World of Warcraft 5e Monster Manual

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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.

Medium monstrosity, unaligned


Armor Class 15 (natural Armor)
Hit Points 52 (8d8 + 16)
Speed 20 ft.
STR AGI STA INT SPI CHA
16 (+3) 8 (1) 15 (+2) 2 (4) 8 (1) 7 (2)
Senses Darkvision 60 ft., passive Perception 9
Languages —
Challenge 3 (700 XP)
Traits
Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see
each other, the basilisk can force the creature to make a DC 12 Stamina saving throw if the basilisk isn’t
incapacitated. This can be done once per round, and may maintain this state for one minute before
requiring 1d4 minutes to recover. On a failed save, the target creature is restrained as its flesh begins to
harden. On a successful save, the creature isn't affected.
A creature restrained by this effect must make another Stamina saving throw at the end of each of its turn.
If it successfully saves three times, the effect ends, and the creature is immune to the current effect for the
1d4 minutes it takes for the Basilisk to recover. If it fails three times, the creature is turned to stone and is
pertified until freed by the greater restoration spell or other magic.
A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does
so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the
basilisk in the meantime, it must immediately make the save.
If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets
itself with its gaze. This otherwise acts as the Flesh to Stone spell.
Actions
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage

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.

Large plant, Unaligned


Armor Class 16 (Natural Armor)
Hit Points 90 (12d8 + 48)
Speed 25 ft.
STR AGI STA INT SPI CHA
22 (+6) 15 (+2) 18 (+4) 4 (3) 10 (+0) 7 (2)
Skills Perception +3, Stealth +5
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, piercing, slashing, Electricity
Senses Darkvision 60 ft., passive Perception 13
Languages -
Challenge 5 (450 XP)
Traits
Swamp Lord. The bog beast has advantage to Agility (Stealth) checks to move silently and hide within
swamps, can ignore the movement penalty from swamp difficult terrain, and can see through bog mists
without disadvantage.
Hold Breath. The bog beast can hold its breath for 30 minutes.  
ACTIONS
Multiattack: The bog beast attacks twice with its claws
Claw Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (1d8 + 6) Slashing damage. If the target is Medium or smaller, it is grappled (escape DC 17) and
restrained until the grapple ends. Alternatively, each hit may instead push the target 10 feet in any
direction.

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).

Medium Humanoid (Furbolg), Unaligned


Armor Class 13 (Natural Armor)
Hit Points 19 (3d8+6)
Speed 30 ft.
STR AGI STA INT SPI CH
18 (+4) 12 (+1) 15 (+2) 9 (1) 12 (+1) 7 (2)
Skills Perception +3
Senses Darkvision 60 ft., passive Perception 13
Languages Ursine and Darnassian
Challenge 1 (200XP)
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, and the target is grappled (escape DC 14) and restrained.

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.

Medium monstrosity, chaotic evil


Armor Class 11
Hit Points 16 (3d8 + 3)
Speed 20 ft., fly 30 ft.
STR     AGI     STA     INT     SPI     CHA
12 (+1) 13 (+1) 12 (+1) 7 (2) 10 (+0) 13 (+1)
Damage Resistances Poison
Senses passive Perception 10
Languages Darnassian, Low Common
Challenge 1 (200 XP)
Traits
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 30 feet of the harpy
that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends.
The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any
time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the
charmed target is more than 5 feet away from the harpy, the target is compelled to take the Dash action on
its turn to move toward the harpy by the most direct route. It doesn’t avoid opportunity attacks, but before
moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other
than the harpy, a target can repeat the saving throw.
A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is
successful, the effect ends on it. A target that successfully saves is immune to this harpy’s song for the
next 24 hours.
Filth Familiarity. Harpies have advantage to saving throws against diseases and resistance to poison
damage.
ACTIONS
Multiattack The harpy makes two attacks: one with its claws and one with its club.
Claws Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.
Club Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
Sonic Blast Ranged Spell Attack: +3 to hit, range 10/40 ft., one target
Hit: 2 (1d4) thunder damage, and the target must succeed on a DC 11 Strength saving throw or be pushed
10 feet.

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.

Small humanoid (kobold), lawful evil


Armor Class 12
Hit Points 5 (2d6 − 2)
Speed 25 ft.
STR AGI STA INT SPI CHA
7 (2) 15 (+2) 9 (1) 8 (1) 7 (2) 8 (1)
Senses darkvision 20 ft., passive Perception 8
Languages Low Common
Challenge 1/8 (25 XP)
Traits
Sunlight Sensitivity While in sunlight, the kobold has disadvantage on attack rolls, as well as on Spirit
(Perception) checks that rely on sight.
Candle Morale If the kobold’s candle is lit and it is within 10 feet of four more lit candles, it gains +2 to
attack rolls and saving throws against fear. If enough candles are extinguished (such as by an attack roll to
target the candle (AC of 5; 1 hit point), or by moving more than 30 feet in a given round, or by failing any
Agility saving throw), the candle is extinguished, requiring the kobold make a DC 10 Spirit save or gain
the Frightened condition for one hour or until they relight a candle.
ACTIONS
Pickaxe Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 2) piercing damage.
Sling Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.

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.

Large beast, unaligned


Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft.
STR AGI STA INT SPI CHA
21 (+5) 8 (1) 15 (+2) 2 (4) 12 (+1) 6 (2)
Senses passive Perception 11
Languages —
Challenge 2 (450 XP)
Traits
Devoir. If the kodo beast bites a creature below half hit points and one size category or more smaller than
it is, it can consume it, swallowing it whole. The creature is trapped within the kodo beast (gaining full
cover against attacks from the outside), and takes acid damage from the corrosive liquids within the kodo
beast; it takes 1 acid damage per round.
The creature may cut its way out by dealing one-quarter the kodo beasts’s hit points in slashing or
piercing damage (11 damage). Attacking the inside is done with disadvantage.
Charge. If the kodo beast moves at least 20 feet straight toward a target and then hits it with a gore attack
on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must
succeed on a DC 15 Strength saving throw or be knocked prone.
ACTIONS
Bite Melee Weapon Attack +7 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage
Gore Melee Weapon Attack +7 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) piercing damage

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.

Huge giant, neutral evil


Armor Class 16 (heavy fur)
Hit Points 187 (15d12 + 90)
Speed 40 ft.
STR     AGI     STA     INT     SPI     CHA
25 (+7) 10 (+0) 23 (+6) 11 (+0) 14 (+2) 16 (+3)
Saving Throws Sta +10, Spi +6, Cha +7
Skills Athletics +11, Perception +6
Damage Immunities cold
Senses passive Perception 16
Languages Giant
Challenge 11 (7,200)
Traits
Legendary Resistance (3/day). If the Magnataur fails a saving throw, can choose to succeed instead.
Flash Freeze (Recharge 5-6). The Magnataur stomps the ground, creating a wave of intense cold in a
sphere centered on the Magnataur, with a radius of 30 feet. Each creature in that sphere must make a DC
15 Agility saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a
successful one.
If a target fails the saving throw, it becomes restrained by ice. As an action, the restrained target can make
a DC 15 Strength check, breaking free of the ice on a success. The ice can also be attacked and destroyed
(AC 10; hp 15; vulnerability to fire damage; immunity to poison and psychic damage).
Legendary Actions. The Magnataur 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
Magnataur regains spent legendary actions at the start of its turn.
 Terrorizing Shout. The Magnataur gives a terrible battle-cry, provoking any creature in a 30-
foot cone to succeed on a Spirit saving throw or drop what it is holding and become frightened
for one minute. This otherwise acts as the Fear spell. A creature who succeeds against this ability
is immune to it for the next 24 hours.
 Trample. The Magnataur moves up to its speed. It can move into the space of any creature of
size Medium or smaller, and deal its Slam damage to it automatically (Agility halves, DC 17).
Movement provokes reactions as normal.
 Battle Order. The Magnataur directs an allied creature to strike, so long as the creature can see
or hear the Magnataur. That creature can immediately use its reaction to make one weapon attack.
ACTIONS
Multiattack. The Magnataur makes two attacks with its greataxe slash or slam (or any combination of the
two).
Greataxe Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 26 (3d12 + 7) slashing damage plus 4 (1d8) cold damage.
Rock Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target.
Hit: 29 (4d10 + 7) bludgeoning damage.
Slam Melee weapon attack: +11 to hit, reach 10 ft., one target
Hit: 17 (3d6+7) bludgeoning damage plus 4 (1d8) cold damage, and target must make a DC 17 Strength
check or be pushed 10 feet.

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.

Small humanoid (murloc), neutral evil


Armor Class 12
Hit Points 9 (2d6 + 2)
Speed 20 ft., swim 35 ft.
STR AGI STA INT SPI CHA
12 (+1) 12 (+1) 13 (+1) 7 (2) 10 (+0) 7 (2)
Skills Stealth +3
Senses passive Perception 10
Languages Nerglish
Challenge ¼ (50 XP)
Traits
Amphibious The murloc can breathe air and water.
Watery Camouflage The murloc has advantage on Agility (Stealth) checks made to hide in swampy
terrain or in water.
ACTIONS
Multiattack. The murloc makes one melee bite attack and one net attack.
Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 2 (1d3 + 1) piercing damage.
Net Ranged Weapon Attack: +3 to hit, reach 5 ft or range 5/15  ft., one target.
Hit: Target is restrained if Medium or smaller. DC 10 Strength check to break. Breaks automatically if it
takes 5 slashing damage.
Spear Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft or range 20/60 ft., one target.
Hit: 3 (1d4 + 1) piercing damage, or 4 (1d6 + 1) piercing damage if used with two hands to make a melee
attack.

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.

ALTERNATE POWER GOLEMS


Golems can be constructed with different mechanisms that alter their abilities. Depending on the energy
source powering it, the golem gains different abilities.

EARTH ELEMENTAL GOLEMS


By using an elemental engine and earth crystals, the earth-engine golem loses the Slow ability and gains
the ability to create a tremor. This costs an action to manifest, dealing 4d8 bludgeoning damage in a 20-
foot radius sphere, and requiring all affected creatures to pass a DC 20 Strength or Agility saving throw or
else fall prone. This can also turn into a 40-foot radius line instead.

FIRE ELEMENTAL GOLEMS


By using an elemental engine and fire crystals, the fire-engine golem loses the Slow ability and gains the
ability to cast Fire Nova (centered on itself), recharges on a 5-6 on a d6. It also deals 2d8 + 6 damage with
its slams, but deals an extra 2d6 fire damage. The fire-engine is usually centered in the golem's stomach,
releasing heat from the elemental furnace. It is also resistant to fire damage.

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).

GOLEM, ARCANE NULLIFIER


By using an arcane engine and mana crystals, the arcane-engine golem loses the Slow ability and gains
the ability to cast the spell Mana Burn and Dispel Magic as a strike effect that costs a single bonus action.
The effect recharges on a 5-6 on a d6.
Spell Absorption. If the Arcane Nullifier successfully makes a saving throw against a spell, it regains
1d6 hit points per spell level. This is calculated after counting damage. Suffering a dispel magic effect (or
any anti-magic effect like mana burn or detonate mana) deals 1d10 damage per spell level if failing the
saving throw (and gaining no benefit if succeeding against it).

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.

Medium monstrosity, Neutral


Armor Class 14 (Natural Armor)
Hit Points 16 (3d8+3)
Speed 30 ft.
STR     AGI      STA     INT      SPI      CHA
11 (+0) 14 (+2) 12 (+1) 7 (2) 9 (1) 6 (3)
Senses passive Perception 9
Languages Common
Challenge ½ (100XP)
ACTIONS
Waraxe Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 6 (1d8+2) slashing damage
Needles Melee Weapon Attack: +4 to hit, reach 5 ft. or range 15/60 ft., one target
Hit: 5 (1d6+2) piercing damage
Reactions. When attacked by a target within 5 feet of the quilboar. The target takes 1 point of piercing
damage if they have an AC score less than 15.

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.

Large beast, unaligned


Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 40 ft.
STR AGI STA INT SPI CHA
17 (+3) 15 (+2) 14 (+2) 3 (4) 12 (+1) 8 (1)
Skills Perception +3, Stealth +6
Senses Passive Perception 13
Languages —
Challenge 1 (200 XP)
Traits
Silent Stalker. The saber cat has advantage on Spirit (Perception) checks that rely on smell, and Agility
(Stealth) checks in dim light or darkness.
Pounce. If the saber cat moves at least 20 feet straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.
If the target is prone, the saber cat can make one bite attack against it as a bonus action.
Favored Terrain. The saber cat gains the favored terrain ability, as a 1st level Hunter to its natural
environment.
ACTIONS
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

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).

Large beast, unaligned


Armor Class 11 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft.
STR     AGI    STA     INT     SPI      CHA
21 (+5) 8 (1)    15 (+2) 2 (4) 12 (+1) 6 (- 2)
Senses passive Perception 11
Languages -
Challenge 2 (450 XP)
Trampling Charge. If the salamander moves at least 20 feet straight toward a creature and then gores
them on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.
If the target is prone, the salamander can make another gore attack or mystic belch against it as a bonus
action.
ACTIONS
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Mystic Belch. Ranged Spell Attack: +3 to hit, range 15/60 ft., one target.
Hit: 7 (2d6) fire damage.
Satyr
In the War of the Ancients, the Burning Legion’s taint worked strangely on some night elves, corrupting
them into satyrs. In the years since, other races have also joined their ranks. Satyrs resemble the creatures
they once were, but much of the resemblance ends at the physical level. Satyrs are bloodthirsty, depraved
individuals who enjoy slicing open their opponents with curved blades and flinging entrails everywhere.
Satyrs operate at a faster level than other creatures; whereas night elves (for example) are serene and
languid, satyrs move sharply and talk quickly.
They tend to function as if their heart rates and metabolisms operate at two or three times normal speed,
which may be precisely the case. Though satyrs are immortal, rumors tell of certain satyrs that apparently
“burn out” and die at ages much younger than that of night elves. Satyrs usually ally with demons, and
those who do can understand (but typically don’t speak) Eredun.
Medium monstrous humanoid, chaotic evil
Armor Class 12
Hit Points 9 (2d8)
Speed 35 ft.
STR AGI STA INT SPI CHA
14 (+2) 15 (+2) 10 (+0) 12 (+1) 8 (1) 16 (+3)
Skills Deception +5, Perception +2, Sleight of Hand +4, Stealth +4, and +4 to all checks to identify spells
and magic lore
Senses Darkvision 60 ft. passive Perception 16
Languages Elven
Challenge ½ (100 XP)
Traits
Cunning Action. On each of its turns, the satyr can use a bonus action to take the Dash, Disengage, or
Hide action.
Sneak Attack (1/Turn). The satyr deals an extra 3 (1d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the satyr that
isn’t incapacitated and the satyr doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack. The satyr makes two claw attacks or one shortbow attack.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

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.

Medium humanoid, chaotic neutral or evil


Hit Points 15 (2d8 + 6)
Armor Class 11 (natural armor)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 8 (1) 17 (+3) 6 (2) 12 (+1) 4 (3)
Senses passive Perception 11
Languages —
Challenge 1 (200 XP)
Traits
Berserker Rage (2/day). The trogg can rage as a 1st level warrior with the talent of the same name.
ACTIONS
Bone Club Melee Weapon Attack +5 to hit, reach 5 ft., one target.
Hit 6 (1d6+3) bludgeoning damage
Slam Melee Weapon Attack +5 to hit, reach 5 ft., one target.
Hit 5 (1d4+3) bludgeoning damage

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.

Wolf, Frost, Greater


Large monstrosity, neutral Evil
Armor Class: 13 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.
STR    AGI    STA    INT    SPI    CHA
18 (+4)     13 (+1)     14 (+2)     7 (2)    12 (+1)     8 (1)
Skills Perception +5, Stealth +3
Damage Immunities cold
Senses passive Perception 15
Languages Can understand common and orcish, but cannot speak it
Challenge 3 (700 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.
Snow Camouflage. The wolf has advantage on Agility (Stealth) checks made to hide in snowy terrain.
ACTIONS
Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving
throw or be knocked prone.
Cold Breath (Recharge 5–6): The wolf exhales a blast of freezing wind in a 15foot cone. Each creature
in that area must make a DC 12 Agility saving throw, taking 18 (4d8) cold damage on a failed save, or
half as much damage on a successful one.

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.

Dragonflight Color Resistance/Breath Damage


Blue Resistance to cold damage, cold breath
Red Resistance to fire damage, fire breath
Green Resistance to acid damage, acid breath
Yellow Resistance to lightning damage, lightning breath
Black Resistance to fire damage, fire breath

Medium Humanoid (Dragon), Neutral


Armor Class 17 (splint)
Hit Points 26 (4d8 + 8)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Saving Throws Str +5, Sta +4
Skills Athletics +5, Perception +4
Damage Resistances Resistance (see scales above)
Senses Blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Common, Draconic
Challenge 2 (700 XP)
Traits
Improved Critical. The Wyrmkin’s weapon attacks score a critical hit on a roll of 19 or 20.
ACTIONS
Multiattack: The wyrmkin attacks twice, either with his greatsword or spear.
Greatsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Spear Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Breath Weapon (1/long rest). The wyrmkin exhales an elementally-charged breath in a 15 foot cone.
Each creature in the line must make a DC 13 Agility saving throw, dealing 22 (4d10) damage on a failed
save, or half as much damage on a successful one. The damage type depends on the dragon’s scales.

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.

Yeti, Greater (Windigo)


Huge monstrosity, chaotic evil
Armor Class: 14 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 40 ft., climb 20 ft.
STR    AGI    STA    INT    SPI    CHA
22 (+6)     13 (+1)     20 (+5)     8 (1)    15 (+2)     7 (2)
Skills Perception +5, Stealth +3
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 15
Languages Yeti
Challenge 7 (700 XP)
Traits
Fear of Fire. If the greater yeti takes fire damage, it has disadvantage on attack rolls and ability checks
until the end of its next turn.
Keen Smell. The greater yeti has advantage on Spirit (Perception) checks that rely on smell.
Snow Camouflage. The greater yeti has advantage on Agility (Stealth) checks made to hide in snowy
terrain, and can stealth with a bonus action in this terrain.
ACTIONS
Multiattack: The yeti can use its Chilling Gaze and makes two claw attacks.
Claw Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 10 (1d8 + 6) slashing damage plus 7 (2d6) 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 16 Stamina saving throw against this magic or take 24 (7d6) 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 for 1
hour.

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.

Medium humanoid (Draenei) alignment Chaotic Neutral


Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
10 (+0) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Damage Resistances Fel
Skills +3 Stealth, +3 Perception
Senses Darkvision 60 ft., passive Perception 13
Languages Eredun
Sneak Attack (1/round). Whenever making a successful melee or ranged attack roll when having
advantage, or when an allied unit is adjacent to the enemy, the broken draenei adds 3 (1d6) extra damage
to the roll.
Adapter. Can always act in a surprise round, and has advantage versus weather effects.
Challenge 1/8 (25 XP)
ACTIONS
Scimitar Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow Ranged Weapon Attack: +3 to hit, range 80ft./320 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.

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.

Subrace. Ogres are either one-headed or two-headed.

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.

Large Giant, Chaotic Evil


Armor Class 13 (Natural Armor and thick skins)
Hit Points 59 (7d10+21)
Mana Points 15 (12 + 2)
Speed 40 ft.
STR     AGI STA     INT      SPI      CHA
19 (+4) 8 (1) 16 (+3) 12 (+1) 11 (+0) 7 (2)
Senses Passive Perception 10
Languages Common, Ogre
Challenge 3 (700 XP)
Spellcasting. The ogre magi is a 5th level spellcaster. His spellcasting ability is Intelligence (spell save
DC 11, +3 to hit with spell attacks). Their base spell capacity is 4.
0-level (3 mana): fire bolt (2d10), create bonfire, mold earth, light
1st level (4 mana): Burning hands, elemental armor (fire), false life, explosion
2nd level (5 mana): Enlarge/reduce, ray of enfeeblement, unholy frenzy
3rd level (6 mana): haste, glyph of warding
ACTIONS
Multiattack: The ogre magi can attack twice with any combination of a greatclub attack or a fireblast
attack.
Greatclub Melee Weapon Attack: +6 to Hit, reach 5 ft., one target
Hit: 13 (2d8+4) bludgeoning damage
Fire Blast Ranged Spell Attack: +6 to Hit, range 30/120 ft., one target
Hit: 10 (3d6) fire damage. This requires at least 1 mana in reserve for each d6.

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.

Medium elemental, neutral


Armor Class 12
Hit Points 9 (2d8)
Speed 30 ft.
STR AGI STA INT SPI CHA
10 (+0) 10 (+0) 10 (+0) 6 (2) 10 (+0) 7 (2)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 1 (200 XP)
ACTIONS
Slam Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d8) bludgeoning damage

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.

Air Elemental, Minor


Medium elemental, neutral
Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 0 ft., fly 90 ft. (hover)
STR AGI STA INT SPI CHA
12 (+1) 14 (+2) 12 (+1) 6 (2) 10 (+0) 7 (2)
Damage Resistances Thunder, Lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 1 (200 XP)
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
Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) bludgeoning damage
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a Strength saving throw
(DC 12). On a failure, a target takes 13 bludgeoning damage, and is flung up 10 feet away from the
elemental in a random direction 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 only takes 6 (1d8+2) damage,
and isn’t flung away or knocked prone.

Air Elemental, Lesser


Medium elemental, neutral
Armor Class 15
Hit Points 35 (6d8 + 8)
Speed 0 ft., fly 90 ft. (hover)
STR AGI STA INT SPI CHA
12 (+1) 16 (+3) 14 (+2) 6 (2) 10 (+0) 7 (2)
Damage Resistances Thunder, Lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 3 (700 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) bludgeoning damage
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a Strength saving throw
(DC 13). On a failure, a target takes 15 (2d8+6) bludgeoning damage, and is flung up to 30 feet away
from the elemental in a random direction 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 only takes 7 (1d8+3) damage
and isn’t flung away or knocked prone.

Air Elemental, Moderate


Large elemental, neutral
Armor Class 17
Hit Points 71 (10d10 + 16)
Speed 0 ft., fly 90 ft. (hover)
STR AGI STA INT SPI CHA
12 (+1) 20 (+5) 14 (+2) 6 (2) 10 (+0) 7 (2)
Damage Resistances Thunder, Lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 5 (1,800 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8+5) bludgeoning damage
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a Strength saving throw
(DC 16). On a failure, a target takes 28 (4d8+10) bludgeoning damage, and is flung up to 50 feet away
from the elemental in a random direction 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 only takes 14 (2d8+5) damage
and isn’t flung away or knocked prone.

Air Elemental, Greater


Large elemental, neutral
Armor Class 18
Hit Points 119 (14d10 + 42)
Speed 0 ft., fly 90 ft. (hover)
STR AGI STA INT SPI CHA
12 (+1) 22 (+6) 16 (+3) 6 (2) 10 (+0) 7 (2)
Damage Resistances Thunder, Lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 7 (2,900 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 15 (2d8+6) bludgeoning damage
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a Strength saving throw
(DC 17). On a failure, a target takes 30 (4d8+12) bludgeoning damage, and is flung up to 70 feet away
from the elemental in a random direction 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 only takes 15 (2d8+5) damage
and isn’t flung away or knocked prone.

Air Elemental, Major


Huge elemental, neutral
Armor Class 19
Hit Points 210 (20d12 + 80)
Speed 0 ft., fly 110 ft. (hover)
STR AGI STA INT SPI CHA
12 (+1) 24 (+7) 18 (+4) 6 (2) 10 (+0) 7 (2)
Damage Resistances Thunder, Lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 11 (7,200 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 20 (3d8+7) bludgeoning damage
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a Strength saving throw
(DC 19). On a failure, a target takes 41 (6d8+14) bludgeoning damage, and is flung up to 100 feet away
from the elemental in a random direction 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 only takes 20 (3d8+7) 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.

Fire Elemental, Minor


Medium elemental, neutral
Armor Class 14
Hit Points 13 (2d8+4)
Speed 50 ft.
STR AGI STA INT SPI CHA
10 (+0) 15 (+2) 14 (+2) 6 (2) 10 (+0) 7 (2)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 1 (200 XP)
Traits
Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it
takes 1d8 fire damage. 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
Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) fire damage plus ignite (if using a bonus action).

Fire Elemental, Lesser


Medium elemental, neutral
Armor Class 16
Hit Points 36 (6d8+12)
Speed 50 ft.
STR AGI STA INT SPI CHA
10 (+0) 18 (+4) 15 (+2) 6 (2) 10 (+0) 7 (2)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 3 (700 XP)
Traits
Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it
takes 1d8 fire damage. 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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d8+4) fire damage plus ignite

Fire Elemental, Moderate


Large elemental, neutral
Armor Class 17
Hit Points 85 (10d10+30)
Speed 50 ft.
STR AGI STA INT SPI CHA
10 (+0) 20 (+5) 17 (+3) 6 (2) 10 (+0) 7 (2)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 5 (1,800 XP)
Traits
Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it
takes 2d8 fire damage. 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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 14 (2d8+5) fire damage plus ignite

Fire Elemental, Greater


Large elemental, neutral
Armor Class 18
Hit Points 133 (14d10 + 56)
Speed 50 ft.
STR AGI STA INT SPI CHA
10 (+0) 22 (+6) 19 (+4) 6 (2) 10 (+0) 7 (2)
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 7 (2,900 XP)
Traits
Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it
takes 2d8 fire damage. 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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 15 (2d8+6) fire damage

Fire Elemental, Major


Huge elemental, neutral
Armor Class 20
Hit Points 230 (20d12 + 100)
Speed 70 ft.
STR AGI STA INT SPI CHA
12 (+1) 25 (+7) 20 (+5) 6 (2) 10 (+0) 7 (2)
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 11 (7,200 XP)
Traits
Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it
takes 3d8 fire damage. 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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 20 (3d8+7) fire damage
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.
Large elemental, neutral
Armor Class 17
Hit Points 85 (10d10+30)
Mana Points 10 (7 + 3)
Speed 0 ft., fly 110 (hover)
STR AGI STA INT SPI CHA
10 (+0) 20 (+5) 17 (+3) 6 (2) 10 (+0) 7 (2)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Kalimag
Challenge 5 (1,800 XP)
Traits
Fire Touch. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it
takes 9 (2d8) fire damage. If the phoenix 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.
Pure Flame. The fire damage dealt by the phoenix treats fire immunity as fire resistance, and fire
resistance as no resistance. The phoenix's fire touch also harms itself, usually burning up the phoenix in 9
rounds.
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-eighth its maximum hit points (10 hit
points), and its AC is 10. The egg retains any the 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 phoenix moves in water, or for every gallon of water splashed
on it, it takes 1 cold damage.
ACTIONS
Multiattack. The phoenix makes two attacks, either with the slam or the feathers, or both
Slam Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8+5) fire damage plus ignite
Burning Feathers Ranged Weapon Attack: +8 to hit, range 30/90 ft., 5-foot square
Hit: 9 (2d8) fire damage, Agility saving throw 16 halves the 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.

Water Elemental, Minor


Medium elemental, neutral
Armor Class 15
Hit Points 11 (2d8 + 4)
Speed 20 ft., swim 90 ft.
STR AGI STA INT SPI CHA
12 (+1) 12 (+1) 14 (+2) 6 (2) 10 (+0) 7 (2)
Damage Resistances Acid; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft. (only in water), passive perception 10
Languages Kalimag
Challenge 1 (200 XP)
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
Slam Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8+1) bludgeoning damage
Whelm (Recharge 4–6). Each creature in the elemental’s space must make Strength saving throw (DC
11) as the elemental attempts to engulf them. On a failure, a target takes 11 (2d8+2) bludgeoning damage,
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 only 5 (1d8+1) damage.
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 5 (1d8+1) bludgeoning damage.
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.

Water Elemental, Lesser


Medium elemental, neutral
Armor Class 15
Hit Points 35 (6d8 + 8)
Speed 20 ft., swim 90 ft.
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 16 (+3) 6 (2) 10 (+0) 7 (2)
Damage Resistances Acid; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft. (only in water), passive perception 10
Languages Kalimag
Challenge 3 (700 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) bludgeoning damage
Whelm (Recharge 4–6). Each creature in the elemental’s space must make Strength saving throw (DC
12) as the elemental attempts to engulf them. On a failure, a target takes 15 (2d8+6) bludgeoning damage,
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 only 7 (1d8+3) damage.
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 7 (1d8+3) bludgeoning damage.
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.

Water Elemental, Moderate


Large elemental, neutral
Armor Class 15
Hit Points 85 (10d10 + 30)
Speed 20 ft., swim 90 ft.
STR AGI STA INT SPI CHA
18 (+4) 12 (+1) 16 (+3) 6 (2) 10 (+0) 7 (2)
Damage Resistances Acid; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft. (only in water), passive perception 10
Languages Kalimag
Challenge 5 (1,800 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8+4) bludgeoning damage
Whelm (Recharge 4–6). Each creature in the elemental’s space must make Strength saving throw (DC
15) as the elemental attempts to engulf them. On a failure, a target takes 26 (4d8+8) bludgeoning damage,
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 only 13 (1d8+4) damage.
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 13 (1d8+4) bludgeoning
damage. 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.

Water Elemental, Greater


Large elemental, neutral
Armor Class 16
Hit Points 133 (14d10 + 56)
STR AGI STA INT SPI CHA
20 (+5) 12 (+1) 18 (+4) 6 (2) 10 (+0) 7 (2)
Damage Resistances Acid; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft. (only in water), passive perception 10
Languages Kalimag
Challenge 7 (2,900 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8+5) bludgeoning damage
Whelm (Recharge 4–6). Each creature in the elemental’s space must make Strength saving throw (DC
16) as the elemental attempts to engulf them. On a failure, a target takes 24 (4d8+10) bludgeoning
damage, 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 only 14 (1d8+5)
damage.
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 14 (1d8+5) bludgeoning
damage. 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.

Water Elemental, Major


Huge elemental, neutral
Armor Class 16
Hit Points 210 (20d12 + 100)
Speed 40 ft., swim 110 ft.
STR AGI STA INT SPI CHA
22 (+6) 12 (+1) 20 (+5) 6 (2) 10 (+0) 7 (2)
Damage Resistances Acid; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft. (only in water), passive perception 10
Languages Kalimag
Challenge 11 (7,200 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 19 (3d8+6) bludgeoning damage
Whelm (Recharge 4–6). Each creature in the elemental’s space must make Strength saving throw (DC
18) as the elemental attempts to engulf them. On a failure, a target takes 39 (6d8+12) bludgeoning
damage, 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 only 19 (3d8+6)
damage.
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 19 (3d8+6) bludgeoning
damage. 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.

Earth Elemental, Minor


Medium elemental, neutral
Armor Class 14
Hit Points 13 (2d8+4)
Speed 30 ft., burrow 30 ft.
STR AGI STA INT SPI CHA
14 (+2) 10 (+0) 14 (+2) 6 (2) 10 (+0) 7 (2)
Damage Resistances. Bludgeoning, piercing, and slashing from non-magical weapons
Damage Vulnerabilities. Thunder
Damage Immunities Acid, poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., tremorsense 30 ft.
Languages Kalimag
Challenge 1 (200 XP)
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 Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) bludgeoning damage plus 3 (1d6) acid damage

Earth Elemental, Lesser


Medium elemental, neutral
Armor Class 14
Hit Points 45 (6d8+12)
Speed 30 ft., burrow 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 10 (+0) 16 (+3) 6 (2) 10 (+0) 7 (2)
Damage Resistances. Bludgeoning, piercing, and slashing from non-magical weapons
Damage Vulnerabilities. Thunder
Damage Immunities Acid, poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., tremorsense 30 ft.
Languages Kalimag
Challenge 3 (700 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) bludgeoning damage plus 7 (2d6) acid damage

Earth Elemental, Moderate


Large elemental, neutral
Armor Class 17
Hit Points 95 (10d10+40)
Speed 30 ft., burrow 30 ft.
STR AGI STA INT SPI CHA
18 (+4) 10 (+0) 18 (+4) 6 (2) 10 (+0) 7 (2)
Damage Resistances. Bludgeoning, piercing, and slashing from non-magical weapons
Damage Vulnerabilities Thunder
Damage Immunities Acid, poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., tremorsense 30 ft.
Languages Kalimag
Challenge 5 (1,800 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) acid damage

Earth Elemental, Greater


Large elemental, neutral
Armor Class 18
Hit Points 161 (14d10 + 84)
Speed 30 ft., burrow 30 ft.
STR AGI STA INT SPI CHA
18 (+4) 10 (+0) 22 (+6) 6 (2) 10 (+0) 7 (2)
Damage Resistances. Bludgeoning, piercing, and slashing from non-magical weapons
Damage Vulnerabilities Thunder
Damage Immunities Acid, poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., tremorsense 30 ft.
Languages Kalimag
Challenge 7 (2,900 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) acid damage

Earth Elemental, Major


Huge elemental, neutral
Armor Class 20
Hit Points 250 (20d12 + 120)
Speed 50 ft., burrow 50 ft.
STR AGI STA INT SPI CHA
22 (+6) 25 (+7) 22 (+6) 6 (2) 10 (+0) 7 (2)
Damage Resistances. Bludgeoning, piercing, and slashing from non-magical weapons
Damage Vulnerabilities Thunder
Damage Immunities Acid, poison
Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60 ft., tremorsense 30 ft.
Languages Kalimag
Challenge 11 (7,200 XP)
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
Multiattack. The elemental makes two slam attacks
Slam Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 19 (3d8+6) bludgeoning damage plus 14 (4d6) acid damage

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.

Combat Armor, Gnomish


This combat armor may be commanded as a suit if the creature is of medium size, or a mecha if small size
or smaller. The combat armor is fueled by a tank of oil or a battery compartment (eight charges,
regardless), and it consumes one charge every hour. A user may use the combat armor’s perception
qualities (blindsight), but it uses the mecha’s bonus to Perception, not his own.
Medium construct [Mecha], unaligned
Armor Class 18 (natural Armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft.
STR AGI STA INT SPI CHA
14 (+2) 11 (+0) 13 (+1) 3 (3) 11 (+0) 1 (5)
Damage Immunities Poison, psychic
Condition Immunities Blinded, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 6
Skills -4 Perception
Languages —
Challenge 1 (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. 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 Sight. The user may use the combat armor’s perception qualities (Blindsight, but perception
roll is always 1d20-4 (or passive perception 6) instead of their normal sight.
Fuel. The combat armor 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
Multiattack. The Armor makes two melee attacks.
Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.

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.

Small construct, unaligned


Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 0 ft.
STR AGI STA INT SPI CHA
4 (3) 16 (+3) 12 (+1) 3 (4) 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)
Mounted Turret. The gnomish turret can carry and use firearms mounted on it, and can be programmed
to respond to certain targeting parameters decreed by its user. If manipulated by using Thieves’ Tools or
an Engineering Kit against a DC of 10 + user’s engineering bonus, it can be altered to target different
creatures.
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.
Minor AI. The gnomish turret can also remove malfunctions as if it had the same bonus to engineering as
its user.
Fuel. The gnomish turret 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
Shoot. Ranged Weapon Attack: +5 to hit, can use any firearm mounted on the turret.

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.

Small construct, unaligned


Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
4 (3) 16 (+3) 12 (+1) 3 (4) 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)
Rip Tire. The tip tire can carry and use one explosive mounted on it. When the rip tire explodes (taking
the explode action), it deals the explosive’s damage as well.
Repairing the rip tire requires only one-quarter the cost and time to craft and restore to health.
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 rip tire starts out with eight fuel charges, and runs on a combustion engine, consuming one vial
of phlogiston per hour. The hull’s capacity is equal to 8 vials of phlogiston.
ACTIONS
Slash. Melee Weapon Attack: +5 to hit, can use any firearm mounted on the turret.
Explode. The rip tire explodes, dealing 7 (2d6) concussive damage in a 10 foot sphere. If mounted with
one other explosive, it blows them up as well.

Burning Legion and Demons


Template: Demonic Creature
A creature that is descended into a demonic fiend is altered by the following template. Demons are
always treated as if their mana is active for the purposes of stealing or manipulating mana, though
draining demonic mana might have an unforeseen negative effect (up to the DM).
Alignment. Always chaotic evil
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Saving Throws. Any two.
Senses. Darkvision 120 ft.
Languages. Understands Eredun (if it can speak, it may also speak it)
Challenge. Unchanged.
Traits. Any physical (non-cognitive) ability it possessed previously.
Actions. Any melee/ranged or natural attacks it possessed in a previous life.

Template: Tainted/Fel Creature


A creature that has is cursed or has drunk demon-blood given by a CR 10 or higher demon may become
tainted. This is a template that alters the creature in the following ways.
A tainted creature often changes color (typically red, though other colors are not unheard of), and shows
signs of corruption (such as sharper teeth, unnatural bone protrusions, etc), as well as eyes burning with
fel-fire, and becomes more violent and prone to anger and rage.
Tainted creatures may be sensed with a DC 10 Spirit on sight or Intelligence (if possessing mana or innate
spellcasting) check on sight. Those who succeed on the check can sense fel magic reeking in the creature.
Alignment. Always chaotic evil
Attribute Scores. +1 to Strength or +1 to Charisma (choose one).
Senses. Darkvision 120 ft.
Languages. Understands Eredun (if it can speak, it may also speak it)
Challenge. Unchanged.
Traits. Any abilities it possessed previously, as well as Chaos Weapons.
Chaos Weapons The creature’s weapon attacks are treated always as magical for the purpose of
overcoming damage resistances.

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.

Large fiend (demon), chaotic evil


Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 55)
Mana Points 21 (17 + 4)
Speed 20 ft.
STR AGI STA INT SPI CHA
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3)
Saving Throws Str +10, Agi +7, Spi +7, Cha +7
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't
silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Eredun, Common.
Challenge 11 (7,200 XP)
Demon Sight. Magical darkness doesn't impede the demon’s darkvision.
ACTIONS
Multiattack. The doomguard makes two melee attacks: two with its scimitar or two with its fist. It can
exchange a sword attack with a fist attack. As a bonus action, it can use its Doom Stomp ability or attack
again with its scimitar.
Scimitar Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 15 (1d8 + 6) slashing damage.
Fist Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 10 (1d4 + 6) bludgeoning damage.
Mortal Strike. A wound left by a doomguard’s attack may become infected with fel energy, weakening
the effects of magical healing. A creature affected by the doomguard’s attack must make a DC 18
Stamina save or be tainted for one minute, during which, any healing spell or ability used on a tainted
creature heals only half the normal amount of hit points. This may be applied as a bonus action as part of
an attack, and is treated as a Strike effect. A creature subject to this effect cannot be affected again in the
same 24 hours.
Doom Stomp (4/rest). As a bonus action, the Doomguard stomps the ground with a hoof, creating a
shockwave. All creatures ten feet away from them must perform a Agility saving throw, DC 18 or be
knocked prone, taking 7 (2d6) points of bludgeoning damage. The Doomguard can regain all uses with a
short rest.
Innate Spellcasting. The doomguard’s spellcasting ability is Charisma (spell save DC 16). The
doomguard can innately cast the following spells, requiring no material components:
0-level (1 mana): detect magic
3rd-level (5 mana) dispel magic
5th-level (7 mana): cripple, rain of fire

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.

Large fiend (demon), chaotic evil


Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Mana Points 22 (18 + 4)
Speed 30ft., Fly 60 ft. (hover)
STR AGI STA INT SPI CHA
18 (+4) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
Saving Throws Agi +9, Spi +7, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances fel; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft. , passive Perception 17
Languages All non-restricted languages, and Eredun.
Challenge 13 (10,000 XP)
Summon Infernal. The dreadlord may conjure an infernal at any space within 90 feet as an action. The
infernal acts as if summoned with a conjuration spell (manifesting one round after being summoned with
its meteoric impact ability), and obeys verbal commands. The Infernal remains so long as the dreadlord
concentrates, up to one hour.
Spellcasting. The dreadlord is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC
15, +7 to hit with spell attacks). The dreadlord can prepare 10 Warlock spells of every level (5 5th level,
and 7 4th level).
0-level (10: 1 mana): acid splash, chill touch, mage hand, friends, prestidigitation, fire bolt, minor
illusion, poison spray, message, dancing lights
1st level (10, 3 mana): chromatic orb, ray of sickness, silent image, false life, comprehend languages,
fogcloud, sleep, conjure fiend I (Imp), witch bolt, disguise self
2nd level (10, 4 mana): detect thoughts, gust of wind, mirror image, darkness, blur, blindness/deafness,
altar self, enlarge/reduce, hold person, invisibility
3rd level (10, 5 mana): blink, counterspell, fireball, gaseous form, sleep (9d8), nondetection, slow,
hypnotic pattern, major image, stinking cloud
4th level (7, 6 mana): blight, confusion, dominate beast, polymorph, conjure fiend (CR 4; succubus),
animate undead (CR 4; abomination), drain life
5th level (5, 7 mana) : dominate person, carrion swarm, vampiric aura, insect plague, teleportation circle
ACTIONS
Multiattack. The dreadlord makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 8 (1d8 + 4) Slashing  damage. Instead of dealing damage, the dreadlord can grapple the target
(escape DC 18).

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.

Large fiend (demon), chaotic evil


Armor Class 14 (natural armor)
Hit Points 135 (18d8 + 54)
Mana Points 27 (21 + 6)
Speed 30 ft.
STR AGI STA INT SPI CHA
20 (+5) 10 (+0) 17 (+3) 21 (+5) 14 (+2) 22 (+6)
Saving Throws Sta +10, lnt +12, Spi +9
Skills Arcana +12, History +12, Insight +9, Perception +9, Intimidation +12
Damage Resistances cold, fire, fel; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Common, Eredun plus up to four other languages
Challenge 20 (25,000 XP)
Magic Resistance. The eredar warlock has advantage on saving throws against spells and other magical
effects.
Mystic Blast. The eredar warlock’s mystic blasts deal 9d4 fel damage on a successful ranged spell attack.
The warlock requires at least 9 mana to deal 9d4 damage.
Chaos Weapons The eredar warlock’s weapon attacks are magical.
Nether Magic (at will). The eredar warlock may, as a bonus action while casting a spell, remove one
spellcasting component, and does not need to exercise it to cast a spell. The warlock may not remove a
material component.
Consume Power (6/rest). If the eredar succeeds in saving against a spell it is targeted with, it may use a
reaction to make the save again. If it is successful again, it regains mana points equal to the spell’s level.
Spellcasting. The eredar is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC
20, +12 to hit with spell attacks). The eredar can prepare 12 warlock spells prepared of every spell level
below 7th (7 9th level, and 10 8th level).
0-level (14, 1 mana): mage hand, prestidigitation, firebolt (4d10)
1st level (14, 1 mana): detect magic, magic missile, mana shield, shield
2nd level (14, 1 mana): detect thoughts, invisibility, shadow strike, mirror image
3rd level (14, 1 mana): animate dead, sleep (9d8), dispel magic, fireball
4th level (14, 2 mana): blight, dimension door
5th level (14, 2 mana): cloudkill, scrying
6th level (14, 3 mana): disintegrate, drain life (15/round)
7th level (14, 7 mana): finger of death, conjure fiend
8th level (10, 8 mana): dominate monster, power word stun
9th level (7, 9 mana): demonic doom
Actions
Fire Bolt. Ranged Spell Attack. +11 to hit, reach 120 ft., one target.
Hit: 22 (4d10) fire damage.
Mystic Blast. Ranged Spell Attack. +11 to hit, reach 30 ft., one target.
Hit: 22 (9d4) fel damage.
Claw. Melee Weapon Attack. +11 to hit, reach 10 ft., one target
Hit: 8 (1d6 + 5) slashing damage.
Felguard
Felguard are the savage foot soldiers of the Burning Legion. While most other demons rely to some
extent on magic and trickery, felguard eschew these subtleties, instead relying on sheer strength to
overwhelm their foes.
While under the command of a higher-ranking demon or a warlock, a felguard makes the perfect soldier.
Each is a disciplined follower outside of combat, calm and patient. When commanded to fight, however,
they become wild and merciless; an army of raging felguard is a terrifying sight. Felguard skin color
varies; red, blue, yellow, and black are common.
A felguard is about 7-1/2 feet tall and weighs 350 pounds.

Medium fiend (demon), chaotic evil


Armor Class 15 (armor, breastplate)
Hit Points 110 (13d8 +52)
Mana Points 17 (14 + 3)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
Saving Throws Str +6, Sta +7, Spi +5, Cha +5
Skills Deception +5, Insight +5, Perception +8
Damage Resistances Fire; bludgeoning, piercing, and slashing from non magical weapons that aren't
silvered
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 18
Languages Eredun
Challenge 5 (1,800 XP)
Demon Sight. Magical darkness doesn't impede the demon’s darkvision.
Demonic Rage (2/long rest). The demon can rage as having the rage warrior talent of a level 1 warrior.
ACTIONS
Multiattack. The demon makes two melee attacks with its greatsword.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target.
Hit: 6 (2d6 + 3) slashing damage.
Innate Spellcasting. The felguard’s spellcasting ability is Charisma (spell save DC 14). The felguard can
innately cast the following spells, requiring no material components:
1st-level (3, 4 mana): Detect Magic, Detect Evil and Good

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.

Tiny fiend (demon), chaotic evil


Armor Class 13
Hit Points 10 (3d4 + 3)
Mana Points 16 (14 + 2)
Speed 20 ft.
STR AGI STA INT SPI CHA
6 (2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances Fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t
silvered
Damage Immunities poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., passive Perception 11
Languages Eredun, Common
Challenge 1 (200 XP)
Traits
Demon Sight. Magical darkness doesn’t impede the demon’s darkvision.
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) slashing damage.
Innate Spellcasting: The imp’s spellcasting ability is Charisma (spell save DC 12). The imp can innately
cast the following spells, requiring no material components:
0-level (3 mana): Firebolt

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.

Medium fiend (demon), chaotic evil


Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Mana Points 0 (Special, maximum 15 (13 + 2), see Magic Devourer)
Speed 50 ft.
STR AGI STA INT SPI CHA
17 (+3) 12 (+1) 14 (+2) 6 (2) 13 (+1) 6 (2)
Skills Perception +5
Damage Resistances Fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t
silvered
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 14
Languages understands Eredun but can’t speak it
Challenge 3 (700 XP)
Traits
Magic Resistance. The fel hound has advantage on saving throws against spells and other magical
effects.
Demonic Sense. The fel hound has disadvantage to Spirit (Perception) checks with sight, but have 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.
Magic Devourer. The felhound can, when dispelling a magic spell or successfully draining mana with its
Mana Burn spell, regain mana equal to double the spell’s level, or equal to the mana burnt from the
subject of its Mana Burn spell (whichever is higher), to a maximum of 15 mana points. Mana burn and
Dispel Magic do not cost mana for the felhound, who usually reserves their mana to use Orb of
Annihilation against spellcasters.
ACTIONS
Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) slashing damage, and the target must make on a DC 12 Stamina saving throw, taking 3
(1d6) poison damage on a failed save, or half as much damage on a successful one.
Innate Spellcasting: The fel hound’s spellcasting ability is Charisma (spell save DC 12). The fel hound
can innately cast the following spells, requiring no material components:
3rd-level (7 mana): Mana Burn (0), Dispel Magic (0)
4th-level (8 mana): Orb of Annihilation

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).

Large fiend (demon), chaotic evil


Armor Class 11
Hit Points 19 (3d10 + 3)
Mana Points 14 (12 + 2)
Speed 60 ft.
STR AGI STA INT SPI CHA
18 (+4) 12 (+1) 13 (+1) 6 (2) 12 (+1) 7 (2)
Damage Resistances Fire
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 11
Languages understands Eredun and Common but cannot speak it
Challenge 1/2 (100 XP)
Trampling Charge. If the felsteed 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.
Infernal
Infernals are hulking brutes engulfed in arcane fire, entropic manifestations that warlocks conjure forth
from the Nether. Infernals burst through the planar veil to strike like entropic meteorites, devastating
everything in their impact radius. The infernals then rise to smash any and all targets in the area.
Ripped from the void and cut off from the sustaining energies of the Twisting Nether, infernals endure for
hours, perhaps days at most before being summoned. Still, they can wreak tremendous havoc in that time,
acting as engines of pure destruction.
An infernal always appears in the air when summoned and falls to earth with meteoric impact (see
below). It then stands and attacks as directed by its summoner. An infernal is not terrifically bright,
however, and can obey only the simplest of tactical orders. Even then, it often resorts to the mindless
tactic of attacking the nearest enemy (as defined by its orders) each round.
Large construct (tainted, demon), chaotic evil
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Mana Points 13 (11 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
22 (+6) 9 (1) 20 (+5) 3 (3) 11 (+0) 1 (5)
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that
aren’t adamantine
Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Eredun but can’t speak it
Challenge 10 (5,900 XP)
Traits
Immune to Magic. The infernal is immune to any spell or effect that is based on a spell.
Immolation. The infernal sheds fel-fire in a radius of 5 ft. around it. Any creature within that radius and
any creature that strikes the Infernal with a melee weapon takes 2d6 fire damage. The infernal adds half
its aura damage to any melee attack it makes if it also uses a bonus action. This aura is always active.
Meteoric Impact. The infernal, when summoned or conjured, may manifest as a massive meteor falling
from the sky: in the area where it is designated to appear, it falls from the sky (damaging any units and
objects in its fall), and explodes into a 20-foot-radius sphere on point of impact. Anything in this area of
effect takes 4d6 damage (half bludgeoning, half thunder), and 5d6 fire damage in the area of effect. This
otherwise acts like Rain of Fire. The infernal is not damaged by the fall, and rises up from the crater (if
any), fully prepared for combat.
Chaos Weapons. The infernal’s weapon attacks are magical.
ACTIONS
Multiattack The infernal makes two slam attacks.
Slam Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 19 (3d8 + 6) bludgeoning damage (plus more if spending bonus action, see Immolation).

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.

Huge fiend (demon), chaotic evil


Armor Class 19 (natural armor)
Hit Points 300 (24d10 + 168)
Mana Points 30 (24 + 6)
Speed 30 ft.
STR AGI STA INT SPI CHA
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
Saving Throws Agi +8, Sta +13, Spi + 10
Damage Resistances cold; bludgeoning, piercing, and slashing from non magical weapons that aren't
silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft. truesight 120ft., passive Perception 14
Languages Eredun, telepathy 120ft.
Challenge 20 (25,000 XP)
Howl of Terror. As an action, the pit lord may howl, forcing any creature within 30 ft. to make a DC 20
Spirit saving throw. On a failed save, the creature is frightened until the start of its next turn. If a
creature's saving throw is successful, the creature is immune to the pit lord’s howl for the next 24 hours.
Chaos Weapons. The pit lord’s weapon attacks are magical.
Doom Stomp (6/rest). As a bonus action, the pit lord stomps the ground with a hoof, creating a
shockwave. All creatures fifteen feet away from them must perform a Agility saving throw, DC 22 or be
knocked prone, and take 10 (3d6) points of bludgeoning damage. The pit lord can regain all uses with a
short rest.
Death Throes. When the pit lord dies, it explodes, and each creature within 30 feet of it must make a DC
22 Agility saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a
successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and
it destroys the pit lord's weapons.
Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can
innately cast the following spells, requiring no material components:
1st-level (1 mana): detect magic
3rd-level (2 mana): dispel magic, haste
5th-level (5 mana): dispel good and evil, rain of fire
7th-level (7 mana): conjure fiend VII
9th-level (9 mana): demonic doom, gate
ACTIONS
Multiattack. The pit fiend makes two attacks with its two-bladed sword. With a bonus action, it may
attack again with its two-bladed sword, or use its Doom Stomp ability.
Alternatively, it may target a 15-foot-radius half-circle (180-degree sphere), in the direction of its choice
to sweep. Creatures in the area take damage as if hit with the two-bladed sword, with a DC 18 Agility
check to half. This costs two attacks.
Two-Bladed Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 18 (3d6 + 8) slashing damage plus 7 (2d6) damage. Half the damage is fire, and the other half is fel.

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.

Medium fiend (demon), chaotic evil


Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12)
Mana Points 22 (20 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
8 (1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical
weapons
Senses darkvision 60ft., passive Perception 15
Languages Eredun, Common
Challenge 4 (1,100 XP)
Sensual Pain. The succubus may affect any creature it strikes with its whip with one of its innate
spellcasting abilities. Casting a spell or using an ability this way costs a bonus action, and is treated as a
Strike effect. Despite dealing damage, the succubus is not counted as if she damaged the target for the
purposes of enchantment spells.
Innate Spellcasting. The succubus spellcasting ability is Charisma (spell save DC 17). The succubus can
innately cast the following spells, requiring no material components:
1st level (2 mana): Sleep
2nd level (3 mana): alter self, suggestion, shadow strike, dream eating hex
5th-level (9 mana): modify memory
ACTIONS
Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Whip Melee Weapon Attack: +5 to hit, reach 15 ft., one target
Hit: 4 (1d2 + 3) slashing damage.
Charm (at will). One humanoid the fiend can see within 30 feet of it must succeed on a DC 17 Spirit
saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic
commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw,
ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends,
the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target
charmed at a time. If it charms another, the effect on the previous target ends.

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.

Medium fiend (demon), chaotic evil


Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 15 (+2) 15 (+2) 9 (- 1) 11 (+0) 14 (+2)
Saving Throws Str +5, Sta +4
Damage Resistances cold; bludgeoning, piercing, and slashing from non magical weapons that aren't
silvered
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 10
Languages Eredun (understands only, cannot speak)
Challenge 2 (450 XP)
Demon Sight. Magical darkness doesn't impede the demon’s darkvision.
Consume Shadows (1/rest). A voidwalker in total darkness can spend an action concentrating, and heal
itself as if it is resting (such as by spending as much hit dice to heal as it wishes, despite it not actually
resting or spending an hour). This acts as normal rest for all purposes except for regaining abilities. A
voidwalker may consume shadows in shadowy illumination but heals only half this amount.
Magic Resistance. The voidwalker has advantage on saving throws against spells and other magical
effects.
Tormenting Strike. The voidwalker may, as a bonus action, affect a creature struck by it with the
Compelled Duel spell, with a DC 14 Spirit saving throw.
The effect ends if the voidwalker attacks another creature, imposes torment on another target, if the
targeted creature is attacked by an ally of the Voidwalker, or if the voidwalker ends its turn more than 30
ft. away from the targeted creature.
ACTIONS
Slam Melee Weapon Attack: +5 to hit, Reach 5 ft., One Target
Hit 6 (1d6+3) bludgeoning damage.

The Undead Scourge and Undead


The Scourge focuses its arcane power on necromancy. Its members’ goals are to use their necromancy
and their plagues to swell their armies of undead and retake Azeroth for their Lich King, a vile and
unholy spiritual union between the might of the fallen Paladin Arthas, heir to Lordaeron of the Alliance,
and the traitor shaman Ner’Zhul of the Horde.
Undead fiends and similar creatures still haunt pockets of Kalimdor. Ghosts seek the embrace of the
living, only to kill those with whom they seek solace; abominations look for bodies to add to their
monstrous corpses. Other creatures simply seek living flesh to consume. Gargoyle wings creak in the
night.
Unlike the demons of the Burning Legion, the Scourge has little organization on Kalimdor. The undead
are focused on survival instead of conquest, and attack the weak and the solitary. If the undead are lucky
enough to find a necromancer, they flock to her like sheep, begging for direction. They were created to
serve a more powerful being, and without that being they are no better than directionless killing
machines. If their necromancer is slain, the undead become uncontrolled, wandering aimlessly and
slaying the living until another necromancer calms them or a hero destroys them.
The Scourge in Lordaeron exists in a different situation than on Kalimdor. The Lich King remains in
far-off Northrend; but his general, Kel’Thuzad, rules from Stratholme. The Scourge controls a huge swath
of Lordaeron and therefore has access to the cemeteries in the destroyed towns. They work to eliminate
the small Alliance population still residing in the ravaged countryside and attempt to bring the rebel
Forsaken back into the fold, before consuming all the Eastern Kingdoms, and then moving west--to
Kalimdor.
Known to be a hated enemy and rival of the Burning Legion, the Lich King waits atop his Frozen Throne,
plotting and amassing his strength--so that the mortal world will once see the full extend of his wrath and
hatred.

Template: Skeletal Creature


A creature that is turned into a skeleton is altered by the following template.
Alignment. Always Lawful Evil
Armor Class. -2 Natural armor or scraps
Attribute scores. Strength and Agility unchanged; Stamina 15, Intelligence 6, Spirit 8, and Charisma 5.
Damage Immunities. Poison
Damage Vulnerabilities. Bludgeoning
Condition Immunities. Poisoned, exhaustion
Senses. Darkvision 60 ft.
Languages. Understands the languages in life, but cannot speak.
Challenge. Unchanged.
Traits. Any physical (non-cognitive) ability it possessed in life, as well as undead nature.
Actions. Any melee/ranged or natural attacks it possessed in life.
Undead Nature. An undead does not need to eat, drink, sleep, or breathe.

Template: Zombie Creature


A creature that is turned into a zombie is altered by the following template.
Alignment. Always Lawful Evil
Armor Class. -3 Natural armor or -1 (from Agility penalty).
Attribute scores. Strength unchanged; Agility 8, Stamina 16, Intelligence 3, Spirit 6, and Charisma 5.
Damage Immunities. Poison
Condition Immunities. Poisoned, exhaustion
Saving Throws. Spirit
Senses. Darkvision 60 ft.
Languages. Understands the languages in life, but cannot speak.
Challenge. Unchanged.
Traits. Any physical (non-cognitive) ability it possessed in life, as well as Undead Fortitude and Undead
Nature.
Actions. Any melee/ranged or natural attacks it possessed in life. Proficient with melee Slam attack has a
reach of normal for its size, and deals 1d6 if medium, 2d6 if large, 3d6 if huge, etc. plus Strength.
Undead Fortitude If damage reduces the zombie to 0 hitpoints, 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 zombie
drops to 1 hit point instead.
Undead Nature. An undead does not need to eat, drink, sleep, or breathe.

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.

Medium humanoid (human), lawful evil


Armor Class 10
Hit Points 7 (2d8-2)
Mana Points 16 (14 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
10 (+0) 10 (+0) 8 (1) 12 (+1) 14 (+2) 11 (+0)
Skills Medicine +4, Religion +3, construction +3
Senses passive Perception 10
Languages Common
Challenge ¼ (50 XP)
Traits
Death Can Wait. The acolyte has Advantage on all Death Saving Throws.
Spellcasting The acolyte is a 1st level spellcaster. Its spellcasting ability is Spirit (spell save DC 12, +4 to
hit with spell attacks). The acolyte can prepare 6 priest spell of every level (3 1st level).
0-level (3; 3 mana): light, ray of frost, prestidigitation
1st level (3; 5 mana): bane, inflict wounds, sleep
ACTIONS
Club Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Unarmed Strike Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage.
Sacrifice. The acolyte may be sacrificed at the Scourge’s Sacrificial Pits. An acolyte that is ritually
murdered near an altar dedicated to Ner’Zhul (requiring a 5th level acolyte to supervise) this way rises
after one day as a shade. The acolyte becomes incorporeal (as gaseous form), loses spellcasting and
channel divinity, and gains constant telepathy to who sacrificed him. This ritual cannot be undone or
reversed by anything short of a wish spell or divine intervention (or similar abilities).

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.

Medium undead, chaotic evil


Armor Class 12
Hit Points 49 (11d8)
Mana Points 19 (17 + 2)
Speed 0 ft., fly 40 ft. (hover)
STR AGI STA INT SPI CHA
1 (5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
Saving Throws Spi +2, Cha +5
Damage Resistances Acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical
weapons
Damage Immunities Cold, fel, poison
Condition Immunities Exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1,100 XP)
Traits
Incorporeal Movement The banshee can move through other creatures and objects as if they were
difficult terrain. She takes 5 (1d10) Arcane damage if she ends her turn inside an object.
Horrifying Visage Each non-undead creature within 60 feet of the banshee that can see her must succeed
on a DC 13 Spirit saving throw or be frightened for 1 minute. A frightened target can repeat the saving
throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the
effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is
immune to the banshee’s Horrifying Visage for the next 24 hours.
Banshee Magic. The banshee may cast possession without a container. The soul and body of the banshee
effectively occupy the targeted creature. The banshee may leave the body, materializing its own after one
round of leaving. The banshee may cast Antimagic shell and target any creature within 30 ft. to gain the
benefits of the same spell. If this effect targets an enemy, they may make a Spirit saving throw to negate
this effect.
Innate Spellcasting. The banhsee’s spellcasting ability is Charisma (spell save DC 16). The banshee can
innately cast the following spells, requiring no material components:
3rd-level (7 mana): Banshee’s Curse
5th-level (9 mana): Antimagic Shell
6th-level (8 mana): Possession
ACTIONS
Shrill Shriek Ranged Spell Attack: +7 to hit, reach 30 ft., one target.
Hit: 12 (5d4) thunder damage.

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.

Medium monstrosity, lawful evil


Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Mana Points 13 (11 + 2)
Speed 10 ft., fly 60 ft.
STR AGI STA INT SPI CHA
15 (+2) 11 (+0) 16 (+3) 6 (- 2) 11 (+0) 7 (- 2)
Damage Resistances Fel, bludgeoning, piercing, and slashing from non magical weapons that aren't
adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages -
Challenge 2 (450 XP)
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate
statue.
Spell Resistance. The gargoyle has advantage to any saving throw versus spells that targets it, except
Flesh to Stone (which drops it from the sky if it is flying) and Stone to Flesh (which cancels out its stone
form, and prevents it from entering the state for 24 hours).
Statue Form. The gargoyle may turn into a statue at will. During this form, the gargoyle cannot fly, and
gains resistance to all energy damage. The gargoyle may not fly, move, attack, or perform any action in
statue form. While in this form, the gargoyle may rest, doubling its benefit from hit dice. It takes one
round to enter and leave Statue form.
ACTIONS
Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.

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.

Medium Undead, Lawful Evil


Armor Class 15 (natural armor)
Hit Points 27 (6d8)
Mana Points 12 (10 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 17 (+3) 10 (+0) 7 (2) 10 (+0) 8 (1)
Damage Resistance Shadow
Damage Immunities Poison
Condition Immunities Poisoned, Exhausted
Senses Darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 xp)
Berserker Rage (2/long rest). The ghoul can rage as a 1st warrior with the talent of the same name.
Cannibalize. The ghoul can consume the corpse of any natural creature. Eating a creature takes a minute,
allowing the ghoul to expend hit dice to restore hit points. A natural creature may be cannibalized once
before their corpse becomes unusable.
Actions. The ghoul may bite once, or attack twice with its claws as an action.
Bite Melee Weapon Attack: +6 to Hit, reach 5 ft., one target
Hit 6 (1d6+3) piercing damage. When the ghoul bites a living creature, it regains 1 hit point. This cannot
exceed its total hit points.
Claws Melee Weapon Attack: +6 to Hit, reach 5 ft., one target
Hit 5 (1d4+3) slashing damage.

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.

Large undead, lawful evil


Armor Class 13 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 40 ft., burrow 20 ft. climb 40 ft.
STR AGI STA INT SPI CHA
15 (+2) 15 (+2) 12 (+1) 6 (2) 10 (+0) 6 (2)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10
Languages Common, nerubean
Challenge 2 (450 XP)
Traits
Burrow. The crypt fiend 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 crypt fiend can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check, and ignores movement restrictions caused by webbing.
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 18
(4d8) 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 crypt fiend 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 crypt fiend’s burrow ability, so
that it may lay a webbed ambush.

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.

Medium humanoid (human), lawful evil


Armor Class 10
Hit Points 27 (6d6 + 6)
Mana Points 20 (17 + 3)
Speed 30 ft.
STR AGI STA INT SPI CHA
11 (+0) 11 (+0) 13 (+1) 17 (+3) 14 (+1) 14 (+2)
Skills Arcana +7, Deception +4, Religion +4
Senses passive Perception 14
Languages Common, any other
Challenge 3 (700 xp)
Traits
Grim Harvest. Once per turn when, when the necromancer kill one or more creatures with a spell of 1st
level or higher, he regains hit points equal to twice the spell’s level, or three times its level if the spell
belongs to the School of Necromancy. The necromancer does not gain this benefit for killing constructs or
undead.
Undead Thralls. When the necromancer casts animate dead, he can create one additional creature of a
lower CR than the one he summoned. The necromancer also adds +6 hit points to each undead he raises,
and grants +3 to all damage rolls they make.
Spellcasting. The necromancer is a 6th level spellcaster. His spellcasting ability is Intelligence (spell save
DC 15, +5 to hit with spell attacks). The necromancer can prepare 8 wizard spells of every level (4 3rd
level, 6 2nd level).
0-level (8; 3 mana): light, chill touch, ray of frost
1st level (8; 5 mana): false life, death coil, shield, ray of sickness
2nd level (6; 6 mana): web, unholy frenzy, ray of enfeeblement
3rd level (4; 7 mana): Animate dead, slow, death coil III
ACTIONS
Quarterstaff Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.

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.

Large undead (dracolich), lawful evil


Armor Class 17 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR AGI STA INT SPI CHA
18 (+4) 10 (+0) 18 (+4) 6 (- 2) 11 (+0) 12 (+1)
Saving Throws Agi +3, Sta +7, Spi +3, Cha +4
Skills Perception +6, Stealth +3
Damage Resistances Shadow
Damage Immunities Poison, cold
Condition Immunities frightened, poisoned, exhausted
Senses blindsight 30ft., darkvision 120ft., passive Perception 16
Languages Common, Draconic
Challenge 6 (2,300 XP)
Ice Walk. The frost wyrm can move across and climb icy surfaces without needing to make an ability
check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
ACTIONS
Multiattack. The frost wyrm makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that
area must make a DC 15 Stamina saving throw, taking 45 (10d8) cold damage on a failed save, or half as
much damage on a successful one.

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.).

Large construct, unaligned


Armor Class 12
Hit Points 33 (6d10)
Speed 10 ft.
STR AGI STA INT SPI CHA
17 (+3) 14 (+2) 10 (+0) 1 (5) 3 (4) 1 (5)
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned
Senses passive Perception 6
Languages —
Challenge 2 (450 XP)
Traits
Storage. The meat wagon may store up to eight medium-sized creatures in its cramped hull. When within
the meat wagon, corpses are under the effect of a gentle repose spell, and cannot decay normally while
within. Instead of a medium-sized creature, the wagon may hold up to two small-sized creatures, one-half
a large creature, or any collection of body parts not exceeding the rough capacity. The wagon has an AC
of 8 from the inside.
Unwieldy Ammunition. The meat wagon throws corpses. Despite the benefits of delivering diseases and
poisons, the ammunition is difficult to use. The meat wagon suffers -2 to all DCs and attack rolls to fling
corpses.
Diseased Corpses. A 10-foot-sphere cloud of airborne poison appears on the area of a flung corpse. The
area is infected with the Exhumed Corpse Fumes poison. The cloud remains for up to ten minutes (or can
dissipate sooner with stronger winds).
Siege Weapon. The meat wagon deals double damage to structures, but half to creatures with all its
attacks.
Necromantic Fuel. The meat wagon starts out with eight charges, and regains 1 charge for every CR
(minimum 1). It may consume a charge from the creatures within its hull (unless they are already dead, in
which case, the meat wagon may deal 4 damage per action of the driver every round--once a creature dies,
the wagon regains the charges specified).
ACTIONS
Ram. Melee Weapon Attack: +5 to hit, range 5 ft., one creature.
Hit: 7 (2d8 + 3) slashing and bludgeoning damage, plus 7 (2d6) poison damage
Diseased Corpse. Ranged Seige Attack: +3 to hit, range 100/600 ft., 10-foot-square.
Hit: The area takes 12 (2d8+3) bludgeoning damage. An agility check (DC 13) halves the damage. A
diseased cloud appears in a 10-foot square on the area of impact, dealing 7 (2d6) poison damage to any
creature in range for one hour, with a DC 13 Stamina check to half damage.

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.

Large construct, unaligned


Armor Class 12
Hit Points 39 (6d10+6)
Mana Points 17 (15 + 2)
Speed 0 ft. Fly 10 ft. (hover)
STR AGI STA INT SPI CHA
17 (+3) 14 (+2) 13 (+1) 3 (3) 15 (+2) 12 (+1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned
Senses passive Perception 14
Languages —
Challenge 2 (450 XP)
Traits
False Appearance. While the obsidian statue remains motionless, it is indistinguishable from an
inanimate statue.
Essence of Blight (3/long rest). The obsidian statue radiates a powerful pulse of death energy. This acts
like a Cure Wounds spell, restoring 9 (2d8) hit points to any undead creature within 30 ft. If the undead
creature is unwilling, this requires a ranged spell attack. This requires an action.
Essence of Spirit (3/long rest). The obsidian statue radiates a powerful pulse of raw mana. To any
spellcasting creature within 30 ft., this restores 3 mana (1d6). As all mana-restoring abilities, a creature
cannot benefit from this more than once every hour. If the targeted creature is unwilling, they may make a
Spirit save to negate the benefit and cooldown of mana restoration. This requires an action.
ACTIONS
Necromantic Blast. Ranged Spell Attack: +3 to hit, range 30 ft., one creature.
Hit: 5 (2d4) shadow damage.
Morph into Destroyer. Through a strange magic process, an obsidian statue can transform itself into an
obsidian destroyer (see below). The transformation takes (2) 1d4 hours to complete. During this time, the
creature remains inanimate, but begins shaking and cracking. The obsidian statue then breaks apart with a
spray of fine dust, and from the black rubble emerges an obsidian destroyer.
Once the transformation is complete, the destroyer cannot change back to a statue by anything short of a
wish or miracle spell.
Obsidian Destroyer
This creature is made of obsidian. It has a lower body resembling a powerfully built panther with a pair of
great black wings protruding from its back. Almost 20 feet wide, these latter appendages seem carved
from old, porous stone. The creature’s upper body is humanoid. A pair of dazzling emerald eyes set
within deep, cavernous sockets stand out in the midst of the creature’s shriveled, skeletal face.
Born from the mystical transformation of an obsidian statue (see above), this strange magical beast is
drawn to mana. Because of its appearance, an unmoving obsidian destroyer can easily pass itself off as a
statue as long as it keeps its eyes closed. It can thus fool people into believing it is nothing more than a
harmless piece of decoration. Most obsidian destroyers enjoy wearing crowns and other ostentatious
headdresses that make them appear regal. Typically, obsidian destroyers deploy during the presence of
enemy magic-users, and use their powers to gain temporary mana, and discharge it instantaneously on a
hapless wizard or priest.

Large construct, unaligned


Armor Class 12
Hit Points 39 (6d10+6)
Mana Points 0 (Special, maximum 17 (15 + 2), see Magic Devourer)
Speed 15 ft. Fly 60 ft. (hover)
STR AGI STA INT SPI CHA
17 (+3) 14 (+2) 13 (+1) 3 (3) 15 (+2) 12 (+1)
Damage Resistances Thunder, cold, fire, acid, fel, electricity; bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned
Senses passive Perception 14
Languages —
Challenge 3 (700 XP)
Traits
False Appearance. While the obsidian destroyer remains motionless, it is indistinguishable from an
inanimate statue.
Magic Devourer. The obsidian statue can, when dispelling a magic spell or successfully draining mana
with it’s Mana Burn spell, it regains mana equal to double the spell’s level, or equal to the mana burnt
from the subject of its Mana Burn spell (whichever is higher), to a maximum of 16 mana points. Every
hour, it loses 2 mana points. Mana burn and Dispel Magic do not cost mana for the obsidian destroyer.
Magic Resistance. The obsidian destroyer has advantage on saving throws against spells and other
magical effects.
Thunderous Blows. The obsidian destroyer may deal 2d4 extra thunder damage when striking with
melee weapon attacks.
Innate Spellcasting. The obsedian destroyer’s spellcasting ability is Charisma (spell save DC 11). The
destroyer can innately cast the following spells, requiring no material components:
1st level (5 mana): Detect magic
2nd level (6 mana): Dispel magic (0 mana), mana burn (0 mana), orb of annihilation
ACTIONS
Mace. Melee Weapon Attack: +5 to hit, range 5 ft., one creature.
Hit: 7 (1d8+3) bludgeoning damage, plus 5 (2d4) thunder damage.
Necromantic Blast. Ranged Spell Attack: +3 to hit, range 30 ft., one creature.
Hit: 5 (2d4) fel damage.
Crypt Lord Hero
Large undead, lawful evil
Armor Class 13 (natural armor)
Hit Points 114 (12d10 + 48)
Mana Points 19 (16 + 3)
Speed 40 ft., burrow 20 ft. climb 40 ft.
STR    AGI    STA    INT    SPI    CHA
21 (+5)   15 (+2)  19 (+4) 16 (+3)   12 (+1)   17 (+3)
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, nerubean
Challenge 7 (2,900 XP)
Traits
Burrow. The crypt lord 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
lord) 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.
Defensive Carapace. When the crypt lord is damaged, he takes 3 less points of damage from slashing
and piercing weapons. The carapace also returns 1 point of damage to any melee attacker per every 3
points of damage taken if the attacker is within 5 feet, negated by an Agility save with a DC of 18.
Beetle's Flight. The crypt lord does not take any fall damage from intentional falls, and can glide 10 feet
for every 1 foot of fallen distance. When it reaches the ground, it may attack with advantage any creature
on the ground with its claws, knocking it prone on a successful attack roll.
Spider Climb. The crypt lord 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 crypt lord is a 5th level spellcaster. His spellcasting ability is Intelligence (spell save
DC 14, +4 to hit with spell attacks). The crypt lord 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, animate undead I
2nd level (3 slots; 6 mana): web, mana burn, ray of enfeeblement
3rd level (2 slots; 7 mana): Animate dead III, carrion swarm
ACTIONS
Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit 12 (2d6 + 5) piercing damage, and the target must make a DC 14 Stamina saving throw, taking 18
(4d8) 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.
Claws Melee Weapon Attack: +8 to hit, reach 5 ft., one creature
Hit: 18 (3d8 + 5) slashing damage.
Insectoid Blast Ranged Spell Attack: +6 to hit, range 30 ft., one target. Usable at will.
Hit: 14 (4d6) 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 crypt lord 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.
Carrion Beetle
“Chitter.”

Small Beast, Unaligned


Armor Class 11 (Natural Armor)
Hit Points 16 (3d6+6)
Speed 40 ft., burrow 20ft
STR AGI STA INT SPI CHA
17 (+3) 10 (+0) 16 (+3) 2 (4) 13 (+1) 7 (2)
Skills Perception +3
Senses passive Perception 13
Languages --
Challenge 1 (200xp)
Traits
Burrow. The carrion beetle 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
carrion beetle) as part of its move that costs half normal movement.
ACTIONS
Multiattack The carrion beetle makes two attacks, one with its bite and one with its claws.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft; One Target.
Hit: 5 (1d4+3) piercing damage.
Claw Melee Weapon Attack: +5 to hit, reach 5 ft; One Target.
Hit: 6 (1d6+3) piercing damage.

Troops of the Scourge


Skeleton Troop*
Ghoul Troop*

Creatures of the Alliance


The Alliance (AKA the Grand Alliance) is one of two major political factions of the mortal races in
Azeroth, its counterpart being the Horde. The Alliance consists of powerful cultures and groups bound
not by desperation or necessity, but by their deep commitments to abstract concepts like nobility and
honor. The Alliance was once also known as the Alliance of Lordaeron when its leadership was centered
in Lordaeron. However, the Alliance was forced to move the bulk of its forces to Kalimdor and to the
southern Eastern Kingdoms continents of Khaz Modan and Azeroth after the plague of undeath ravaged
the Kingdom of Lordaeron several years ago.
Although the remaining living nations of Lordaeron are not as strong as they once were, they have
pledged their loyalty to the Grand Alliance with the hopes of becoming strong once again. Over the
course of the years new members and races have joined the Alliance furthering its united strength.
Note: Troops of the Night Elves can be found under the Ancients tab.

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.

Medium Humanoid (Human), neutral good


Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR AGI STA INT SPI CHA
13 (+1) 11 (+0) 11 (+0) 10 (+0) 13 (+1) 11 (+0)
Senses passive Perception 11
Languages Common
Skills +3 mining or any other gathering skill (lumberjacking, farming, etc.)
Challenge ¼ (25xp)
ACTIONS
Handaxe Melee Weapon Attack: +3 to hit, reach 5 ft. or thrown (20/60), one target
Hit: 4 (1d6+1) slashing damage
Mining pick Melee Weapon Attack: +3 to hit, reach 5 ft., one target
Hit: 3 (1d4+1) piercing damage

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.

Medium Humanoid (Human), Lawful Good


Hit Points 32 (5d10+5)
Armor Class 19 (splint and shield)
Hit Points 27 (5d8+5)
Speed 30 ft.
STR AGI STA INT SPI CHA
15 (+2) 14 (+2) 13 (+1) 10 (0) 11 (+0) 10 (0)
Saving throws +3 Agility (+5 if targeting only the footman)
Skills Perception +2, Survival +2
Senses passive Perception 12
Languages Common
Challenge 1 (200xp)
Traits
Shield Training. The footman 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 footman may, after attacking a target with a longsword, bash it with his shield
as a bonus action, pushing him 5 ft. away. Also, they may defend allies and block projectiles and
protect themselves from area attacks.
 Defensive Training. When a creature the footman can see attacks a target other than him that is
within 5 feet of himself, he can use his reaction to impose disadvantage on the attack roll, so long
as he is wielding a shield.
 Shield Wall. When the footman is targeted with an effect that allows for an Agility saving throw
for half damage, the footman may spend a reaction to negate by blocking the effect entirely with
their shield they succeed on the saving throw.
 Projectile Shield. The footman also automatically block the first projectile attack 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, reach 5 ft., one target.
Hit: 7 (1d8+3) slashing damage
Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 5 (1d8+1) piercing damage.
Reactions. Can use the Shield Wall and Projectile Shield abilities (see traits)

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.

Medium Humanoid (Human), Lawful Good


Hit Points 13 (2d10+2)
Armor Class 19 (splint and shield)
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)
Senses passive Perception 13
Languages Common
Challenge 1/2 (100 XP)
Traits
Shield Training. The footman 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 footman may, after attacking a target with a longsword, bash it with his shield
as a bonus action, pushing him 5 ft. away. Also, they may defend allies and block projectiles and
protect themselves from area attacks.
 Defensive Training. When a creature the footman can see attacks a target other than him that is
within 5 feet of himself, he can use his reaction to impose disadvantage on the attack roll, so long
as he is wielding a shield.
 Projectile Shield. The footman also automatically block the first projectile attack 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, reach 5 ft., one target.
Hit 7 (1d8+3) slashing damage
Light Crossbow Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target.
Hit: 5 (1d8+1) piercing damage.
Reactions. Can use the Projectile Shield ability (see traits)

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.

Medium humanoid (bronzebeard dwarf), lawful good


Armor Class 15 (chain shirt)
Hit Points 26 (4d8 + 8)
Speed 25 ft.
STR AGI STA INT SPI CHA
11 (+0) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 9 (1)
Skills Engineering +5, stealth +5
Senses Darkvision 60 ft. passive Perception 13
Languages Dwarven, common
Challenge 1 (200xp)
Traits
Natural Explorer. The rifleman is an expert on their local terrain (typically arctic or mountain). 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.
Stoneform (1/long rest). The rifleman can activate Stoneform.
Spellcasting. The rifleman is a 2nd level spellcaster. His spellcasting ability is Spirit (spell save DC 11,
+3 to hit with spell attacks). The rifleman has the following hunter spells prepared. In exchange for
expertise in engineering, the rifleman may only use shot spells.
1st level (3; 5 mana): Shot array (searing shot, viper shot)
ACTIONS
Boomstick Ranged Weapon Attack: +6 to hit, reach (200/800); capacity 2 bullets, one creature
Hit: 9 (2d8) piercing damage.
Handaxe Melee Weapon Attack: +4 to hit, reach 5 ft., or thrown (20/60), one target.
Hit: 4 (1d6+1) slashing damage.
Equipment. Besides his normal equipment, a rifleman typically carries one horn of powder and two
bullet pouches

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.

Medium humanoid (high elf), neutral good


Armor Class 10
Hit Points 21 (6d6)
Mana points 22 (17 + 3 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
10 (+0) 12 (+1) 12 (+1) 17 (+3) 13 (+1) 14 (+2)
Skills Arcana +7, Persuasion +4
Senses darkvision 60 ft., Passive Perception 13,
Languages Common, Elven, Troll
Challenge 3 (700 xp)
Traits
Arcane Blast. As an action, the sorceress may unleash a mystic blast. This acts like the normal ability,
except where noted below.
Spellcasting. The elven sorceress is a 6th level spellcaster. Her spellcasting ability is Intelligence (spell
save DC 15, +5 to hit with spell attacks). The sorceress can prepare 8 spells of every spell level (no
reduction due to being a high elf).
0-level (8: 3 mana): light, shocking grasp, fire bolt, ray of frost, prestidigitation (set)
1st level (8; 4 mana): arcane missile, shield, sleep, frost armor, detect magic (set)
2nd level (8; 5 mana): suggestion, invisibility, see invisibility, mute (set)
3rd level (8; 6 mana): slow, fireball, stinking cloud, conjure elemental (CR 3)
ACTIONS
Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4+1) piercing damage.
Arcane Blast Ranged Spell Attack: +5 to hit, reach 30 ft., one target.
Hit: 7 (3d4) Arcane damage.
Reactions:
Instinctive Charm (once per short or long rest). The sorceress, when targeted by a creature within 30 ft.
with an attack roll, may use her reaction to divert the attack. On a failed save, the attacker must instead
attack anything that is closest to itself, not including itself or the sorceress. If multiple creatures are
present, the attacker chooses who to target. The Spirit DC to negate this ability is 15. This is a charm
effect that affects humanoids.

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.

Elven Spell Breaker


“Be quick: time is mana.”
An elven warrior focused on disrupting magic, hunting spellcasters, and wading through an arcane
battlefield. Clad in golden scale mail, a red coat and leggings, and armor with phoenix motif, this quiet elf
is deep in concentration and meditation, so to suppress his thirst for magic. Sensing arcane magics, his
eyes open, and he displays a cunning grin.
As a spell breaker of the alliance, this warrior heads into battle accompanying magi, or is deployed
against spellcasting opponents. With his ability to dispel the beneficial spells of the enemy as
Medium Humanoid (High Elf), Lawful Neutral
Armor Class 14 (Scale)
Hit Points 58 (9d8 + 18)
Mana points 19 (14 + 2 + 3)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (+0)
Skills Athletics +5, Perception +4
Senses Darkvision 60 ft., passive Perception 14
Languages Thalassian, Common, Dwarven
Challenge 3 (700 XP)
ACTIONS
Magic Resistance. The spellbreaker has advantage on saving throws against spells and other magical
effects. If the spellbreaker succeeds in saving against a spell it is targeted with the original saving throw
and the one granted by advantage, he may use a reaction to absorb its magic, gaining mana points equal to
the spell’s level.
Abjuring Knight. The spellbreaker may, with an action, dispel with a touch any positive or negative
spell equal to or less than 4th level. If higher, he must make a check with +2 vs. a DC of 10 + spell level.
Spell Strike. The spellbreaker may, with a bonus action as part of an attack, cast one spell on his spell list
that targets the opponent, or use his Abjuring Knight ability.
Spellcasting. The spellbreaker is a 4th level spellcaster. Its spellcasting ability is Intelligence (spell save
DC 12, +4 to hit with spell attacks). The spell breaker can prepare 6 spell at every spell level (no
reduction due to being a high elf).
0-level (6; 3 mana): light, fire bolt, prestidigitation (free)
1st level (6; 4 mana): arcane missile, shield, detect magic (free)
2nd level (6; 5 mana): mana burn, mute (free)
Multiattack The spellbreaker makes three two-bladed sword attacks.
Two-Bladed Sword Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.

Dwarven Mortar Engineer


“Mortar Combat!”
This red-bearded and nearly bald dwarf has a waterproof pack of explosives at his back, and hauls with
him a curious-looking bronze telescope.
Typically accompanied by another who aids him in combat and carrying items, the mortar engineer is
armed with a mortar device that helps him throw bombs from an improved range. Carrying mortar shells
to blast apart enemy structures, anti-personnel grenades that target clusters of troops, and the ability to
turn both explosives into mines, this tinker is a very effective support unit.
Medium humanoid (bronzebeard dwarf), lawful good
Armor Class 14 (studded leather)
Hit Points 32 (5d8 + 10)
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 2 (450 XP)
Traits
Cunning Action (Engineer). The mortar engineer may, as a bonus action, hide, dash, disengage, make a
sleight of hand check, disarm a trap or open a lock with thieves’ tools, or make use of any object.
Stoneform (3/long rest). The mortar engineer can activate Stoneform.
ACTIONS
Mortar The engineer may make use of his mortar to launch any bomb up to 90 feet away in an arc. The
engineer may use one of the two following bombs he has readied. Each use of the mortar device requires
it to cool down for one round, and consumes one cylinder or vial of gas.
Mortar Shell Ranged Weapon Attack: 10-foot-radius sphere
Hit: 7 (2d6) concussive damage. Damage is doubled for structures and objects, and halved for creatures.
Heavy Grenade Ranged Weapon Attack: 10-foot-radius sphere, or thrown (30/90).
Hit: 10 (3d6) concussive damage.
Handaxe Melee Weapon Attack: +4 to hit, reach 5 ft., or thrown (20/60), one target.
Hit: 4 (1d6+1) slashing damage.
Equipment.
The mortar team typically has a cache of six mortar shells, twelve cylinders of oil, and two heavy
grenades that may be turned into mines.

Elven Dragonhawk Rider


“Clear the skies!”
This high elf is resplendent in golden and blue armor, the helm worked in stylized wings above each ear.
He bears a lance, and pats his majestic dragonhawk mount in preparation for battle.
Dragonhawk riders are elite aerial warriors. As warrior-magi, dragonhawk riders tend to stay above the
battle, using their spells to befuddle enemies and disable potentially dangerous foes. A favorite tactic of
dragonhawk riders is to cast fog cloud over enemy battlements, rendering their ranged attacks useless.
Dragonhawk riders also channel telekinesis to disable and bring down flying opponents to their allies on
the ground, charge in mid-air for great effect, and make use of their support spells to aid ground units.
Medium humanoid (high elf), neutral good
Armor Class 14 (chain shirt)
Hit Points 55 (10d10)
Mana Points 20 (15 + 4 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
12 (+1) 16 (+3) 10 (+0) 15 (+2) 14 (+2) 9 (1)
Skills Perception +4
Senses Darkvision 60 ft. passive Perception 14
Languages Thalassian, common, dwarven
Challenge 2 (450 XP)
Traits
Fighting Style. The dragonhawk rider has +2 to all damage rolls with his lance.
ACTIONS
Second Wind (1/rest). The dragonhawk rider may use his bonus action to regain 1d10+3 hit points.
War Magic. Whenever the dragonhawk rider casts a 0-level spell or cantrip, he may also make one
weapon attack as a bonus action.
Aerial Shackles. The dragonhawk rider can cast Telekinesis and Fog Cloud as evocation spells.
Spellcasting. The dragonhawk rider is a 5th level spellcaster. His spellcasting ability is Intelligence (spell
save DC 14, +4 to hit with spell attacks). The rider can prepare 6 spells at every spell level (no reduction
due to being a high elf). Base spell cost is 2.
0-level (6; 1 mana): Fire bolt, gust, blade ward, frost bolt, prestidigitation (free)
1st level (6; 3 mana): Arcane missile, arcane armor, bind creature, explosion, shield, fog cloud, detect
magic (free)
2nd level (6; 4 mana): Frostfire bolt, freezing sphere, mana burn, conjure elemental (air; cr 2), unholy
frenzy, gust of wind, mute (free)
3rd level (6; 5 mana): Blizzard, conjure elemental (air; cr 3), counterspell, frost nova, fireball,
telekinesis,
ACTIONS
Lance Melee Weapon Attack: +3 to hit, reach 10 ft., one creature
Hit: 9 (1d12+3) piercing 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.

Dwarven Gryphon Rider


“Death comes for ye!”
Brave, serious, and quite vicious, the Wildhammer clan’s Gryphon Riders serve the Alliance are
advanced scouts and lightning-powered aerial powerhouses. Armed with mystical storm hammers, they
take to the skies on the backs of their steadfast gryphons to fight the threats that plague the banner of the
Alliance of Lordaeron.
All gryphon riders carry Storm Hammers. See equipment for more details.
Medium Humanoid (Wildhammer Dwarf), Chaotic Good
Armor Class 13 (Studded Leather)
Hit Points 28 (5d8+6)
Speed 25 ft.
STR AGI STA INT SPI CHA
16 (+3) 12 (+1) 16 (+3) 7 (2) 11 (+0) 10 (+0)
Skills Intimidation +2
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Dwarven, Troll
Challenge 2 (450 xp)
Traits
Favored Enemy (Troll and Orc). The dwarf gains +2 to damage rolls against trolls and orcs, and has
advantage to checks against them.
Brave This unit has advantage against fear effects.
ACTIONS
Storm Hammer. Melee Weapon Attack: +5 to Hit, reach 5 feet or range (30/120 feet), one target
Hit: 7 (1d8 + 3) bludgeoning damage, plus 2 Thunder damage. The hammer returns to the gryphon rider
after being used.
Equipment. Storm Hammer

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.

Dwarf Mountain King


“For Khaz Modan!”
The mountain kings, or thanes as they are known in Khaz Modan, are the mightiest dwarven warriors
under the mountain. Wielding both enchanted warhammers and battleaxes, these fierce fighters live to test
themselves against worthy opponents.
Unconcerned with their race's preoccupation with mechanical devices and mining precious minerals,
Mountain Kings live only for battle. Dedicated to safeguarding the Alliance which saved their kingdom
during the Second War, the mountain Kings can be counted upon to rally behind any banner that stands
between freedom and the ever looming shadow of evil.
If the threat is dangerous enough, they invoke their titanic spark to enlarge themselves (by casting
enlarge) and activate their Stoneform ability to wade into battle, shouting battle cries.

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.

Elven Blood Mage Hero


"Bah, child's play."
Many of the stoic high elves, reeling from the loss of their ancient homeland, Quel'Thalas, have given in
to their hatred and despair and embraced the dark side of their magical natures.
Calling themselves 'Blood Elves' - these cold hearted refugees seek to expand their remaining magical
powers at any cost - even if it means courting the infernal powers of the Burning Legion! Though still
loyal to the Alliance, the Blood Elves' passions will lead them not only to the highest pinnacles of power,
but to the darkest depths of madness.
Medium humanoid (blood elf), chaotic neutral
Armor Class 14 (demon skin)
Hit Points 55 (10d6 + 20) + 12 temporary hit points
Mana Points 22 (17 + 3 + 2)
Speed 30 ft.
STR AGI STA INT SPI CHA
10 (+0) 13 (+1) 14 (+2) 15 (+2) 13 (+1) 17 (+3)
Saving Throws Sta +5, Cha +6, Arcana +6, Deception +6, History +6, Perception +4
Senses Darkvision 60 ft., passive Perception 14
Languages Common
Challenge 7 (2,900 XP)
Traits
Warlock Focus (Fiendish Power). The Blood Mage has +2 Soul Shards above their maximum.
Soul Shards (max. 12). The Blood Mage can use a soul shard to use Cabal Casting, Enhanced Conjuring,
Enhanced Concentration, Soul Magic, or Havoc.
Demonic Invocation. Can invoke for 3 rounds, regaining 14 MP. After used, cannot regenerate mana
naturally for 4 hours.
Demonic Studies (Destruction). Any fire or fel spell the Blood Mage uses that deals damage also deals
an additional 1d6 points of the other type (fire deals extra 1d6 fel, or vice versa). Spells that deal both fire
and fel damage gain an additional 1d10 damage from either types (the Blood Mage’s choice).
Searing Magics (1/rest). The Blood Mage may also target a creature with an action to make it more
susceptible to your fire and fel magical damage. If the target is immune to fire, it becomes resistant to the
damage. If it is resistant, it loses the resistance. If it has no resistance, it becomes vulnerable. If it was
previously vulnerable, it takes triple damage.
Spellcasting. The blood mage is a 10th level spellcaster. His spellcasting ability is Charisma (spell save
DC 13, +6 to hit with spell attacks). The blood mage can prepare 8 spells of every spell level (4 4th level,
6 3rd level). The base mana cost is 3.
0-level (6; 1 mana): blade ward, mage hand, mending, firebolt, light, poison spray, prestidigitation
1st level (8; 2 mana): arcane armor, burning hands, charm fiends, chaos bolt, false life, feather fall, mage
armor, mind blast, detect magic (free)
2nd level (8; 2 mana): arcane explosion, blink step, curse of agony, hold fiend, invisibility, life tap (13 hit
points for 5 mp), mana burn, mute (free)
3rd level (8; 6 mana): bestow curse, bind creature III, dispel magic, fireball, magic circle, exorcism
(6d10), soul stone, telekinesis, vampiric touch
4th level (8; 7 mana): demon skin (12 hp), banishment (level 4), detonate mana, inferno blast, soul
shatter, teleport, mana drain, wall of fire
5th level (8; 8 mana): Conjure elemental V (phoenix), flame strike, gaes, modify memory, scrying, soul
well teleportation circle
ACTIONS
Longsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d8) slashing damage.
Fel Blast Ranged Spell Attack: +7 to hit, range 60/180 ft.), one target.
Hit: 12 (5d4) fel 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.

Human Archmage Hero


“You’d best steer clear of me, or I’ll turn you into a mindless sheep!”
Hailing from the magical kingdom of Dalaran, the Archmagi represent the pinnacle of magical power.
Weaving their intricate enchantments, these crotchety old wizards are called upon to defend humanity
with all the magical powers at their disposal.
Mounted atop their trusty steeds, the Archmagi brandish ancient staves that serve to channel their fierce
energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon
any battlefield where the fate of humanity lies in peril.
Medium humanoid (human), neutral good
Armor Class 13 (mage armor)
Hit Points 55 (10d6 + 20)
Mana Points 18 (15 + 3)
Speed 30 ft.
STR AGI STA INT SPI CHA
11 (+0) 11 (+0) 14 (+2) 16 (+3) 15 (+2) 11 (+0)
Saving Throws Int +6, Spi +5, Arcana +6, History +6
Senses passive Perception 12
Languages Common
Challenge 7 (2,900 XP)
Traits
Invocation. Can invoke for 3 rounds, regaining 14 MP. After used, cannot regenerate mana naturally for
4 hours.
Arcane Spheres (max. 6 spheres). The archmage gains 1 sphere whenever he deals arcane damage to an
enemy through a spell or ability. Arcane spheres can be used for the following:
 Adds +1 damage/sphere to all arcane damage dealt
 Reduces MP cost of spells cast by 1/sphere (consumes the sphere)
Transmutation Mastery. Any target of a hostile transmutation spell cast by the archmage deals 2d6
damage per spell level.
Abjuration Mastery: Whenever dispelling an ongoing spell from a target, can deal 1d4 arcane damage
per spell level dispelled. Spells with ‘mana’ in their name cost 1 less mana point.
Spellcasting. The archmage is a 10th level spellcaster. His spellcasting ability is Intelligence (spell save
DC 13, +6 to hit with spell attacks). The archmage can prepare 8 spells of every spell level (4 5th level, 6
4th level). The base mana cost is 3.
0-level (6; 1 mana): chill touch, mage hand, mending, firebolt, light, frostbolt, prestidigitation
1st level (8; 2 mana): arcane armor, color spray, detect magic, elemental armor (frost), fade, feather fall,
mage armor, mana shield (3 mp)
2nd level (8; 2 mana): arcane explosion, blink step, frostfire bolt, gust of wind, invisibility, mana burn (4
mp), mirror image, mute
3rd level (8; 6 mana): blizzard, dispel magic, conjure elemental III (CR 3 water elemental), magic circle,
fire nova, frost nova, telekinesis
4th level (6; 7 mana): arcane barrage, polymorph, brilliance aura, teleport
5th level (4; 8 mana): amplify magic, arcane orb, modify memory, teleportation circle
ACTIONS
Staff Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.
Arcane Blast Ranged Spell Attack: +6 to hit, range 60/180 ft.), one target.
Hit: 14 (4d6) arcane damage.

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.

Human Paladin Hero


“It’s hammer time!”
Loved and revered by his people and held to high standards, this Paladin-Knight of the Silver Hand works
selflessly to defend the world of Azeroth from the threat of the demonic Burning Legion and the dreaded
Scourge.
Empowered by the Light, this Paladin brandishes both greathammer and holy flame to battle against all
who will to trample the meek and innocent.
Medium humanoid (human), lawful good
Armor Class 19 (plate)
Hit Points 75 (10d10 + 20)
Mana Points 18 (15 + 3)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Saving Throws Sta +6, Cha +5
Senses passive Perception 13
Languages Common
Challenge 7 (2,900 XP)
Traits
Crusader's Strike. The paladin can expend mana (equal to any spell he has access) to add 2d8 holy
damage to a successful attack. For each spell level above 1, he adds 1d8. If the enemy is a fiend or
undead, he adds another 1d8.
Lay on Hands. The paladin (with an action) can reduce his mana to 0, and heal 3 hit points per mana post
lost to any creature they touch (bonus action if targeting self). This can also remove diseases or poisons as
long the mana spent on removing the effect is equal to the saving throw DC of the poison or more. This
can also target fiends or undead, dealing 3 holy damage per mana point lost, requiring a melee spell
attack.
Paladin’s Aura. The paladin can (with a bonus action) emit a 15-foot aura that requires concentration
(but does not count as concentration for spell effects).
 Devotion: -3 to damage taken by allies
 Might, +3 to damage dealt by allies
Spellcasting. The paladin is a 5th level spellcaster. His spellcasting ability is Charisma (spell save DC 12,
+5 to hit with spell attacks). The paladin can prepare 6 spells of every spell level (3 3rd level, 4 2nd
level).
0-level (6; 3 mana): light, sacred fire, thaumaturgy
1st level (6; 4 mana): holy light, renewing light, seal of righteousness, conjure creature (cr 1 celestial
guardian)
2nd level (5; 5 mana): divine shield, denounce, exorcism, hammer of justice
3rd level (3; 6 mana): holy wrath, blessing of protection, sunbeam
ACTIONS
Multiattack The paladin makes two melee attacks.
Greathammer Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.

Troops of the Alliance


Tinker Rocketeers *
Gnome Squad
Release lots of rockets

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)

Human Peasant Troop (TM 5)


Armor Class 14 (scale + shield - troop)
Hit Points: 45 (2d8 x 5)
Speed 30 ft.
Str Agi Sta Int Spi Cha
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Passive Perception 8
Languages Common
Challenge 1
ACTIONS
Handaxe or Shortsword Melee Weapon Attack: +2 to hit (accuracy 10), reach 5 ft., troop attack
Hit: 15 (1d6 x 5) slashing damage.
Light Crossbow Ranged Weapon Attack: +2 to hit, range 80/320 feet, troop attack
Hit: 20 (1d8 x 5) piercing damage.
Equipment. 50 crossbow bolts (10 uses per ranged attack)

Creatures of the Horde


The Horde is one of the two major political factions of the mortal races in Azeroth, its counterpart being
the Alliance. The Horde, a faction founded by Orcish immigrants from Draenor, have survived in the
hostile world of Azeroth by forging alliances (some trusting, some less so) with local races such as the
Tauren people and the Trolls.
Although its ideals, policies, and beliefs have been revised and membership has changed over time, it is
the same Horde inherited by Thrall of the Frostwolf Clan (son of Chieftain Durotan) through Warchief
Orgrim Doomhammer.
Note: Troops of the Forsaken can be found under the Scourge tab.

Template: Spirit Creature


Spirit creatures are any beast that originates from the two spirit planes near the material (the Emerald
Dream, Shadowlands, etc.). Spirit creatures are flickering, translucent pale blue beasts that emit a faint
glow. According to orc shamans, spirit wolves (the most common spirit creatures known to spellcasters)
prowl the spirit realms, always hunting and killing.
Spirit creatures can be summoned by shamans, and the template applies always to natural creatures such
as beasts. A shaman who casts Polymorph can also turn into a spirit creature (commonly a ghost wolf for
orc shamans, but often the spirit animal of the shaman’s race).
Spirit Nature. A spirit does not need to eat, drink, or sleep.
Attribute scores. Strength and Agility unchanged; Intelligence 6, and Spirit 12 (unless existing attribute
scores are higher).
Damage Immunities. Natural poisons
Condition Immunities. Poisoned (from natural poisons)
Senses. Darkvision 60 ft.
Spirit Sight: The spirit creature can see incorporeal or ethereal creatures and objects up to 60 feet away.
Challenge. Increases by 1.
Traits. Weapon attacks are treated as magical.
Swift Movement. The spirit creature gains a +10 bonus to their base speed, and +4 to any saving throw to
resist movement-restraining or slowing effects.
Languages. Kalimag. If conjured, the spirit creature gains a telepathic bond with the conjurer, regardless
of distance, allowing them communication.

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.

Tauren Spirit Walker


Medium humanoid (tauren), neutral good
Armor Class: 13 (heavy leather)
Hit Points 32 (5d8 + 10)
Mana Points 19 (17 + 2)
Speed: 25 ft.
STR     AGI    STA     INT     SPI     CHA
13 (+1) 8 (1) 14 (+2)     13 (+1)   17 (+3) 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4
Senses Darkvision 60 ft. passive Perception 13
Languages Taur-ahe, orcish
Challenge 3 (700 xp)
Traits
Shamanistic Art. The spirit walker adds +3 hit points to the total hit points healed by a single healing
spell. They can also use their reaction to move a cast totem half their own speed, giving them +3 to AC,
and have +5 hit points above normal totems.
Channel Elements (1/rest). The spirit walker can channel the elements either by turning them, or by
releasing them.
Spellcasting. The spirit walker is a 5th level spellcaster. Its spellcasting ability is Spirit (spell save DC
13, +5 to hit with spell attacks). Their base spell capacity is 8.
0-level (8; 3 mana): light, shocking bolt, thaumaturgy, blade ward
1st level (8; 4 mana): conjure elemental (water), healing word, fear ward, protection from evil and good,
healing ward, riptide, stasis trap, elemental shock
2nd level (8; 5 mana): animal messenger, earthbind, totemic recall, lightning shield, dispel magic
3rd level (8; 6 mana): revivify, healing steam, spirit link
Actions
Mace Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6+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.

Orc Blademaster Hero


"I hear and obey!"
Medium humanoid (Orc), chaotic neutral
Armor Class: 15 (Studded Leather)
Hit Points 80 (12d10 + 24)
Speed: 30 ft.
STR     AGI     STA     INT     SPI     CHA
19 (+4) 16 (+3)  14 (+2)  13 (+1) 11 (+0)  10 (+0)
Saving Throws: Str +7, Sta +5
Skills Acrobatics +7, Intimidation +4, Perception +4, Stealth +6
Senses Darkvision 60 ft. passive Perception 14
Languages: Orc, common
Challenge 7 (2,900 XP)
Traits
Rage (3/day). The blademaster has the Rage warrior talent.
Second Wind (1/rest). Can spend a bonus action to regain 1d10+12 hit points. This can be used once per
short or long rest.
Bladestorm (3/long rest): Can enter a bladestorm stance as an action. While in a bladestorm, the action
and bonus action is consumed, and each creature within 5 feet of you suffer the damage of your weapon,
with an Agility saving throw (DC 15) to half damage. If the blademaster cannot move more than half his
speed, this effect ends. He gains advantage on saving throws versus movement-impairing or slowing
effects while in a bladestorm.
Warrior's Talent: The orc blademaster can use the wind walk stance. Entering this stance is a bonus
action, and it increases his movement speed by 10 feet. So long as he is moving, he becomes invisible,
and if he stops moving for any reason, the effect dissipates. If he makes an attack roll before the effect
dissipates, he deals an extra 2d8 damage, which ends this ability. This can be used once per long rest.
ACTIONS
Multiattack: The blademaster makes two greatsword attacks
Greatsword Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 4) slashing damage (when rolling a natural 1 or 2, can reroll)

Orc Sarseer Hero


Spirit Wolf
A spirit wolf is also sometimes known as a shadow wolf.
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 60 ft.
STR     AGI     STA     INT     SPI CHA
17 (+3) 15 (+2) 15 (+2) 6 (2) 12 (+1) 7 (2)
Saving Throws +4 to any save to resist movement-restraining or slowing effects.
Skills Perception +3, Stealth +4
Senses Darkvision 60 ft., passive Perception 13
Damage Immunities. Natural poisons
Condition Immunities. Poisoned (from natural poisons)
Languages Kalimag. If conjured, the spirit creature gains a telepathic bond with the conjurer, regardless
of distance, allowing them communication.
Challenge 2 (450 XP)
Traits
Spirit Nature. A spirit does not need to eat, drink, or sleep.
Spirit Sight. The spirit creature can see incorporeal or ethereal creatures and objects up to 60 feet away.
Keen Hearing and Smell. The spirit 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. The bite is treated as a magical weapon attack.
Witch Doctor; Spirit Walker; Raider; Kodo Beast; Wind Rider; Batrider; Constructs: Demolisher;
Summoned Units:  Spirit/Shadow/Dire Wolf; Serpent Ward
Heroes: Far Seer; Tauren Chieftain; Shadow Hunter

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.

Medium undead, chaotic neutral


Armor Class 11
Hit Points 38 (7d8+7)
Speed 0 ft., fly 60 ft.
STR AGI STA INT SPI CHA
7 (2) 13 (+1) 12 (+1) 10 (+0) 12 (+1) 17 (+3)
Damage Resistances acid, fire, cold, lightning, thunder; bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Kalimag
Challenge 3 (700 XP)
Traits
Ethereal Sight. The hexer can see 60 feet into the Ethereal Plane when it is on the Material Plane, and
vice versa.
Voodoo Awareness. The hexer spirit can sense its quarry as if under the effects of a Locate Create spell.
Incorporeal Movement. The hexer can move through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
ACTIONS
Withering Touch Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 17 (4d6 + 3) shadow damage.
Etherealness. The hexer enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by
anything on the other plane.
Carry Voodoo (1/long rest). The hexer can hold one spell from its master (up to a maximum spell level
equal to its hit dice), and inflict it on a target its master commands. Once the spell is discharged, the hexer
spirit is free to perform any other duty. The hexer can cast any spell on the target it has been tasked to
carry, which requires the normal casting time of such a spell.

Troops of the Horde


Grunts
Orc Grunt Squad (TM 5)
Armor Class 12 (heavy leather + natural armor - troop)
Hit Points 85 (2d12 + 4 x 5)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
Saving throws +5 Strength
Senses passive Perception 10
Languages Orcish
Challenge 2
Traits
Warrior Talent. The troop gains the berserker rage and rentless talents as 1st level warriors.
 Berserker Rage. The troop can enter a rage as a bonus action, adding +10 damage to their melee
attacks and gaining advantage on Strength checks and Strength saving throws, resistance to
weapon damage, and is distracted for the purposes of spellcasting. The troop may also end this
effect as a bonus action. This effect ends if the troop's turn ends without them attacking a
creature, being attacked, or taking damage. This can be used twice before a long rest.
 Relentless. If the troop drops to 0 hit points and doesn't die outright, they can make a DC 5
Stamina saving throw. If they succeed, they drop to 1 hit point instead. Each time this is used,
increase the DC by 5 points. The DC resets once the troop takes a short rest.
ACTIONS
Battleaxe Melee Weapon Attack: +5 to hit (accuracy 13), reach 5 ft., troop attack
Hit: 35 (1d8 + 3 x 5) slashing damage.
Axe Ranged Weapon Attack: +2 to hit (accuracy 10), range 20/60 feet, troop attack
Hit: 30 (1d6 + 3 x 5) slashing damage.
Equipment. 20 axes (10 per ranged attack)

Orc Raider Troop


Armor Class 12 (heavy leather + natural armor - troop)
Hit Points: 125 (3d12 + 6 x 5)
Speed 30 ft.
Str Agi Sta Int Spi Cha
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
Senses passive Perception 10
Languages Orcish
Challenge 3
Traits
Relentless. If the troop drops to 0 hit points and doesn't die outright, they can make a DC 5 Stamina
saving throw. If they succeed, they drop to 1 hit point instead. Each time this is used, increase the DC by
5 points. The DC resets once the troop takes a short rest.
Mounted Expert. The troop gains the benefits of the feat of the same name.
Net Expert. The net’s range becomes 20/60, and can use Strength as a thrown weapon.
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
Greatsword Melee Weapon Attack: +5 to hit (accuracy 13), reach 5 ft., troop attack
Hit: 50 (2d6 + 3 x 5) slashing damage.
Net Ranged Weapon Attack: +5 to hit (accuracy 13), range 10/30 feet, troop attack
Hit: Target is restrained, DC 10 to escape

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).

Gargantuan plant, neutral good


Armor Class 11 (4 natural armor)
Hit Points 136 (13d20 + 65)
Speed 10 ft.
STR AGI STA INT SPI CHA
23 (+6) 6 (3) 21 (+5) 15 (+2) 16 (+2) 15 (+2)
Damage Resistances bludgeoning, psychic, poison, piercing, electricity
Damage Vulnerabilities fire
Condition Immunities Petrified
Senses blindsight 60 ft., passive Perception 12
Languages Understands Common, Druidic, and Elvish, but can only speak Druidic and Elvish (very)
slowly.
Challenge 10 (5,900 xp)
Traits
Ancient’s Ability. The ancient gains a different ability according to its focus (Lore, War, and Wind).
Ancient of Lore: Ancients of Lore have the spellcasting ability of a Druid equal to its level (13), as well as
the Circle of Nature (Forest) ability up to the same level. The DC of its spells and abilities is equal to 15.
Their mana increases by 2 points, and use druidic spellcasting.
Ancient of War: Ancients of War have the protective fighting style of the Warrior class, as well as the
following benefits from the Champion martial archetype: Improved Critical 19-20, and Defense for +1 to
armor.  
Ancient of Wind: Ancients of Lore have the spellcasting ability of a priest equal to its level (13), as well
as the Divine Domain (Tempest) abilities up to the same level. The DC of its spells is equal to 15. Their
mana increases by 2 points, and use priestly spellcasting.
Siege Monster. The ancient deals double damage to objects and structures.
Consume Tree. The ancient may consume a tree within reach as a full-minute action, regaining
regeneration of 5 hit points per round for one minute (total 50 hit points), up to its maximum hit points.

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.

Ancient, Corrupted Template


An ancient that is corrupted uses the original statistics, except where altered by the following template.
Damage Immunities poison
Condition Immunities poisoned
Challenge. Unchanged.
Traits. Corrupted ancients can choose to deal slashing or bludgeoning damage (chosen during each
attack), and have the poison claws and breath abilities (see below).
Poison Claws. With each claw attack, the ancient can choose to apply poison through its claws. This
deals deal 7 (2d6) extra poison damage.
Poison Breath (Recharge 5-6). The corrupted ancient exhales poisonous gas in a 60-foot cone. Each
creature in that area must make a DC 15 Stamina saving throw, taking 13 (3d8) poison damage on a failed
save, or half as much damage on a successful one.

Ancient, Tree of Life


Gargantuan Plant, Neutral Good
Armor Class 17 (natural armor)
Hit Points 492 (24d20 + 240)
Mana Points 31 (25 + 6)
Speed 20 ft.
STR AGI STA INT SPI CHA
28 (+9) 6 (2) 26 (+8) 18 (+4) 25 (+7) 19 (+4)
Saving Throws. Str +16, Sta +15, Spt +14
Skills Nature +11
Damage Resistances. bludgeoning and piercing from nonmagical weapons
Damage Vulnerabilities Fire
Senses passive Perception 17
Challenge 21 (33,000 XP)
Traits
Consume Tree. The ancient may consume a tree within reach as a full-minute action, regaining 30 hit
points per tree, up to its maximum hit points.
Ancient Power. With three turns of channeling, the Tree of Life can regain 24 mana points. After being
used, the ancient cannot regain mana by rest or time for 4 hours.
Legendary Resistance (3/rest). If the tree of life fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tree of life has advantage on saving throws against spells and other magical
effects.
Siege Monster. The tree of life deals double damage to objects and structures.
Spellcasting. The Tree of Life is a 20th level spellcaster with the Druid spell list. Their spellcasting
ability is Spirit (spell save DC 21, +13 to hit with spell attacks). The Tree of Life can prepare 17 spells at
every spell level up to 7th level, 12 for 8th, and 8 for 9th level.
Cantrips (mana cost; 4):
1st level (1; 17): Resolve, Thorn Growth, Conjure Animal (4 CR 1/4), Conjure Animal, Mark of the Wild,
2nd level (2; 17): Conjure Animal (2 CR 1), Conjure Animal (1 CR 2)
3rd level (3; 17): Cyclone, Conjure Elemental (1 CR 3)
4th level (4; 17): Detonate Mana, Conjure Fey (2 CR 2)
5th level (5; 17): Tranquility, Animate Plants (CR 5), Conjure Elemental (5 CR 1)
6th level (6; 17): Conjure Elemental (1 CR 6), Conjure Animal (2 CR 3)
7th level (7; 17): Sunbeam (70 foot line, 7d8 damage), Animate Plant (2 CR 3 and 1 CR 1)
8th level (8; 12): Dominate Fey (8 hours), Dominate Animal (8 hours), Dominate Elemental (8 hours),
Nature’s Seed (8d6 damage (half holy, half arcane), and 8 uses), Conjure Elemental (2 CR 4), Entangling
Roots (can entangle 8 creatures for 8d4 damage per round), Moonfire (8d10 damage, 8 uses)
9th level (9; 8): Starfall (4 meteors per round), Cyclone (affects 4 creatures, +15 to base midair height),
Shooting Star (4 stars), Sunbeam (90 foot line, 9d8 damage), Sunfire (9d10 arcane damage and 9 uses),
Swiftmend (9d6 healing, 9 uses), Rejuvenation (9d6, 9 uses), Animate Plants (1 CR 9)

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.

Keeper of the Grove


“Who threatens the wilds?”
The enchanted keepers of the grove are the favored sons of Cenarius. Like their dryad sisters, the keepers
protect the woodlands from harm. Though they typically remain within the sacred Moonglade of Mount
Hyjal, the keepers have been seen in other forests throughout Kalimdor. They are quick to heed the call to
arms whenever there is a threat to the natural order.
Affiliation. Independent or Alliance. The grove-keepers staunchly aid the night elves and preserve the
forests, rivers, and wild lands of Kalimdor. When the demons’ taint spreads in the world, grove-keepers
awaken, rouse their night elven druid students, and hurry to repel the invaders before they can do too
much harm.
Size. Grove-keepers range between 7 to 8 feet tall and average between 800 pounds to 1 ton. Your size is
Large.
Ability Score Increase. Your Spirit score increases by 2.
Barbed Whip. You gain the Thorn Whip cantrip if you don’t already have it, and always have it prepared
if you do, with the following advancements: Casting it does not require mana; its reach improves to 50
feet, and it can pull or push a creature up to 15 feet from you. It also deals an extra 1d6 damage at level 1.
Land, Lord, and Master. Moving through nonmagical difficult terrain costs you no extra movement.
You can also pass through nonmagical plants without being slowed by them and without taking damage
from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving
throws against plants that are magically created or manipulated to impede movement, such those created
by the entangle spell. If you ever take enough levels in druid to gain Land’s Stride, you may grant this
bonus as a 30-foot aura to your allies.
Nature Resistance. You have advantage on saving throws against poison, and you have resistance against
poison and Electricity damage.

Keeper of the Grove


Large fey, lawful neutral (Druid 10)
Armor Class. 15 (natural armor)
Hit Points 65 (10d8 + 20)
Mana Points 22 (18 + 4)
Speed 50 ft.
STR AGI STA INT SPI CHA
14 (+2) 16 (+3) 14 (+2) 12 (+1) 18 (+4) 14 (+2)
Skills. Perception +8, Survival +8, Persuasion +7
Senses Passive Perception 18
Languages Common, Elvish, Sylvan
Challenge 7 (2,600 XP)
Traits
Land, Lord, and Master. With an action, the keeper of the grove may emit a 20-foot aura that allows for
all allies to move without penalty in natural nonmagical difficult terrain. They also take no damage from
thornes, spines, or similar hazards, and have advantage against spells that replicate such effects.
Healing Lore. With a bonus action, the keeper of the grove may alter the target of an active invigorate
spell.
Seed of Life. The keeper of the grove may cast any druidic spell as a seed, keeping the spell’s effects
latent until discharged with a mental command (costs no action). Until the spell is discharged, the keeper
can sense the relative health of the target of this ability. This can be used at will, but a single given
creature can benefit only once every 24 hours.
Spellcasting. The keeper of the grove is a 10th level spellcaster. His spellcasting ability is Spirit (spell
save DC 16, +6 to hit with spell attacks). The keeper of the grove can prepare 10 spells of every spell
level (5 5th, and 7 4th).
0-level (2): move earth, druidcraft., mending, guidance, resistance, poison spray, thorn whip (set; 0
mana).
1st level (4): entangle, rejuvenation I, absorb elements, entangling roots, fog cloud, detect magic, faerie
fire, charm person, speak with animals, charm fey
2nd level (5): animal messenger, barkskin, gust of wind, lesser restoration, rejuvenation II, spike growth,
moonbeam
3rd level (6): conjure animals III (CR 3), cyclone, plant growth, dispel magic, speak with plants, wind
wall, protection from energy, daylight
4th level (7): Conjure fey (CR 4), freedom of movement, dominate beast, grasping vine, polymorph,
divination, locate creature
5th level (8): awaken, dream, tree stride, control winds, commune with nature
Actions
Barbed Whip Ranged Spell Attack: +6 to hit, reach 50 feet, one target. Costs no mana.
Hit: 14 (4d6) piercing damage, and the creature is pulled or pushed 15 feet in any direction.
Hooves Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d6+2) 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.

Small fey, neutral good


Armor Class: 11
Hit Points 11 (2d8 + 2)
Mana points 17 (15 + 2)
Speed fly 40 ft. (hover)
STR     AGI     STA     INT     SPI     CHA
12 (+1) 12 (+1) 13 (+1) 7 (2) 13 (+1) 15 (+2)
Skills Stealth +3
Senses passive Perception 11
Languages: -
Challenge 1/4 (50 XP)
Traits
Extract Wood: Draws wood and can form it into shapes as per shape wood. Usually to form houses,
weapons, and ships.
Detonate: The wisp can replicate the effects of the Detonate Mana spell, except as a 2nd level spell with
the fact that the spell can only be centered on the wisp. Successfuly using detonate (which provokes a
reaction) kills the wisp, dealing the 1d4+1 points of mana burn normally in a 10-foot sphere. If the mana
points lost is more than 3, the area is subject to a dispel magic effect (spell level 1, with +4 to the dispel
attempt).
Plant Ancient: The wisp can implant itself to create a ancient. This process creates a treant of any type
after a number of years.
 Ancient of Lore, War, and Wind takes 100 years.
 Tree of life takes 500 years.
Spellcasting.
0 - Light, theurmaturgy
1 - Rejuvenation, fade, conjure creature
Actions
Slam Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 (1d3) bludgeoning damage.

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.

Medium fiend (shadow), Neutral Evil


Armour Class: 12
Hit Points 16 (3d8+3)
Mana Points 13 (11 + 2)
Speed: 30 ft
STR   AGI     STA     INT     SPI     CHA
11 (+0) 14 (+2) 12 (+1) 9 (1)    9 (1)   11 (+0)
Damage Resistances: fel, cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities holy
Skills Intimidation +2
Senses passive Perception 9
Languages -
Challenge ½ (100XP)
Actions
Multiattack: The vengeful makes two melee attacks.
Moonglaive Melee Weapon Attack: +4 to Hit, reach 5 ft., one target
Hit: 5 (1d6+2) slashing damage

Troops of the Ancients


Archers*
Night elf archers squad

Creatures of the Divines


Guardian of Ancient Kings
Summoned by Conjure Celestial IV
Medium Celestial, lawful good
Armor Class: 20 (plate, shield)
Hit Points 60 (8d8 + 24)
Speed: 30 ft., fly 30 ft.
STR     AGI     STA     INT     SPI     CHA
18 (+4) 13 (+1)  16 (+2)  10 (+0) 17 (+3)  10 (+0)
Skills Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t
adamantine, necrotic, poison
Condition Immunities frightened, petrified, poisoned, stunned
Senses blindsight 60 ft., passive Perception 17
Languages Understands the languages of its summoner but can’t speak
Challenge 4 (1,100 XP)
Traits
Crusader Strike. Although the guardian does not have paladin spell slots, they can release seals and deal
1d6 holy damage with Crusader Strikes as a 6th-level Paladin.
Kingsguard. The Guardian starts out with one of the three below abilities (chosen by its summoner once
summoned). The benefits of each ability lasts for 1 turn, and recharge on a 5-6 on a d6.
 Holy: If the summoner of the guardian heals a creature within 60 feet of the guardian, the
Guardian can (as a reaction) heal another creature within 30 feet of the target by half the hit
points restored. This can deal damage if the original spell was used to harm undead.
 Protection: The guardian can use an action to grant their summoner resistance to all bludgeoning,
piercing, and slashing damage from nonmagical weapons that aren't adamantine.
 Retribution: The guardian has the Aura of Might paladin ability of the same name.
Actions
Multiattack: The guardian of ancient kings makes two longsword attacks, and may also use its Crusader
Strike attack.
Longsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

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