanced battle strategies and capable of performing advanced maneuvers utilizing terrain, ambush, and
flanking, as well as distinctive formations for different foes.
Most wyrmkin fight in large units, they known for flanking their enemies or taking specific formations,
but they rarely think of strategies on their own. Their one critical flaw is a lack of initiative and creative,
independent thinking. Despite this shortcoming, they are a feared battle unit, capable of wreaking much
havoc. Fortunately, most of these groups are led by higher-ranking dragonspawn, to whom the wyrmkin
looks for orders. Wyrmkin are almost always warriors, although some mages are found within their ranks,
but very rarely — those who show such talent are promoted to the flametongue legions.
Depending on the wrymkin’s ancestry and bloodline, the colors of their scales change, and the type of
damage by their breath weapon also changes.
Wyvern
Large beast, true neutral
Armor Class 13
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
STR AGI STA INT SPI CHA
18 (+4) 15 (+2) 16 (+3) 5 (2) 13 (+1) 8 (1)
Skills Perception +5
Senses passive Perception 15
Languages -
Challenge 2 (450 XP)
ACTIONS
Multiattack. The gryphon makes two attacks, one with its beak and one with its talons.
Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Stinger Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 13 Stamina saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much damage on a successful one.
Yeti
Large monstrosity, chaotic evil
Armor Class: 12 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft., climb 20 ft.
STR AGI STA INT SPI CHA
18 (+4) 13 (+1) 16 (+3) 8 (1) 12 (+1) 7 (2)
Skills Perception +3, Stealth +3
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 13
Languages Yeti
Challenge 3 (700 XP)
Traits
Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the
end of its next turn.
Keen Smell. The yeti has advantage on Spirit (Perception) checks that rely on smell.
Snow Camouflage. The yeti has advantage on Agility (Stealth) checks made to hide in snowy terrain.
ACTIONS
Multiattack: The yeti can use its Chilling Gaze and makes two claw attacks.
Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
Chilling Gaze The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the
target must succeed on a DC 13 Stamina saving throw against this magic or take 10 (3d6) cold damage
and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is
successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (except greater
yetis) for 1 hour
Variants: The Sasquatch loses Chilling gaze and camouflage to snow terrain, but applies camouflage
instead to forest, grasslands, hills, and plain terrains.
Creatures of Draenor
Draenei (Broken)
The Broken, also known as Krokul in Draenei, are a mutated and devolved subrace of draenei who lived
in Outland. They, like most of the orcs, fell prey to the demons' sinister influence and were changed by
the corruption. Though they lost some of their former powers, the Broken still present a clear danger to all
races through Outland. The largest known faction of Broken in Outland, the Ashtongue Deathsworn, is
currently led by Akama. They are supposedly allied with Illidan Stormrage.
Despite the (in most cases) accidental regression into Broken draenei, many draenei not only distrust
them but despise them. Although understandable of those Broken draenei who remain corrupted or in
service to the Legion, one would think that the draenei would be willing to welcome any of their people
that survived the orcs' genocide. Talking with Nobundo, however, reveals a possible reason for this
distrust and hatred. Broken draenei are unable to draw upon the Light's powers.
The draenei, being deeply spiritual, could view this in very negative context. The fact there are so many
Broken draenei working in and on the Exodar is a testament to Velen's unending compassion for his
people.
They also look distinctly different from normal Draenei, having flat, noseless faces and having thick,
three-fingered hands.
Broken as Characters
Broken Traits
Broken have similar traits to uncorrupted Draenei, save where noted below.
Ability Score Increase. Your Agility increases by 2 instead of your Strength. Your Spirit increase
remains unchanged.
Stalker. You automatically have proficiency in Perception and Stealth checks. You lose the Gemcutting
trait.
Adapter. When acting in a surprise round, you may always act in it (even if you failed your Perception
check). You also have advantage versus weather effects. You lose the Gift of the Naaru trait.
Male Names. Doruno, Amka, Sarhash
Female Names. Demetra, Me’era, Lan’era
Family Names. Broken do not have family names, but usually take a title according to their deeds.
Ogres
Ogres as Characters
Ogre Traits
Ability Score Increase. Your Strength increases by 2, but your Intelligence decreases by 2.
Age. An ogre typically claims adulthood around the age of 35 and can live to be 100 years old.
Affiliation. Horde or independent. Ogres are violent and peace-hating creatures, and they usually strive to
gain dominion over the lands they live in, or questionably serve those who do rule over the lands.
Size. Ogres are much larger than other races. Males average 7 feet tall and 500 pounds, while females are
usually a bit shorter and lighter. They have thick, powerful physiques and brawny frames most suitable
for combat. They are large sized.
Speed. You have a base walking speed of 40 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Natural Armor. Your thick skin grants you a +2 natural armor bonus. This bonus does not stack with
manufactured armor. This bonus is equal to 2 or one-half your Stamina modifier (whichever is higher),
and you never suffer penalties for being armored this way.
Languages. You can read and write in Ogre and Orcish. Ogre is full of hard consonants and guttural
sounds, and those characteristics spill over into whatever other language an ogre might speak.
One-Headed
Ability Score Increase. Your Strength increases by 1, and your Stamina increases by 2.
Two-Headed
Two-headed ogres are markedly more intelligent than their one-headed brothers (though that isn’t saying
much in comparison to other races).
Ability Score Increase. You remove the ogre’s penalty to Intelligence. Furthermore, your Intelligence
increases by 1 (total of +1 to your initial Intelligence).
Mystic Aptitude. Having two heads has an advantage when studying magic. Due to sharing memories
and techniques between two heads, you gain the Mystic Blast feat for free whenever you gain at least one
caster level.
Ogre
Ogre
Large Giant, Chaotic Evil
Armor Class 11 (Hide Armor)
Hit Points 59 (7d10+21)
Speed 40 ft.
STR AGI STA INT SPI CHA
19 (+4) 8 (1) 16 (+3) 5 (3) 7 (2) 7 (2)
Senses Passive Perception 8
Languages Common, Giant
Challenge 2 (450XP)
ACTIONS
Greatclub Melee Weapon Attack: +6 to Hit, reach 5 ft., one target
Hit: 13 (2d8+4) bludgeoning damage
Javelin Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target
Hit: 11 (2d6+4) piercing damage
Ogre Magus
Ogre mage (aka ogre-magi or ogre magus) are smarter, spellcasting versions of ogres. Ogre magi came
into existence in the Second War, when the orc warlock Gul'dan carved up the elven Runestone at Caer
Darrow and used its mystic powers to imbue Ogre enforcers with the ability and intelligence to cast
spells.
Following the Second War Ogre magi have become alot more common. It is speculated that they can
breed to produce their own kind (confirmed by Torkus and his many sons), while others think that some
ogre magi — or darker forces — have developed a way to create more of them.
Whatever the case, though ogre magi don’t appear in the numbers they did in the Second War, they are
still a part of Azeroth. Because of their intelligence, and the fact that they often desire to search for arcane
knowledge to enhance their spellcasting abilities, ogre magi are more likely to adventure than other ogres.
Many remain with their own kind and have become advisors to the chieftains of their tribes or leaders in
their own right. Their spells, combined with their physical might, make them self-sufficient. Adventuring
ogre magi are uncommon, and meet with stares or violence in civilized towns, but they possess the smarts
necessary to talk their way out of many volatile situations. Ogre magi allied with the Stonemaul clan are
welcome in any Horde settlement, but the Alliance views all ogres as savages and enemies.
Creatures of Magic
Elementals
Elementals have many types. Each type has different bonuses that are applied to the above template.
Elementals gain special powers depending on their origins. Increasing the elemental’s CR and attributes
increases the strength of said powers.
Each point in CR performs the following:
Increases the elemental’s hit dice by 2 (increasing hit points appropriately).
Grants the elemental +2 attribute points.
At CR 5, 10, 15, and 20, the elemental can increase their size category
At CR 3, the elemental gains Multiattack
Bracers. Elementals and a few rare creatures (like voidwalkers) gain bracers when bound with the Bind
spell. Without these bracers, the creature is compelled to return to its plane of origin (unless the realm
they are in is closely attuned to their plane of origin).
A creature that loses its bracers must make a DC 20 Spirit check or return immediately to its realm of
origin as if targeted by a banishment spell.
Bracers possess hit points equal to 10, and are resistant to all weapon damage that is not adamantine.
Destroying a single bracer has no effect on a creature.
Air
Gains the following traits
Speed 0 ft., fly 90 ft. (hover)
Attributes +2 STR, +4 AGI, +2 STA
Damage Resistances Thunder, Lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Traits
Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space
as narrow as 1 inch wide without squeezing.
ACTIONS
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a Strength saving throw
(DC 8 + proficiency + Agility or Strength). On a failure, a target takes bludgeoning damage as if the
elemental struck them with two slam attacks, and is flung up a number of feet away from the elemental in
a random direction equal to 5 feet per hit dice and knocked prone. If the creature is larger than the
elemental, they are not moved, but are still knocked prone if they fail their saving throw.
If a thrown target strikes an object, such as a wall or floor, they take damage as if falling. If the target is
thrown at another creature, that creature must succeed on a DC 10 Agility saving throw or take the same
damage and be knocked prone. If the saving throw is successful, the target takes damage as if hit by only
one slam, damage and isn’t flung away or knocked prone.
Fire
Gains the following traits.
Speed 50 ft.
Attributes +5 AGI, +4 STA
Damage Immunities Fire
Damage Vulnerabilities Cold
Traits
Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it
takes fire damage equal the elemental’s slam damage (minus its Strength or Agility). If the elemental
spends a bonus action as part of attacking, they can ignite the target. A burning target takes the specified
damage every round until put out.
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.
In addition, the elemental can enter a hostile creature’s space and stop there. This ignites the target as if
the elemental used its fire touch ability.
Illumination. The elemental sheds bright light in a 30 foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water
splashed on it, it takes 1 cold damage.
ACTIONS
The elemental’s slam attack deals fire damage, not bludgeoning damage.
Water
Gains the following traits.
Speed 20 ft., swim 90 ft.
Armor Class +2 (natural armor)
Attributes +2 STR, +2 AGI, +4 STA
Damage Resistances Acid; bludgeoning, piercing, and slashing from non-magical weapons
Senses Darkvision 60 ft., Tremorsense 60 ft. (only in water)
Traits
Water Form. The elemental can enter a hostile creature’s space and stop there. It can move through a
space as narrow as 1 inch wide without squeezing. If it enters an ally’s space and stops there, it grants the
ally three-quarters cover, but inflicts concealment on the ally.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the
end of its next turn.
ACTIONS
Whelm (Recharge 4–6). Each creature in the elemental’s space must make Strength saving throw (DC 8
+ proficiency + Agility or Strength) as the elemental attempts to engulf them. On a failure, a target takes
bludgeoning damage as if the elemental struck them with two slam attacks, and is also grappled (only if
the creature’s size is equal to or smaller than the elemental). Until this grapple ends, the target is
restrained and trapped inside the elemental (and thus has no air). If the saving throw is successful, the
target is pushed out of the elemental’s space, and takes damage as if hit by only one slam attack.
The elemental can grapple one Medium creature or up to two Small or smaller creatures at one time. At
the start of each of the elemental’s turns, each target grappled by it takes damage as if struck with a slam
attack. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action
to make grapple check against the elemental and succeeding.
Earth
Gains the following traits.
Speed 30 ft., burrow 30 ft.
Armor Class +4 (natural armor)
Attributes +4 STR, +4 STA
Damage Resistances. Thunder; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities Acid, poison
Senses Darkvision 60 ft., tremorsense 30 ft.
Traits
Earth Glide. The elemental can burrow through non-magical, unworked earth and stone. While doing so,
the elemental doesn’t disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
ACTIONS
Slam deals extra 1d6 acid, plus an additional 1d6 per every 5 hit dice.
Mana Surge
Mana surges (also called mana elementals) are a magic-based elemental, and a sub-type of air elemental.
Mana surges are approximately 1 foot in diameter and weigh almost nothing, although their relative size
fluctuates depending on how much magic they have drained recently. Most are found in areas of high
magical discharges.
Small elemental, unaligned
Armor Class 14
Hit Points 33 (6d6 + 12)
Mana Points 14 (12 + 2)
Speed 0 ft. Fly 40 ft. (Hover)
STR AGI STA INT SPI CHA
2 (4) 18 (+4) 15 (+2) 12 (+1) 12 (+1) 5 (3)
Damage Resistances Arcane
Senses passive Perception 13
Languages —
Challenge 2 (450 XP)
Traits
Caster's Blight. If the Mana Surge is within 30 feet of a spellcaster, they must succeed on an Spell
Attack opposed by the Mana Surge’s Melee Weapon Attack (even if not within melee range) or else have
the spell's mana cost doubled.
If the Mana Surge succeeds on this check, they also regain 1 hit point per spell level of the spell, and can
cast the spell any time (although this is done randomly and not entirely to the mana surge's advantage).
The stored spell remains in the Mana Surge's possession until it releases it (costs no mana), or until one
hour has passed or until it absorbs another spell (which replaces the previous one).
Mana Sense. The Mana Surge has the effects of the Detect Magic spell constantly active, within a range
of 60 ft. They do not need to spend an action to sense the aura of the magic spell and its school.
Spell Resistance. The Mana Surge has advantage to all saving throws against spells that allow for spell
resistance.
ACTIONS
Electrified Touch Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d2 + 4) arcane damage, plus 1 point of mana burn (see the mana burn spell).
Creatures of Technology
Template: Mechanized Creature
A creature that is made by engineering (or is made into a construct) uses its original statistics, except
where altered by the following template.
Attribute scores Strength unchanged, Agility, and Stamina unchanged; Intelligence 3, Spirit 11, and
Charisma 1.
Damage Immunities poison, psychic
Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
Languages Understands its creator’s language (if it can speak, it may also speak it)
Challenge Unchanged.
Traits Any physical (non-cognitive) ability its original form possesses, and Constructed Mind.
Actions Any melee/ranged or natural attacks its original form possesses.
Constructed Mind Mechanized creatures do not have a true mind, but are instead programmed to
perform certain actions congruent with those of similar natural creatures. Thus, instead of Animal
Handling checks, a creature handling or riding a mechanized animal makes Engineering checks. Its new
form is immune to all living creature-specific effects. It also consumes 1 charge (energy type determined
by the creator) every hour of activity. It may remain latent, and activate on a trigger to save charges.
Clockwork Pest
Tiny construct, unaligned
Armor Class 14 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 0 ft., fly 40 ft.
STR AGI STA INT SPI CHA
4 (3) 16 (+3) 12 (+1) 8 (1) 11 (+0) 1 (5)
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 1/4 (50 XP)
Potent Injection (1/long rest). If the pest hits a creature with its stinger, it can inject a larger dose of
poison. The target must succeed on a DC 12 Stamina saving throw or become poisoned for 1 hour. It can
use better-grade poisons than normal if the user provides it (requires an action per poison to set up).
ACTIONS
Stinger Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10 Stamina saving throw, taking 5 (2d4) poison
damage on a failed save, or half as much damage on a successful one.
Goblin Shredder
This shredder may be commanded as a suit if the creature is of medium size, or a mecha if small size or
smaller. The shredder is fueled by a tank of oil (eight charges, regardless), and it consumes one pint of oil
every hour. A user may use the shredder’s bonus to lumberjacking instead of his own.
The shredder is an impressive goblin mechanical creature which is usually piloted by a goblin. Shredders
are used for lumbering, but they can serve in war because of the solid metal construction of the machine
and the great saws they wield. The first machine designed to mimic the humanoid form, goblin shredders
use the steamsaws attached to their arms to cut down lumber at an incredible rate that is unmatched by
peasant work crews.
Medium construct [Mecha], unaligned
Armor Class 18 (natural Armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft.
STR AGI STA INT SPI CHA
17 (+3) 11 (+0) 15 (+2) 3 (3) 6 (2) 1 (5)
Damage Immunities Poison, psychic
Condition Immunities Blinded, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses Passive Perception 6
Skills +8 Spirit (Lumber) Gathering
Languages —
Challenge 2 (200 XP)
Traits
Mecha. This construct may be controlled by sitting in the compartment, but only if the user is of Small or
smaller size (otherwise it is a suit). When in the compartment, the user may use their action to access the
construct’s attack (or multiattack), and move with the construct’s speed. Any damage taken by the
construct is divided between the user and the construct itself.
Alternate Skill. The user may use the shredder’s lumberjacking bonus (1d20+8) instead of their own to
gather lumber.
Fuel. The combat armor starts out with two fuel charges, and runs on a steam engine, consuming four
pounds of oil per hour. The hull’s capacity is equal to sixteen pounds of coal.
ACTIONS
Multiattack. The Armor makes two melee attacks.
Steam Saw Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 3) slashing damage.
Mechanostrider
When gnomes set out to explore the world once again after their city’s fall, they soon realized that they
needed reliable mechanical mounts. One ingenious gnome spied a flock of tallstriders and remarked upon
their grace and strength. Soon after was born the mechanostrider, which quickly became a favorite mount
of all gnomekind.
While these constructs are as dumb as a brick (and even some bricks are smarter, it is said…), they are
reliable mounts and, when handled by the best mechanoriders, better than live mounts.
Medium construct [Mechanized creature], unaligned
Armor Class 11
Hit Points 16 (3d8 + 3)
Speed 50 ft.
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 12 (+1) 3 (4) 11 (+0) 1 (5)
Damage Immunities poison, psychic
Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 10
Languages. Understands its creator’s language (if it can speak, it may also speak it)
Challenge 1/4 (50 XP)
Traits.
Constructed Mind. Mechanized creatures do not have a true mind, but are instead programmed to
perform certain actions congruent with those of similar natural creatures. Thus, instead of Animal
Handling checks, a creature handling or riding a mechanized animal makes Engineering checks. Its new
form is immune to all living creature-specific effects. It also consumes 1 charge (energy type determined
by the creator) every hour of activity. It may remain latent, and activate on a trigger to save charges.
Fuel. The mechanostrider starts out with two fuel charges, and runs on a steam engine, consuming four
pounds of coal per hour. The hull’s capacity is equal to sixteen pounds of coal.
ACTIONS
Beak Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Gnomish Turret
Disputed between being recognized as a dwarven or gnomish invention (though likely gnomish), turrets
remain as powerful and reliable defensive constructs in Alliance territory. Adopted by tinkers on the field
and designed to carry up firearms and protect set locations, the gnomish turret is often a term for a person
who can deal lots of damage at a distance, but cannot take a hit.
Rip Tire
Very likely a goblin invention, the rip tire is a device for absolute mayhem. Adopted by tinkers employed
with goblin cartels to perform spectacular assassinations and industrial sabotage, the rip tire is a
nightmare to those who are hiding under fortifications and hear its vicious engine running.
Rip tires require remotes to detonate at the desired point, or otherwise need simple programming on
where to head before exploding.
After exploding, a rip tire can usually be restored to health as per other constructs.
Doomguard
The massive, muscular being stands over 12 feet tall and has red scaly flesh and small dark wings. It
wears a breastplate emblazoned with a bizarre symbol and wields a mighty scimitar in one hand. The
fearsome doomguard once served as Archimonde's personal escorts. Although they were often called
upon to perform a number of duties for the Legion, their loyalties lay with him alone.
The doomguard were left to their own devices after Archimonde's defeat at the World Tree on Mount
Hyjal. They now roam the universe serving as mercenaries for whoever will have them.
Dreadlord (Nathrezim)
Dreadlords, masters of trickery, deceit, and guile, take pride in the fiendish destruction they have wrought
on Azeroth. Affiliated with the Burning Legion for centuries, the dreadlords — also termed Nathrezim —
acted as commanders of undead legions during the Burning Legion’s second invasion, slaughtering
thousands with their unnatural hordes. The dreadlords lost much power when several of their most
influential members fell to the Forsaken armies under Sylvanas Windrunner’s banner. Now the dreadlords
seem almost a myth, a story told to frighten children. People feel safer when they think the dreadlords a
remote tale; some instead comfort themselves with the lie that the great Varimathras is the only surviving
dreadlord. More practical sorts know that evil never truly dies and that just because they cannot see
something does not mean it is not there.
Dreadlords invariably stay behind the scenes and effect change through proxies. Adventurers might go
their whole lives and never realize a dreadlord has acted against them in countless, seemingly unrelated
ways. Only after much exertion and investigation do the heroes uncover the dreadlord behind a plot. Even
then, the task of tracking and slaying a dreadlord can overwhelm the most competent hunter of evil.
Dreadlords live in heavily fortified lairs or march at the center of an army.
The dreadlord knows and speaks all non-restricted languages, and Eredun.
Eredar Warlock
The Eredar are a species of supremely talented magic-wielders who arose on the planet Argus countless
millennia ago. They built a vast civilization of wondrous cities and upheld a peaceful way of life. Twenty-
five thousand years ago, however, the tranquility of Argus was shattered, and the Eredar separated into
two groups: the Draenei and the Man'ari. The Man'ari are the demon-corrupted Eredar who now lead the
Burning Legion, but they are commonly referred to as the Eredar regardless. This could be due to the fact
that, other than the Draenei and Man'ari, there is no evidence of other species of Eredar left in existence.
These Eredar are the first among the demons of the Burning Legion.
Pre-eminence in eredar warlock society depends almost entirely upon magical power. Those who
command the greatest selection of paramount spells — and thus in theory the greatest magical arsenal —
rise to higher ranks. Those whose arcane abilities top out at such pitiful cantrips as wish and shape change
are grunts and lackeys, scarcely worthy of notice.
Imp
Imps are small demons that hold limited arcane power. They often serve more powerful beings, usually
demons or warlocks; though its natural deference to a master makes it a prized servant, an imp’s
impetuous and destructive tendencies can manifest at the worst possible times.
Imps love fire ¯ if left unchecked, they tend to ignite whatever flammable material they come across.
Most imps that make their home on Azeroth dwell in the Burning Steppes or inside Blackrock Mountain.
An imp found elsewhere is likely a warlock’s fel companion, or else it has come directly from the
Twisting Nether. In rare cases, imps can fly, but most of such breed of imp are used as messengers, and
do not typically follow and mentor Warlocks.
Fel Hound
Fel Hounds are demonic hounds that feed on magic; they can sense the presence of nearby magic and
hunt spellcasters unerringly. Their powerful jaws are huge and filled with slender teeth. Their eyes are
weak; to get around, fel hounds rely on their upon their ability to sense magic. This sense is also how they
track their pray. Fel hounds are pit lords’ personal hunting hounds, starved for both blood and arcane
energy. Pit lords grow fel hounds somewhere in the Twisting Nether. Fel hounds do not speak, though
they understand Eredun.
Fel hounds treat spellcasters, particularly arcane spellcasters, as layered desserts with meat on the outside
and magic on the inside. Less magical characters are worth notice only if they have damaged a fel hound
in the past round.
Felsteed
Felsteeds are the fiery equine servants of the Burning Legion. At one time, they were common horses that
became enslaved and fell to the Burning Legion’s sinister influence. Now corrupted and evil, they feel
both intense loyalty and burning hatred toward their demon masters.
Many warlocks choose a felsteed as a fel companion for the practical convenience of travel on demand.
To the felsteed, there is no difference between a mortal master and a demon — both deserve its contempt
and obedience. A felsteed is about the size of a warhorse, and uses the same statistics (except that it also
has the demonic template).
Pit Lord
The pit lords are usually nothing more than butchers: brutal killers, occasional torturers, and hunters that
prefer intelligent prey. They are engines of hate and flame, bred for only one purpose: to destroy
everything in their path. Occasionally, one rises above all others and becomes a leader of the Legion's
armies. When reproached by mortal paladins or hacked at by heroes defending their towns, the pit lords
smile ever more widely. Gore, screams, and suffering prove to them their victory, and the horror and
anger of those mortals capable of opposing them serve as the Pit lords have a humanoid head, arms, and
torso, although the head has far too many teeth. (More grow continuously, forming a forest of ivory
needles in the pit lord's mouth.) Their waist attaches seamlessly to a headless equine body plated with a
flexible, multipart carapace, typically with four to six trunk-thick lizard legs in a deep purple body.
Born from sheer hatred of the Nether, the Annihilan are a powerful species of demons recruited by
Archimonde the Defiler to serve the Burning Legion. Their leader was Mannoroth the Destroyer. The Pit
Lord race are all members of the Annihilan species. They are driven by rage and bloodlust, and resemble
massive lizards from the waist down, and muscle-bound humanoids from the waist up, with thick,
leathery wings sprouting from their backs. Their mouths are filled with rows of teeth, their eyes light with
fel-fire, and their tongues are studded with fangs. Although their massive girth makes them look
sedentary, they move at relatively high speed despite their massive stature.
Succubus
A succubus is pleasure and pain rolled into one deadly package. Like all demons, she enjoys bringing
death and misery to the mortal races — but that doesn’t mean she can’t have fun with them first.
Many warlocks choose a succubus as a fel companion for their ability to manipulate those weak of will. It
is not uncommon for a succubus in a mortal’s servitude to fall uncontrollably in love with him or her; this
occurrence is not always to the master’s advantage, though, for a devoted succubus can be prone to fits of
extreme jealousy, especially when her master deals with those of the opposite sex. Succubi speak Eredun,
and most also speak Common.
Voidwalker
This hulking blue creature looks vaguely humanoid. It seems to appear from within a black cloud as dark
as the void. Voidwalkers are demons created from the chaos of the Twisting Nether. Their touch is
misery, and it can momentarily blind a creature to other threats.
A voidwalker’s sole purpose is to unconditionally serve a master. Thus, travelers rarely encounter them
alone. The voidwalker is often a warlock’s choice fel companion for its ability to intercept a single foe
and keep him or her occupied. Many warlocks also prefer to do without the mischievousness of an imp or
the jealousy of a succubus, preferring instead the unwavering, silent loyalty of a voidwalker. Voidwalkers
understand but do not speak Eredun until they have 10 hit dice--in which case they also develop speech.
Abomination
“Us hear and obey.”
Abominations are undead monstrosities created by combining many different corpses. They are slow of
body and mind, but tough and strong — excellent troops for the Scourge and the Forsaken. Disease
spreads about them in visible clouds, but their enchantments ensure that, while they rot, they remain
horribly alive. Abominations are some of the most powerful undead creatures in Azeroth. The Forsaken
use them to guard Undercity, and the Scourge employs them in a similar role. While not speedy, they are
excellent at staying in one area and pounding anyone who gets close.
Large Undead, Lawful Evil
Armor Class 12 (4 Natural Armor)
Hit Points 105 (10d10 + 50)
Speed 20 ft.
STR AGI STA INT SPI CHA
17 (+3) 6 (2) 20 (+5) 3 (4) 6 (2) 5 (3)
Saving Throws Spirit +3
Damage Resistances Bludgeoning, piercing
Damage Immunities Cold, Fel, Poison
Condition Immunities Poisoned, Exhausted
Senses Darkvision 60 ft., passive Perception 8
Languages Common, Low Common (understands well, speaks...not so much)
Challenge 4 (1,800 xp)
Traits
Cannibalize The abomination can consume the corpse of any natural creature. Eating a creature takes a
minute, allowing the abomination to expend hit dice to restore hit points. A natural creature may be
cannibalized once before their corpse becomes unusable.
Hook Handler The abomination can use the spiked chain weapon in one hand without penalties.
Undead Fortitude If damage reduces the abomination to 0 hit points, it can make a Stamina saving throw
with a DC of 5 + the damage taken, unless the damage is holy or from a critical hit. On a success, the
abomination drops to 1 hit point instead.
Plagued Air. The abomination emits an airborne strait of the Undead Plague in a 5-foot radius, centered
on him. Creatures that breathe the air directly must make a saving throw as if infected or risk acquiring
the disease. Covering the nose and mouth and skin grants characters advantage to this check.
ACTIONS
Multiattack. The abomination makes two attacks: two with its cleavers or two with its slams, or can
exchange any one of the previous two attacks with a spiked chain attack.
Cleaver Melee Weapon Attack: +7 to hit, Reach 5 ft., One Target
Hit 12 (2d8+3) slashing damage.
Slam Melee Weapon Attack: +7 to hit, Reach 5 ft., One Target
Hit 10 (2d6+3) bludgeoning damage, and the creature is exposed to the Undead Scourge disease.
Spiked Chain Melee Weapon Attack: +7 to hit, Reach 15 ft., One Target
Hit 8 (1d8+3) slashing damage, and the target must succeed on a DC 15 Strength check or else be pulled
10 feet toward to the abomination.
Acolyte
“I wish only to serve.”
Acolytes are human beings who have given themselves over to the power of Ner’Zhul and the Scourge.
These bitter, fanatical men and women will stop at nothing to promote the Lich King’s will and maintain
the secrecy and dominance of the Cult of the Damned. They view their own deaths and the possibility of
becoming undead as their ultimate rewards for their service to Ner’Zhul.
Banshee
“Let my cries chill the living!”
Banshees were once elf women, returned to a horrible, spectral existence. Their intangible forms make
them difficult to destroy, and they have numerous spell-like abilities to cripple their foes and protect their
allies. Their most feared ability is that they can possess a living being, taking over its body. When the
Burning Legion and the kaldorei clashed in the War of the Ancients, 10,000 years ago, many night elf
women fell. Their brutal murders returned them as banshees, and for millennia they wandered the world
in lamentation, losing ever more of their dwindling sanity.
Eventually, the Lich King, Ner’zhul, learned of their existence and recruited them into the Scourge.
Banshees fought in the Third War alongside other undead, and when Arthas attacked Quel’Thalas, he
found that he could make banshees of high elves as well. The banshee’s shrill shrieks can be heard as far
as a mile.
Gargoyle
Gargoyles are among the most vicious and violent of creatures in all Azeroth. They are a bloodthirsty,
sadistic, and frighteningly destructive race.
Gargoyles aren’t undead creatures, nor are they necessarily allies of the Lich King. The Lich King,
however, calls upon the many gargoyles of Northrend as his allies.
All gargoyles have rough crystalline hides that are resistant to many attacks. Also, they can land when
needed and convert their hides into a stone-like substance. They cannot attack in this state, but they may
heal more effectively during this state. Despite their humanoid appearance, gargoyles are not sentient.
Ghoul
“Must feed.”
Ghouls act as the shock troops for the Scourge. These lumbering, rotting corpses were once innocent
townsfolk who have made the final transition into true undeath. Ghouls have great stamina and revel in
combat with living beings. Ghouls are ravenous cannibals who can replenish their health by devouring the
flesh of fallen warriors, friend and foe alike.
Ghouls are the main forces of the undead Scourge. They are vicious creatures, retaining little of their
humanity. The plague has torn away most of their memories, leaving only hunger and basic survival
instincts in their place. Ghouls are feral and animalistic and are often considered to be the lowest form of
undead. While generally humanoid in appearance, a ghoul is easy to recognize on the battlefield by its
pallor, hunched-over posture, and feral face.
Crypt Fiend
“The sleeper awakes.”
Crypt fiends are large, mummified creatures that look like a cross between humans and spiders. Their
lower bodies are supported by six spindly arachnid limbs, and their heavily bandaged torsos are human in
form. The cunning crypt fiends were once the lords of the ancient spider kingdom of Azjol-Nerub that
spanned the entirety of Northrend in ancient times, before their eventual defeat at the hands of the Lich
King.
They serve their master Ner’Zhul unquestionably, and are able to summon swarms of vile insects and
projecting web-like strands to incapacitate and harm their enemies. Crypt Fiends (and their superiors,
Crypt Lords are from the nerubean race.
Nerubean Seer
Large undead, lawful evil
Armor Class 13 (natural armor)
Hit Points 32 (5d10 + 5)
Mana Points 15 (13 + 2)
Speed 40 ft., burrow 20 ft. climb 40 ft.
STR AGI STA INT SPI CHA
15 (+2) 15 (+2) 12 (+1) 6 (2) 13 (+1) 6 (2)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages Common, nerubean
Challenge 2 (450 XP)
Traits
Burrow. The seer may burrow underground as an action. While underground, it may rest or lie in
waiting, and it has ¾ cover. It may leave its newfound lair (size large enough to accommodate the crypt
fiend) as part of its move that costs half normal movement. It has movement underground equal to 20
feet, but the ground cannot be harder than stone.
Spider Climb. The seer can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check, and can ignore movement restrictions caused by webbing.
Spellcasting. The seer is a 5th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15,
+5 to hit with spell attacks). The seer has the following wizard spells prepared.
0-level (at will; 3 mana): true strike, chill touch, ray of frost
1st level (4 slots; 5 mana): false life, charm undead, shield, ray of sickness
2nd level (3 slots; 6 mana): web, animate dead II, ray of enfeeblement
3rd level (2 slots; 7 mana): Animate dead III, clairvoyance
ACTIONS
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Stamina saving throw, taking 9
(2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage
reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Insectoid Blast Ranged Spell Attack: +5 to hit, range 30 ft., one target. Usable at will.
Hit 7 (2d6) piercing damage.
Web (Recharge 3-6) Ranged Weapon Attack: +5 to hit, range 30 ft/60 ft., one target.
Hit The target is restrained by webbing. It falls to the ground if it is flying and cannot hover. As an action,
the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing
can also be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning;
poison; and psychic damage). The seer may discharge a web on a 5-foot-square, and hide it (using its
bonus to Stealth). This ability is typically used in conjunction with the seer’s burrow ability, so that it
may lay an webbed ambush.
Necromancer
“The shadows beckon.”
Although retaining their humanity after making a pact with death, necromancers became the most
terrifying agents of the Scourge. These dark, insidious men were once thought to be aspiring geniuses by
the mageocracy of Dalaran. However, their insatiable lust to delve into the secrets of the dark arts drove
them to forsake their very souls.
Ner’zhul, the Lich King, granted these malevolent sorcerers true power over the dead in exchange for
unwavering loyalty and obedience. The shadowy necromancers have the power to command various
types of Undead and even spread the foul undead plague as well.
Frost Wyrm
In ages past, the ancient Dragons who were near death flew to the land of Northrend to die. To this day
there are entire Dragon graveyards that are littered with massive petrified bones and skulls. When
Ner'zhul the Lich King took control of Northrend, he used his powerful magics to raise the ancient
Dragon skeletons from the dead.
Now the skeletal Dragons radiate cold power and think of nothing other than serving their dark master.
Frost Wyrms have a cold-based breath weapon that can do shattering damage to enemies both on the
ground and in the air.
Meat Wagon
One of the strangest and direst tools constructed by the Undead Scourge, the Meat Wagon is a rickety
catapult/mobile refrigerator. It is used by the armies of the Lich King to store (and sometimes, fling)
corpses collected from the field of battle.
At any time, the meat wagon may collect or discharge corpses for the army’s needs (such as for
cannibalism, animating dead, etc.).
Obsidian Statue
Shaped like a humanoid torso atop the lower body of a winged, powerfully-built panther, this large
construct seems an impressively realistic likeness. Carved out of the dark stone from which it takes its
name, an obsidian statue has eerie, green eyes that shine brightly within deep sockets.
Undead armies use obsidian statues as figureheads, placing them at the forefront of battle or near
strategically important locales, such as armories or headquarters. They inspire awe in the hearts of their
enemies, but more importantly they provide useful support to their undead masters. Obsidian statues fight
without thought or tactic, using their mystic blasts to pummel those foes close to them. They hate living
beings and strike at any living creature that comes within range. Obsidian statues never engage undead in
battle unless they are directly threatened by them. Obsidian statues do not speak.
Human Peasant
“More work?”
The man standing before you is clearly a peasant, dressed in nothing more than dirty, torn shirt and
ragged pants. He wears black boots and his head is bare, though he does have a threadbare cloak to ward
off the night chill. He carries a mining pick over one shoulder and a burlap sack over the other. Peasants
have no desire to fight, and only attack when forced or when terrified. In battle they forget all discipline
and simply charge, waving their picks and shouting incoherently.
Peasants sometimes receive rudimentary military training, and with some armor over their bodies and a
weapon in their hands, some of them even remember it. Militiamen still charge but stop a pace or two
away in order to attack. Most of them realize just how little their armor truly protects them and still run
away when faced with a clearly superior foe.
Upon hearing the call to arms, the peasant is equipped (typically by armor stored in the nearest Town
Hall) with a suit of chainmail, a shield, and a short-sword. The peasant’s AC (if granted the equipment)
increases by 6 points, and they fight while aiding one another, usually under the command of a knight,
lord, or paladin.
Human Footman
“Grab your sword and fight the Horde!”
This grim, mud-slogging soldier initially appears to be a grizzled veteran, until you get a glimpse of his
young face. His weapons and armor look worn, like they were scavenged from a battlefield.
Footmen are trained to travel in small groups and form ranks. They are attuned to formation fighting, and
coordinate their attacks and actions, and defend one another in combat, imposing disadvantage to anyone
who heads against their shield wall.
This footman is a veteran. Minor human soldiers are known as guards.
Human Guard
Human guards or soldiers that have not yet experienced the grit of true battle are common in Alliance
villages and armies that have not yet gone to war.
Dwarven Rifleman
“Shoot ta’ kill!”
This dwarf has a long white beard and wears a blue, hooded cloak. He carries a long rifle against his
shoulder and a scowl on his face.
A rifleman’s tactics are fairly basic; find a nice corner into which he can survey as much of the
surrounding area without being spotted as possible, plot an escape route, and wait for his target to walk
into his sights. The dwarven rifleman is a native of the Ironforge clans who specializes in use of the long
rifle. Typically climbing their way into a good vantage point, then rain death upon their enemy from
above.
Human Knight
“For honor! For freedom!”
This proud young man carries himself as if he were the lord of the battlefield. Resplendent in his
(probably hereditary) armor, he spends much of his time testing the balance of his lance and speaking
with his horse. Armed with his longsword in one hand and his lance at the other, he spurs his mount to
battle, shouting battle cries.
Knights line up for a coordinated charge, using their mounts’ mobility to give them an advantage, and
using the advantage of their warhorses’ Tramping Charge ability. Aside from champions, the knight is the
elite warrior of the Alliance, the best of the normal troops. They typically form ranks and charge to
devastating effect on the battlefield.
Medium humanoid (human), lawful good
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Saving Throws Sta +4, Spi +2
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)
Traits
Brave. The knight has advantage on saving throws against being frightened.
Mounted Combat. The knight is a dangerous foe to face while mounted. While the knight is mounted
and is not incapacitated, he has advantage on any melee attack roll versus an unmounted creature that is
medium or smaller.
He can also force an attack targeting his mount to target him instead, and when his mount is subjected to
an effect that requires an Agility 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 knight makes two melee attacks.
Longsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.
Lance Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 9 (1d12 + 3) piercing damage.
Heavy Crossbow Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit: 5 (1d10) piercing damage.
Reactions. Parry. The knight adds 2 to his AC against one melee attack that would hit him. To do so, the
knight must see the attacker and be wielding a melee weapon.
Knight’s Warhorse
Large beast, unaligned
Armor Class 14 (armor)
Hit Points 22 (3d10 + 6)
Speed 60 ft.
STR AGI STA INT SPI CHA
18 (+4) 12 (+1) 15 (+2) 2 (4) 12 (+1) 7 (2)
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight toward a creature right before hitting it
with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If
the target is prone, the horse can take a bonus action to make another attack with its hooves against the
target.
ACTIONS
Hooves Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Elven Sorceress
“The flows of magic are whimsical today.”
Clad in revealing robes, this elven sorcerer is distinctive. She wears far too much eye shadow. High elves
are renowned for their magic, and on the battlefield, elven sorcerers often accompany Alliance troops into
the thick of the fray.
Although not physically powerful, the skill and bravery of these elves is beyond dispute. The elven
sorcerer prefers to serve as part of a group, preferably in the rear with a few people to guard her. Mana
shield is deployed to provide additional protection, while spells like slow and invisibility support their
allies.
Elven Priest
“What ails you?”
A holy field medic, these padres roam the battlefield curing the wounds of their fallen comrades. Clad in
robes but protected by a suit of studded leather, this priest of the Holy Light appears tailored to look like
the bastion of his faith. He fingers a holy symbol around his neck, and occasionally bows his head to say
a brief prayer (or in silent, reverent, contemplation).
As a priest of the Holy Light dedicated to the aspect of protection, this acolyte prefers not to wade into
battle, but to serve in the middle ranks of a group of allies and support them with petitions, prayers and
spells. His staff is reserved for use only when a gap in his protection is breached.
Medium humanoid (high elf), lawful good
Armor Class 13 (studded leather)
Hit Points 33 (6d8 + 6)
Mana points 18 (16 + 3)
Speed 30 ft.
STR AGI STA INT SPI CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1)
Saving throws +3 Stamina, +5 Spirit, +3 Charisma
Skills Medicine +7, Persuasion +3, Perception +5, Religion +4
Senses Darkvision 60 ft., passive Perception 15
Languages Common, Elven, Dwarven
Challenge 3 (700 xp)
Divine Blast. As an action, the priest may unleash a mystic blast. This acts like the normal ability, except
where noted below.
Light’s Insight: The priest may roll a d20 when casting a healing spell. On a natural 20, the spell heals
double damage if targeting a living creature, or deals double damage when targeting undead and fiends.
Spellcasting. The priest is a 6th level spellcaster. Its spellcasting ability is Spirit (spell save DC 13, +5 to
hit with spell attacks). The priest can prepare 8 spells of every spell level (no reduction due to being a
high elf).
0-level (8; 3 mana): light, sacred flame, thaumaturgy, prestidigitation
1st level (8; 4 mana): cure wounds, inner fire, protection from evil and good, detect magic (free)
2nd level (8; 5 mana): lesser restoration, holy light, mute (free)
3rd level (8; 6 mana): dispel magic, power word: shield
ACTIONS
Quarterstaff Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d8) bludgeoning damage.
Divine Blast Ranged Spell Attack: +5 to hit, reach 30 ft., one target.
Hit: 7 (3d4) Holy damage.
Dragonhawk
This large, hawk-like creature is impressive. Its feathers show brilliant streaks of blue and red on its
wings and tail, but its most remarkable feature is its head, which seems like a combination of eagle and
dragon. Straight, colored horns that match its plumage sprout from the beast’s head.
Dragonhawks are vicious flying predators. They are swift and deft., able to crack bones and pierce hides
with their mighty beaks. They can be trained as aerial mounts, and seem to have a particular affinity with
high elves.
Majestic and magnificent creatures, dragonhawks and their elf riders, resplendent in lacquered dragonhide
armor, make an impressive sight. Very intelligent for beasts, dragonhawks are wise enough to retreat if
their rider is ever rendered incapacitated, taking them wherever they believe they can be safe.
Dragonhawk eggs sell for 800 gp, and young Dragonhawks sell for about 1,600 gp. An adult and fully
trained dragonhawk sells for twice the price of a youngling.
Dragonhawk
Large beast, true neutral
Armor Class 15 (natural armor)
Hit Points 39 (6d10 + 6)
Speed 10 ft., fly 80 ft.
STR AGI STA INT SPI CHA
18 (+4) 17 (+3) 13 (+1) 8 (1) 14 (+2) 10 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Understands Common and Thalassian but doesn't speak them
Challenge 2 (450 XP)
Keen Sight. The dragonhawk has advantage on Spirit (Perception) checks that rely on sight.
ACTIONS
Multiattack. The dragonhawk makes two attacks, one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 4) slashing damage.
Gryphon
Large beast, true neutral
Armor Class 13
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
STR AGI STA INT SPI CHA
18 (+4) 15 (+2) 16 (+3) 2 (4) 13 (+1) 8 (1)
Skills Perception +5
Senses passive Perception 15
Languages -
Challenge 2 (450 XP)
Keen Sight. The gryphon has advantage on Spirit (Perception) checks that rely on sight.
ACTIONS
Multiattack. The gryphon makes two attacks, one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Dwarven Driver
“They’ll never hear me coming!” (Clunk, clunk)
The ingenious dwarven engineers, taking a nod from their inventive gnomish cousins, construct, and drive
the powerful war machines of the Alliance of all types, covering air (gyrocopters), land (siege engines),
and sea (submarines).
DRIVER
Medium humanoid (Bronzebeard Dwarf), lawful good
Armor Class 13 (chain shirt)
Hit Points 19 (3d8 + 6)
Speed 25 ft.
STR AGI STA INT SPI CHA
12 (+1) 14 (+2) 14 (+2) 13 (+1) 13 (+1) 9 (1)
Skills Engineering +5, stealth +5
Senses Darkvision 60 ft. passive Perception 13
Languages Dwarven, common
Challenge 1 (200 XP)
Traits
Cunning Action (Driver). The driver may, as a bonus action, hide, dash, disengage, or make an attack
with his Gyrocopter.
Stoneform (3/long rest). The driver can activate Stoneform.
ACTIONS
Heavy Wrench Melee Weapon Attack: +4 to hit, reach 5 ft., or thrown (20/60), one target.
Hit: 3 (1d4+1) bludgeoning damage.
Heavy Grenade Ranged Weapon Attack: 10-foot-radius sphere, thrown (30/90).
Hit: 10 (3d6) concussive damage.
Gyrocopter
The gyrocopter is the ultimate airborne scout vehicle.
The gyrocopters are small but versatile flying machines that can cover great distances at speed and evade
enemy ground forces. Though the contraptions are somewhat rickety, they are armed with mounted
cannons and bombs, and piloted by the daring – if not insane – dwarven drivers.
A gyrocopter costs 160 crafting points (engineering) to construct (or 4,000 gp), and may carry up to two
medium-sized units.
Gyrocopter
Large construct, unaligned
Armor Class 14 (light armor plating)
Hit Points 26 (4d8+8)
Speed 0 ft., fly 60 ft.
STR AGI STA INT SPI CHA
14 (+2) 18 (+4) 14 (+2) 1 (5) 3 (4) 1 (5)
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned
Senses passive Perception 6
Languages —
Challenge 1 (200 XP)
Traits
Anti-Earth Capacity. As a bonus action, the gyrocopter driver may launch land-to-earth rockets stored
in the vehicle. The attack roll is instead equal to the cannon’s own, though may only target an earthbound
creature. By default, it has 3 default rockets. Each deals 7 (2d6) damage concussive in a 10-foot-sphere
on point of impact, with an Agility save to half damage, with a range of (120/360 ft.). It can use better-
grade rockets than normal if the driver provides it (requires an action per rocket to set up).
Burst of Speed. As a bonus action, the gyrocopter can move again.
Fuel. The gyrocopter starts out with eight fuel charges, and runs on a gas engine, consuming one pint of
gas per hour. The hull’s capacity is equal to eight pounds of gas.
ACTIONS
Ram. Melee Weapon Attack: +4 to hit, range 5 ft., one creature, object, or structure.
Hit: The target takes 9 (2d6+2) bludgeoning damage.
Flak Cannon. Ranged Weapon Attack: +6 to hit, range 200/800 ft., one creature, object, or 10-foot-area.
Hit: The target takes 13 (2d6+6) piercing damage.
Siege Engine
The sturdy Dwarven siege engines (otherwise known as steam tanks) are recent additions to the Alliance
forces. The stalwart dwarven drivers have been known to ram enemy structures at high speeds, and
reduce whole fortifications to dust under the siege engine’s wheels. The massive cannon is nothing to
scoff at, either, and its cloud of steam before going into a destructive charge is well-remembered in the
nightmares of military commanders.
With the siege engine’s thick hull, damage resistances, and anti-airborne capabilities, these steel vehicles
have been the bane of many who called the Alliance foes.
A siege engine costs 240 crafting points (engineering) to construct (a huge construct, or 6,000 gp), and
may carry up to four medium-sized creatures within it.
Siege Engine
Huge construct, unaligned
Armor Class 18 (plate armor plating)
Hit Points 59 (7d12+14)
Speed 25 ft.
STR AGI STA INT SPI CHA
19 (+4) 14 (+2) 14 (+2) 1 (5) 3 (4) 1 (5)
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned
Senses passive Perception 6
Languages —
Challenge 4 (1,100 XP)
Traits
Anti-Air Capacity. As a bonus action, the siege engine driver may launch land-to-air rockets stored in
the vehicle. The attack roll is instead equal to the cannon’s own, though may only target a flying or
airborne creature. By default, it has 3 default rockets. Each deals 7 (2d6) damage concussive in a 10-foot-
sphere on point of impact, with an Agility save to half damage, with a range of (120/360 ft.). It can use
better-grade rockets than normal if the driver provides it (requires an action per rocket to set up).
Charge. If the siege engine moves at least 30 feet straight toward a target and then hits it with a ram
attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. The siege engine may
count a previous round’s movement as if it contributed to the total movement, so long as it remains on a
single direction.
Fuel. The siege engine starts out with two fuel charges, and runs on a steam engine, consuming four
pounds of coal per hour. The hull’s capacity is equal to sixteen pounds of coal.
Siege Weapon. The siege engine deals double damage to structures, but half to creatures with its ram and
cannon attacks.
ACTIONS
Ram. Melee Weapon Attack: +6 to hit, range 5 ft., one creature, object, or structure.
Hit: The target takes 13 (2d8+4) bludgeoning siege damage.
Cannon. Ranged Weapon Attack: +4 to hit, range 200/800 ft., one creature, object, or structure
Hit: The target area takes 22 (4d8+4) bludgeoning damage.
Submarine
The submarine is a small but versatile underwater vehicle that can bypass sieges, outmaneuver ships, and
fight underwater dangers.
Though the contraptions are somewhat rickety, they are armed with waterproof rockets and deep sea
mines, and piloted by the audacious – if not senseless – dwarven drivers.
A submarine costs 200 (crafting points (engineering) to construct (160 for a large construct, and 40 for air
supply), (or 5,000 gp), and may carry up to two medium-sized units, and enough air to sustain them for
four hours.
Submarine
Large construct, unaligned
Armor Class 14 (light armor plating)
Hit Points 26 (4d8+8)
Speed 0 ft., swim 60 ft.
STR AGI STA INT SPI CHA
14 (+2) 18 (+4) 14 (+2) 1 (5) 3 (4) 1 (5)
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned
Senses passive Perception 6
Languages —
Challenge 1 (200 XP)
Traits
Underwater Capacity. As a bonus action, the submarine driver may launch torpedoes stored in the
vehicle. This can only target underwater creatures. By default, it has 3 default rockets. Each deals 7 (2d6)
damage concussive in a 10-foot-sphere on point of impact, with an Agility save to half damage, with a
range of (120/360 ft.). It can use better-grade rockets than normal if the driver provides it (requires an
action per rocket to set up).
Fuel. The submarine starts out with two fuel charges, and runs on a gas engine, consuming one pint of
gas per hour. The hull’s capacity is equal to sixteen pounds of coal.
ACTIONS
Ram. Melee Weapon Attack: +4 to hit, range 5 ft., one creature, object, or structure.
Hit: The target takes 9 (2d6+2) bludgeoning damage.
Mountain King
Medium humanoid (dwarf), lawful good
Armor Class 18 (plate)
Hit Points 85 (10d10 + 30)
Speed 25 ft.
STR AGI STA INT SPI CHA
19 (+4) 11 (+1) 16 (+3) 14 (+2) 11 (+0) 10 (+0)
Damage Resistance Poison
Saving Throws Str +7, Sta +6
Skills Smithing tools +5
Senses Darkvision 60 ft., passive Perception 10
Languages Common
Challenge 7 (2,900 XP)
Traits
Fighting Style (Two-Weapon Fighting). When the mountain king engages in two-weapon fighting, he
can add his ability modifier to the damage of the second attack.
Warrior Talent. The mountain king has the following warrior talents. The DC for the talents is 15.
Thunderclap (short rest).
Heroic Throw (short rest).
Stoneform (3/long rest). The mountain king can activate Stoneform.
Bleed and Bash. When the mountain king lands a critical hit with a slashing weapon, he reduces the
target's speed to half for 1 hour or until the damage dealt is fully healed. When the critical hit is made
with a bludgeoning weapon, the target must make a Strength saving throw (DC 15). On a failed saving
throw, they are stunned for 1 round.
Titanic Spark. The mountain king is a 5th level spellcaster. His spellcasting ability is Intelligence (spell
save DC 12, +4 to hit with spell attacks). The mountain king can prepare 6 spells of every spell level (3
3rd level, 4 2nd level). He does not need to concentrate on the Stoneskin spell.
0-level (6; 3 mana): blade ward, light, mending, shocking grasp, true strike
1st level (6; 4 mana): alarm, feather fall, shield, thunderwave
2nd level (5; 5 mana): arcane lock, enlarge/reduce, magic weapon, shatter
3rd level (3; 6 mana): glyph of warding, stoneskin, tiny hut
ACTIONS
Multiattack The mountain king makes two melee attacks.
Battleaxe Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage.
Warhammer Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
Summoned Phoenix
A mystical being summoned from the fire-plane, phoenixes are fire-birds that burn with such intensity
that they burn even themselves. Shedding burning feathers and searing all that they hate, phoenixes are
remarkably resilient despite this, and when presumed killed, return to life from the ashes.
A phoenix can be conjured by a level 5 Conjure Elemental spell.
Large elemental (fire), neutral
Armor Class 13 (natural)
Hit Points 102 (12d10 + 36)
Speed 0 ft., fly 90 (hover)
STR AGI STA INT SPI CHA
10 (+0) 17 (+3) 16 (+3) 6 (2) 13 (+1) 10 (+0)
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Fire, poison
Damage Vulnerabilities Cold
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, unconscious
Senses Darkvision 60 ft., passive Perception 11
Languages Ignan
Challenge 5 (1,800 XP)
Traits
Pure Flame. The phoenix burns with such intensity that it not only harms its enemies, but its allies and
itself as well. A creature that comes within 5 feet of the phoenix or hits it with a melee attack while within
5 feet of it takes 5 (1d10) fire damage. Every round, the phoenix suffers 5 damage from this burn, usually
allowing the phoenix to burn itself up in three minutes. The fire damage dealt by the phoenix treats fire
immunity as fire resistance, and fire resistance as no resistance.
The phoenix can also shed burning feathers once per round as reaction. These feathers fly within 10 feet
of it, landing on one 5-foot square within range, dealing 5 (1d10) fire damage to any creature on the area,
halved with a successful Agility saving throw (DC equal to 11).
Revivification. When reduced to 0 hit points, the phoenix is not considered dead or unsummoned (if it is
conjured). It falls to the ground and creates a bed of ash, where a glimmer reveals the phoenix egg. After
three rounds, the phoenix egg hatches, restoring the phoenix to full hit points and dispelling all negative
effects they suffered. When in egg form, the phoenix has only one-fourth its maximum hit points, and its
AC is 10. The egg retains any traits the phoenix has (radiating heat in a 5-foot radius, but cannot toss
feathers).
Illumination. The phoenix sheds bright light in a 30 foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the phoenix moves in water or rain, or for every gallon of water
splashed on it, it takes 2 cold damage. This already factors in the phoenix’s vulnerability to cold damage.
Actions
Multiattack The phoenix makes two claw attacks.
Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature
takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Archmage’s Steed
Large beast, unaligned
Armor Class 11
Hit Points 22 (3d10 + 6)
Speed 60 ft.
STR AGI STA INT SPI CHA
18 (+4) 12 (+1) 15 (+2) 2 (4) 12 (+1) 7 (2)
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight toward a creature right before hitting it
with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If
the target is prone, the horse can take a bonus action to make another attack with its hooves against the
target.
ACTIONS
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Footman
Human Footman Squad (TM 5)
Medium Humanoid (Human), Lawful Good
Hit Points 65 (2d10+2 x TM)
Armor Class 17 (splint and shield - troop)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (-+0)
Saving throws +3 Agility (+5 if targeting only the footman), +3 Spirit
Senses passive Perception 13
Languages Common
Challenge 2
Traits
Shield Training. The footman troop is proficient with using a shield, and can use it to perform any of the
following actions so long as he has it at hand.
• Shield Bash. The troop may, after attacking a target with a longsword, bash it with their shields as
a bonus action, pushing him 5 ft. away.
• Defensive Training. When a creature the troop can see attacks a target other than him that is
within 5 feet of themselves, they can use his reaction to impose disadvantage on the attack roll.
• Shield Wall. When the troop is targeted with an effect that allows for an Agility saving throw for
half damage, they may spend a reaction to negate by blocking the effect entirely with their shield they
succeed on the saving throw.
• Projectile Shield. The troop can automatically block the first projectile attack or volley that
targets them, but must declare use of this ability before the attack’s success is determined, and must be
aware of it.
ACTIONS
Longsword Melee Weapon Attack: +5 to hit (accuracy 13), reach 5 ft., troop attack
Hit 35 (1d8+3 x 5) slashing damage
Light Crossbow Ranged Weapon Attack: +2 to hit (accuracy 10), range 80/320 feet, troop attack
Hit: 25 (1d8+1 x 5) piercing damage.
Equipment. 100 crossbow bolts (10 uses per ranged attack)
Orc Peon
“Okie dokie.”
The label of peon denotes the lowest station amongst those in the Orcish Horde. Inferior in all skills of
worth, these dogs are relegated to menial tasks such as harvesting lumber and mining gold. Peons are
permanently bent from years of labor. These expressionless orcs trudge in their duty, a large sack
slouched over malformed shoulders that are broader than any soldier's. Commonly treated with contempt,
the wise Horde chief knows that without these sturdy little guys, the Horde war machine would grind to a
halt.
They are nearly worthless in combat, which is why they prefer to hide in burrows and throw spears out
the windows, if it comes to that. Downtrodden, the orc peons slave thanklessly to please their overseers.
While it is rare, it is possible for a peon of the Dragonmaw to rise from the dregs to attain a new rank, like
that of Overseer.
Peon
Medium Humanoid (Orc), chaotic neutral
Armor Class 10
Hit Points 11 (2d8+2)
Speed 30 ft.
STR AGI STA INT SPI CHA
14 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Senses Darkvision 60 ft. passive Perception 11
Languages Common, Orcish
Skills +3 mining or any other gathering skill (lumberjacking, farming, etc.)
Challenge ¼ (25xp)
ACTIONS
Handaxe Melee Weapon Attack: +4 to hit, reach 5 ft. or thrown (20/60), one target
Hit: 4 (1d6+1) slashing damage
Mining pick Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 3 (1d4+1) piercing damage
Relentless Endurance (1/long rest). When reduced to 0 hit points or below but not killed outright, the
peon can drop to 1 hit point instead.
Orc Grunt
Those orcs who distinguish themselves enough in the arts of war to be trained as grunts epitomize the
merciless spirit of the Horde. Equipped with mighty axes and battle-worn armor, they are prepared to
fight to the death.
Devoted to the Horde and to their clans, the grunt lusts for battle — wanting nothing more than to wade
into the field of carnage and die a bloody death surrounded by the bodies of his fallen enemies.
Medium Humanoid (Orc), Chaotic Neutral
Hit Points 37 (5d10+10)
Armor Class 16 (breastplate)
Speed 30 ft.
STR AGI STA INT SPI CHA
17 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
Saving throws +5 Stamina, +5 Strength
Senses Darkvision 60 ft. passive Perception 13
Languages Common, Orcish
Challenge 2 (450 XP)
Traits
Shout Can use the following shouts. The DC for each shout (if required) is 13. Shouts are thunder effects.
Shouting costs a bonus action to prepare, and a reaction to use every round.
Battle: Can grant any friendly attacker within 30 feet +2 to damage rolls.
Relentless Endurance (1/long rest). When reduced to 0 hit points or below but not killed outright, the
grunt can drop to 1 hit point instead.
ACTIONS
Greataxe Melee Weapon Attack +6 to hit, reach 5 ft., one target.
Hit: 9 (1d12+3) slashing damage
Handaxe Melee Weapon Attack +6 to hit, reach 5 ft. or thrown (20/60), one target.
Hit: 6 (1d6+3) slashing damage
Troll Headhunter
"You got it, boss."
Medium humanoid (forest troll), chaotic neutral
Armor Class 13 (leather)
Hit Points 32 (5d8 + 10)
Speed 25 ft.
STR AGI STA INT SPI CHA
14 (+2) 14 (+2) 14 (+2) 15 (+2) 13 (+1) 9 (1)
Skills stealth +4
Senses Darkvision 60 ft. passive Perception 13
Languages Zandalari, common
Challenge 2 (450 XP)
Traits
Natural Explorer. The headhunter is an expert on their local terrain (typically plains or sea). He is not
slowed by difficult terrain, can move stealthily at normal pace, is always alert to danger, forages double
as much food as normal, and knows the exact number, sizes, and how long a tracked quarry remained in
an area.
Berzerking (2/long rest). The headhunter can rage as having the rage warrior talent of a level 1 warrior.
Rapid Regeneration. The troll gains double the benefit from spending a hit dice, and can regrow a limb
after one week of losing them.
Actions
Handaxe Melee Weapon Attack: +5 to hit, reach 5 ft., or thrown (20/60), one target.
Hit: 5 (1d6+2) slashing damage.
Spear Melee Weapon Attack: +5 to hit, reach 5 ft., or thrown (20/60), one target.
Hit: 5 (1d6+2) piercing damage or versatile, 6 (1d8+2)
Equipment.
A headhunter typically carries four handaxes and two spears, and one potion they can create.
Orc Shaman
Medium humanoid (orc), chaotic neutral
Armor Class: 13 (heavy leather)
Hit Points 32 (5d8 + 10)
Mana Points 19 (17 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
13 (+1) 8 (1) 14 (+2) 13 (+1) 17 (+3) 13 (+1)
Skills Medicine +7, Intimidation +3, Religion +4
Senses Darkvision 60 ft. passive Perception 13
Languages Orcish, Common, Kalimag
Challenge 3 (700 xp)
Traits
Shamanistic Art (Elemental). The shaman can change any elemental damage from and to the following
from its original type (cold, electricity, fire, thunder), and is immune to the hostile effects of weather, and
can predict it with 50% accuracy with an action.
Relentless Endurance (1/long rest). When reduced to 0 hit points but not killed outright, the shaman can
drop to 1 hit point instead.
Channel Elements (2/long rest). The shaman can channel the elements either by turning them, releasing
them, or can spend one use to deal maximum energy damage instead.
Spellcasting. The shaman is a 6th level spellcaster. Its spellcasting ability is Spirit (spell save DC 13, +5
to hit with spell attacks). The shaman can prepare 8 spells of every spell level below 1st (4 3rd level, and
6rd 2nd level).
0-level (8; 3 mana): light, shocking bolt, thaumaturgy, blade ward
1st level (8; 4 mana): conjure elemental (fire), healing word, fear ward, healing ward, riptide, stasis trap,
elemental shock, fog cloud (free)
2nd level (8; 5 mana): earthbind, totemic recall, earth shield, banishment, conjure elemental totem
(water), gust of wind (free)
3rd level (8; 6 mana): bloodlust, chain lightning, power word: shield, call lightning (free)
Actions
Orc Battle Claws Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4+1) bludgeoning damage.
Mystic Blast. Ranged Spell Attack: +6 to hit, range 30 ft., one target.
Hit: 10 (3d6) fire damage so long as having 3 MP.
Tauren Warrior
Medium humanoid (tauren), neutral good
Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR AGI STA INT SPI CHA
18 (+4) 11 (+0) 16 (+3) 8 (1) 16 (+3) 9 (1)
Skills Perception +7, Herbalism +7 (+9 in plains)
Senses Darkvision 60 ft., passive Perception 17
Languages Taur-ahe, Orcish
Challenge 4 (1,100 XP)
Traits
Charge. If the tauren moves at least 10 feet straight toward a target and then hits it with a gore attack on
the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed
on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Stunning Strike. When the tauren hits another creature with a melee weapon attack, they can attempt a
stunning strike. The creature must succeed on a DC 14 Stamina saving throw or be stunned until the end
of the tauren's next turn. This can be used 5 times per day.
War Stomp (2/rest). The tauren can stomp as bonus action, creating a shockwave. All creatures five feet
away must succeed on an Agility saving throw, DC 14 or be knocked prone and take 2 (1d4) points of
bludgeoning damage.
Actions
Tauren Totem Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 17 (2d12 + 4) bludgeoning damage.
Gore Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (1d8 + 4) piercing damage.
Hexer
Hexers are chaotic spirits beings that prefer to reside in small areas with lingering necromantic power.
They have served witch doctors for eons as aides in magic. Although most spellscasters who are familiar
with witch doctors ward their lands against hexers (often by a hallow spell, magic circle, or alarm), hexers
are useful allies when an enemy is unaware of their existance, acting as 'magical rogues' in a fashion.
Should the Scourge decimate the Ice trolls of Zul'drak, it is likely that such spirits will fall under the
dominion of the Lich King, adding yet another weapon to his arsenal.
Hexer spirits usually require sacrifices in return for their service—a significant amount or quality of
sacrifices may grant the hexer spirit additional hit dice (as determined by the DM).
The trolls of the Darkspear Tribe suffered from issues with Hexer spirits once the Horde’s leadership
made it clear that sacrifices of intelligent humanoids was not to be tolerated, and most Hexers that opted
to remain with their original witch doctors have grown used to animal sacrifices instead of that of
humans, elves, or orcs.
Warg Troop
Medium Beast, Unaligned
Armor Class 11 (Natural Armor - Troop)
Hit Points 55 (2d8 + 2 x 5)
Speed 40 ft
STR AGI STA INT SPI CHA
13 (+1) 15 (+2) 13 (+1) 2 (4) 12 (+1) 6 (2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge 1
Traits
Keen Hearing and Smell. The warg has advantage on Spirit (Perception) checks that rely on hearing and
smell.
Pack Tactics. The warg has advantage on an attack roll against a creature if at least one of the warg's
allies is within 5 feet of the creature and the ally isn’t incapacitated.
Troop Damage. If higher than the target's AC, they deal normal damage. If higher by five points, they
deal half as much extra damage for every 5 points higher than the target's AC (double damage at 10 points
higher). If lower than the target's AC but within 5 points, they deal half normal damage. If lower than the
target's AC by 5 points, they deal one-quarter damage. If lower, they deal no damage.
Troop Initiative. Troops always have disadvantage to initiative checks whenever a non-troop creature is in
initiative
ACTIONS
Bite Melee Weapon Attack: +3 to hit (accuracy 10), Reach 5 ft., troop attack
Hit: 20 (1d6+1 x 5) piercing damage. If the attack deals maximum damage, the warg also knocks the
target prone
Creatures of the Ancients (Night Elves)
Archer; Huntress; Druid (Claw/Talon); Faerie Dragon; Constructs: Glaive Thrower
Summoned Creatures: Treant, owl Heroes: Demon hunter, Priestess of the Moon, Warden
Ancient
Ancients are some of the most important creatures in night elf society. They resemble sentient trees, but
their wisdom and insight are almost unparalleled. Many of them are thousands of years old. They assist
their night elf allies with guidance, education (particularly in the druidic arts), and protection — they are
large and powerful, and are protectors of the forest. They are large enough to carry night elves, and some
are so enormous that night elves make their homes in them.
Trees of Life are so ancient in age, that many of them were present in the War of the Ancients. Having
been instrumental in supporting the forces of life against the Burning Legion, they serve as advisors when
demon lore is involved, and can usually even harm demons by casting spells like Detonate Mana (which
always disrupts them).
Actions
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature.
Hit: 19 (3d8+6) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target.
Hit. 28 (4d10+6) bludgeoning damage.
Animate Trees (3/Day). The ancient magically animates one or two trees it can see within 60 feet of it.
These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1,
they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the
ancient. The tree remains animate for 1 day or until it dies; until the ancient dies or is more than 120 feet
from the tree; or untilthe ancient takes a bonus action to turn it back into an inanimate tree. The tree then
takes root if possible.
Actions
Multiattack. The tree of life makes two slam attacks.
Slam Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit: 53 (8d10 + 9) bludgeoning damage.
Legendary Actions
The tree of life 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 tree of life regains spent
legendary actions at the start of its turn.
Detect. The tree of life makes a Spirit (Perception) check.
Slam Attack. The tree of life makes a slam attack.
Nature's Blessing (Costs 2 Actions). Each living creature within 240 feet of the tree of life magically
regains 33 (6d8 + 6) hit points (including the tree of life). This costs 3 mana points.
Children of Cenarius
The Children of Cenarius are the offspring of the demigod Cenarius, the child of the moon-goddess
Elune. His favored daughters (Dryads), sons (Grovekeepers), and bastard offspring (Centaurs) all carry
his legacy, and many either share in night elven culture, or (in the case of centaurs) profusely refuse the
culture and wish to tear it down.
A character may take one of the three sub-races as a racial choice, though the children of cenarius do not
take well to adventuring.
Offspring Traits
Ability Score Increase. Your Agility score increases by 1.
Type. All offspring of Cenarius are fey creatures, not humanoids. They are immune to effects that specify
humanoids.
Age. Offspring of Cenarius typically reach adulthood around a hundred to two hundred years old, and
some (such as the Grovekeepers) are immortal.
Speed. Your base walking speed is 40 feet, and you are a quadruped. You have disadvantage to climbing
checks.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Divine Blood. You gain proficiency with Perception and Athletics, and while you are wearing medium,
light or no armor, you gain +1 to Armor Class.
Herb-lore. You have proficiency with the Alchemy skill, though you use herbs to create mixtures. You
can create herbal mixtures as if you had one level in the druid class. If you later gain levels in a
spellcasting class, you may reference said spellcasting spell list for alchemical recipes. This level does not
actually allow you to cast spells, only to know them enough to create alchemical mixtures of such spells.
Languages. You can speak, read, and write Common and Druidic.
Dryad
“Is there trouble?”
Dryads are daughters of the demigod Cenarius. They monitor the health of Kalimdor’s forests, ever
watchful against the depredations of evil magic. Acting as teachers, healers, and playmates to the
Kal’dori, dryads rally to fight those who encroach upon their forests, and serve the wilds with unwavering
faith and a joyous smile.
Affiliation. Independent or Alliance. The dryads aid the night elves so long as it is in the best interests of
the lands. When their brothers, the grovekeepers go to war, many dryads tag along for the ride.
Size. Dryads range between 6 to 7 feet tall and average between 300 to 500 pounds. Your size is Medium.
Ability Score Increase. Your Charisma score increases by 2.
Abolish Magic. You may touch a target as a melee spell attack and replicate the effects of Dispel Magic,
with an effective spell level equal to half your hit dice. This may be used once per day per point of
Charisma modifier (minimum 1).
Spell Resistance. You are exceptionally resistant to spells and spell-like abilities, and have advantage
versus all spells that allow for spell resistance.
Dryad
Medium fey, chaotic good
Armor Class. 15 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 50 ft.
STR AGI STA INT SPI CHA
11 (+0) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 18 (+4)
Skills. Perception +3, Survival +3, Persuasion +6
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 2 (200 XP)
Traits
Abolish Magic (4/rest). The dryad may touch a target as a melee spell attack and replicate the effects of
Dispel Magic, with an effective spell level equal to 3. If the spell’s level is higher than 3, roll d20 check
with +4, against a DC of 10 + spell level to dispel the effect. The dryad could spend two uses instead of
one to make the ability at a range of 30 feet.
Spell Resistance. The dryad has advantage to all saving throws against spells that allow for spell
resistance. She is immune to spells of level 2 or lower.
Actions
Javelin Melee Weapon Attack: +6 to hit, reach 5 ft., one target., or range 30/120 if thrown.
Hit: 5 (1d6 + 2) piercing damage, plus 1d6 poison damage. The target must succeed against a DC 13
Stamina saving throw or be poisoned for one minute.
Hooves Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.
Wisp
Wisps are ancient spirits of nature that inhabit the forestlands of Kalimdor. Legends say that Wisps are
actually the disembodied spirits of deceased night elves, but these rumors have yet to be proven. The
wisps act in unison with the night elves and serve to strengthen the demigod-like trees known as the
Ancients. Beckoned by the night elves, Wisps are capable of animating various trees and expanding
themselves into rough-hewn structures of living wood and stone.
Wisps are mysterious “forest spirits” of unknown origin. Wisps are forest spirits that heal ancients and
keep the forest clean and pure. They are dedicated to the well-being of night elf forests. They are
connected to the forest on a supernatural level rivaling that of Cenarius’ children; indeed, many believe
that wisps often evolve into mighty ancient protectors and other creatures. Wisps play a major role in
night elf life by creating and repairing their wooden structures. In addition to healing living wood with
their mere touch they can detonate themselves to banish or kill summoned monsters (such as any fiend,
elemental, or several kinds of undead). Wisps show little intelligence, free will or self-interest. They
appear to exist purely to serve the will of the night elves.
Avatar of Vengeance
Summoned by Conjure Fiend IV
Avatars of vengeance seek to slay all living creatures in an effort somehow to bring peace to itself. It
bears no feelings of guilt or remorse or pity. It takes its task seriously, treating all beings with equal
disregard and sparing none that get in its way. A greater spirit of vengeance attacks with a long barbed
incorporeal whip that drains the life from its victims. It makes full use of its incorporeal nature, moving
through walls, ceilings, and floors as it attacks.
No one knows exactly how Avatars of Vengeance form. Some claim that when a person with a great need
for vengeance dies, their spirit becomes an avatar of vengeance. This story cannot be true, though, as
avatars of vengeance are not undead creatures. Rather, they are beings composed of the raw energy of
vengeance and vendetta; they are revenge given physical form.
Avatars of vengeance are rarely encountered naturally, nor are they summoned. They are born of a
terrible wrong or bitter emotional state. When an individual seeks vengeance with all of their will, they
may inadvertently bring to life an avatar of vengeance. The spirit has a will of its own — even if the
individual who created it remits their hate. The spirit does not stop until it claims vengeance upon the
perpetrator of the act that caused its creation.
Avatar of Vengeance
Medium fiend (shadow), neutral evil
Armor Class: 13
Hit Points 71 (13d8+13)
Mana Points 18 (15 + 3)
Speed: 0 ft., fly 40 ft. (hover)
STR AGI STA INT SPI CHA
12 (+1) 16 (+3) 13 (+1) 12 (+1) 11 (+0) 15 (+2)
Saving Throws: Spi +2, Cha +4
Skills +5 Intimidate
Damage Resistances: fel, cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: holy
Condition Immunities: Exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses Darkvision 60 ft., passive Perception 10
Languages see below
Challenge 4 (1,100 XP)
Traits
Awaken Vengeful: By touching a corpse, the avatar of vengeance can create a spirit of vengeance that
joins it on its quest for righting wrongs for up to 24 hours, or until the task is complete (whichever comes
sooner). This can be done at will, but an avatar of vengenace cannot have more than twenty active spirits
of vengeance. Only one spirit of vengeance can be created from a single corpse, which must have died
either betrayed, in battle, or any situation where the DM decides it may have lingering desire for
vengeance. The statistics of the spirit of vengeance are described below.
Detect Quarry: The avatar can magically sense the presence of its target up to 5 miles away. She knows
the general direction they’re in but not their exact locations.
Limited Telepathy: The avatar of vengenace can magically transmit simple messages and images to any
creature within 120 feet of it, so long as the creature has wronged it in some way, shape, or form. This
form of telepathy doesn’t allow the receiving creature to telepathically respond.
Spell Resistance. The avatar has advantage to saving throws versus spells.
Actions
Multiattack: The avatar of vengenace makes two melee attacks
Moonglaive Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (1d6 + 3) slashing damage, plus 7 (2d6) fel damage
Vengeful (CR 1)
Spirits of Vengeance are creatures that form when an Avatar of Vengeance slays a humanoid. Avatars of
Vengeance can also summon Spirits of Vengeance from corpses. In some ways, Spirits of Vengeance are
like lesser versions of Avatars of Vengeance — they are composed utterly of revenge. Unlike avatars, a
Spirit of Vengeance contains bits of humanoid soul mingled with the vengeance energy. The Avatar of
Vengeance that created the spirit has full control over it. Spirits of Vengeance do not speak, but they do
utter animalistic growls.
Spirits of Vengeance possess little of the cunning of the avatar that created them. When uncontrolled,
they move toward living creatures and hack them apart. Some spirits target specific creatures particularly
deserving of vengeful judgment, ignoring innocents. A Spirit of Vengeance's weapon is a shadowy
extension of itself. Their weapons can take many forms; most resemble either the weapon of the avatar
that created them or the weapons of the living creatures from which they were summoned.