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.mPIBRIPM
Every adventure holds the promise—but not a guaran­
tee—of finding one or more magic items. Hunt for the Item Descriptions
Thessalhydra contains an assortment of magic items
that hints at the wider variety of magic items waiting to +1 Armor
be found in the worlds of D&D. See the Dungeon Mas­ The most basic form of magic armor is a superb prod­
ter's Guide for many more items. uct of physical and magical craft. You have a +1 bonus
to your Armor Class while wearing this armor.
A suit of +/ armor never rusts or deteriorates, and it
Using a Magic Item magically resizes to fit its wearer.
A magic item's description explains how the item
works. Handling a magic item is enough to give a char­ +1 Wand of the War Mage
acter a sense that something is extraordinary about the While holding this wand, you gain a +1 bonus to spell
item. Casting the identify spell on the item then reveals attack rolls. In addition, you ignore half cover when
its properties. Alternatively, a character can concentrate making a spell attack. You must be attuned to this
on the item during a short rest, while being in physical wand to use it.
contact with the item. At the end of the rest, the char­
acter learns the item's properties. Potions are an excep­ +1 Weapon
tion; a little taste is enough to tell the taster what the Magic weapons are unmistakably finer in quality than
potion does, without activating the potion. their ordinary counterparts. You have a +1 bonus
to the attack rolls and damage rolls you make with
Attunement this weapon.
Certain magic items require a user to attune to them Some +/ weapons (swords in particular) have addi­
tional properties, such as shedding light.
before their magical properties can be used. Attuning
to a magic item requires that you spend a short rest
Bag of Holding
concentrating on it (this can't be the same short rest
This bag has an interior space considerably larger than
used to learn an item's properties). Depending on the
its outside dimensions, roughly 2 feet in diameter at
nature of the item, this concentration can take the form
the mouth and 4 feet deep. The bag can hold up to 500
of prayers, weapon practice, or meditation. In any case,
pounds, not exceeding a volume of 64 cubic feet. The
the concentration period must be uninterrupted. Once
bag weighs 15 pounds, regardless of its contents. Re­
you are attuned to an item, you can use its magical
trieving an item from the bag requires an action.
properties.
An item can be attuned to only one creature at a Boots of Elvenkind
time. A creature can be attuned to no more than three While you wear these boots, your steps make no sound,
magic items at any given time, and you can attune your­ regardless of the surface you are moving across. You
self to only one item during a short rest. also have advantage on Dexterity (Stealth) checks that
Your attunement to an item ends if it has been more rely on moving silently.
than 100 feet away from you for 24 hours or if you die.
You can also voluntarily end your attunement to an Boots of Striding and Springing
item with another short rest. Your speed while you wear these boots becomes 30
feet, unless your walking speed is higher, and your
Potions speed is not reduced if you are encumbered or wearing
A potion must be drunk for its magic to take effect. heavy armor. In addition, whenever you jump, you can
Drinking a potion, or administering it to someone else, Jump three times the normal distance.
requires an action. Each potion can be used only once;
if someone drinks it, it's gone.
Cloak of Prolte^tion \ Spell Scroll
You gain a +1 bonus to your Armor Class and saving *A spell scroll bears the words of a single spell, written .
* ^in a mystical cipher. If the spelMs on your class's spell"
throws while you Wear this cloak. You must be attuneix 4
to the cloak to gain this benefit. ^ list, you can read the scroll and cast its spell without *
providing any material components. Otherwise, the
Gauntlets of Ogre Power scroll is unintelligible. Casting the spell by reading the •
While you wear these gauntlets, your Strength becomes scroll requires the spell's normal casting time.
19. They have no effect on you if your Strength is 19 or If the spell is on your class's spell list but of a higher
higher without them. level than you can normally cast, you must make an
ability check using your spellcasting ability to deter­
Helm of Comprehending Languages mine whether you cast it successfully. The DC equals
While wearing this helm, you can use an action to cast 10 + the spell's level. On a failed check, the spell disap­
the comprehend languages spell from it at will. pears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade,
Potion of Flying and it crumbles to dust. If the casting is interrupted,
This potion gives you a flying speed equal to your the scroll is not lost.
walking speed for 1 hour. If the potion wears off while
you're flying and nothing else is holding you aloft, you Staff of Defense
must use your movement to descend. If you fail to land This slender, hollow staff is made of glass yet is as
before 1 minute passes, you fall. strong as oak. It weighs 3 pounds. You must be attuned
to the staff to gain its benefits and cast its spells.
Potion of Healing While holding the staff, you have a +1 bonus to your
When you drink this potion, you regain 2d4 + 2 Armor Class.
hit points. The staff has 10 charges, which are used to fuel the
spells within it, instead of using your spell slots. With
Potion of Invisibility
the staff in hand, you can cast the following spells from
When you drink this potion, you—along with the cloth­
the staff if the spell is on your class's spell list: mage
ing, armor, weapons, and other equipment on your per­
armor (1 charge) or shield (2 charges). No components
son-become invisible for 1 hour. The invisibility ends
are required.
if you attack or cast a spell.
The staff regains ld6 + 4 expended charges each
Potion of Vitality day at dawn. If you expend the staff's last charge, roll a
Drinking this potion removes any exhaustion you are d20. On a 1, the staff shatters and is destroyed,
suffering, cures any disease or poison affecting you,
and maximizes the effect of any Hit Die you spend to
Wand of Magic Missiles
This wand has 7 charges. With the wand in hand, you
regain hit points within the next 24 hours.
can use your action to fire the magic missile spell from
Ring of Protection the wand—no components required—and expend 1 to
While you are wearing this ring and are attuned to 3 of the wand's charges. For each charge you expend
it, you have a +1 bonus to your Armor Class and sav­ beyond 1, the spell's level increases by 1. You can use
ing throws. this wand even if you are incapable of casting spells.
The wand regains ld6 + 1 expended charges each
day at dawn. If you expend the wand's last charge,
roll a d20. On a 1, the wand crumbles into ash and is
destroyed.
This section contains stat blocks and short descrip­ Oozes. Gelatinous creatures that generally have no
tions for the creatures that appear in Hunt for the fixed shape. They are mostly subterranean, dwelling
Thessalhydra. in caves and dungeons.
Plants. Plant creatures, as opposed to ordinary
Statistics plants, have some degree of sentience and mobility.
Undead. Once-living creatures brought to a horrifying
A creature's stat biock provides the essentiai informa­
state of undeath through the practice of necroman­
tion that you, as the DN, need to run the creature.
tic magic or some unholy curse.
Size t Tags
Each creature takes up a different amount of space. A creature might have one or more tags appended to its
The Size Categories tabie shows how much space a type, in parentheses. For example, an ore has the hu­
creature of a particular size controls in combat. Ob­ manoid (ore) type. These parenthetical tags provide an
jects sometimes use the same size categories. additional layer of categorization for certain monsters,
but they have no bearing on how a monster is used
Size Categories in combat.
Size Space
Tiny 2Kiby2)(!ft. Alignment
Small 5 by 5 ft. A creature's alignment provides a clue to its dispo­
Medium 5by5ft. sition. For example, a chaotic evil creature might be
Large 10 by 10 ft. difficult to reason with and might attack characters on
sight, whereas a neutral creature might be willing to
negotiate. Alignment indicates whether a creature leans
Space
A creature's space is the area in feet that it effectively toward law or chaos and good or evil or whether a crea­
controls in combat, not an expression of its physical di­ ture is neutral.
mensions. A typical Medium creature isn't 5 feet wide, Any Alignment. Some creatures, such as the com­
for example, but it does control a space that wide. If moner, can have any alignment. In other words, you
a Medium hobgoblin stands in a 5-foot-wide doorway, choose the creature's alignment. Depending on the
other creatures can't get through unless the hobgoblin creature, its alignment entry might indicate a tendency
lets them. or aversion toward law, chaos, good, or evil.
Unaligned. Many creatures of low intelligence have
Squeezing into a Smaller Space no comprehension of law or chaos, good or evil. They
A creature can squeeze through a space large enough don't make moral or ethical choices, but rather act on
for a creature one size smaller than itself. When instinct. These creatures are unaligned, which means
squeezing through such a space, a creature must spend they don't have an alignment.
1 extra foot for every foot it moves there, and the crea­
ture has disadvantage on attack rolls and Dexterity sav­ Armor Class
ing throws. Also, attack rolls against it have advantage. A creature that wears armor or carries a shield has an
AC that takes its armor, shield, and Dexterity into ac­
Type count. Otherwise, a creature's AC is based on its Dex­
A creature's type speaks to its fundamental nature. terity modifier and any natural armor or supernatural
The following types of monsters can be encountered resilience it might possess.
in this adventure: If a creature wears armor or carries a shield, the kind
of armor it wears or shield it carries is noted in paren­
Aberrations. Utterly alien beings that have no place
theses after its AC value.
in the natural world.
Beasts. Nonhumanoid creatures that, like real-world
animals, are a normal part of the world's ecology.
Hit Points
Dragons. Large, winged, reptilian creatures of an­ A creature usually dies or is destroyed when its
cient origin and tremendous power. hit points drop to 0. For more on hit points, see
Giants. Humanoid-like creatures that tower over hu­ chapter two.
mans and their kin.
Humanoids. Bipedal peoples of the civilized and sav­ Speed
age world, including humans and a tremendous vari­ A creature's speed tells you how far it can move on its
ety of other races, including dwarves and elves. turn. For more information on speed, see chapter two.
Monstrosities. Frightening creatures that sometimes All creatures have a walking speed; creatures that
resemble beasts but that are often touched by have no form of ground-based locomotion have a
magic and almost never benign. speed of 0 feet. Many of the creatures herein have one
or more additional movement modes.
Climb. A creature that has a climbing speed can use Darkvlsion. A creature with darkvlsion can see in the 1
all or part of its movement to move on vertical sur­ dark within a specific radius. The creature can see in
faces. The creature doesnl need to spend extra move­ dim light as if it Were brlgft; light and in darkness as if •
ment to climb. iujj it were dim light, so areas of darkness are only lightly '
Fly. A creature that ^as a flying speed can use its obscured as far as th^t creature is concerned. How-
movement to fly. If a flying preature is knockfed prone; ^ *ever, the creature can't discern color in darkhdSs,Mfy^
has its speed reduced to 0, or is otherwise deprived* or j "’shades of gray. ' *4
the ability to move, it falls unless it can hover or is b^^ Trueslght. A creature with truesight can See in ndrf
ing held aloft by magic, such as by the fly spell. mat and magical darkness, see invisible creature^ and
Swim. A creature that has a swimming speed doesn't^ objects, automatically detect visual lllusionsland suc- :^
need to spend extra movement to swim. ceed on saving throws against them, and perceive tlie"*/,^
original form of a shapechanger or a creature that is
Ability Scores transformed by magic. Furthermore, the creature can
Every creature has six ability scores (Strength, Dexter­ see into the Ethereal Plane.
ity, Constitution, Intelligence, Wisdom, and Charisma)
and corresponding modifiers. For more Information Languages
on ability scores and how they're used in play, see The languages that a creature can speak are listed in
chapter one. alphabetical order. Sometimes a creature can under- ^
stand a language but not speak it, and this is noted in
Saving Throws its entry.
The Saving Throws entry is reserved for creatures
that are particularly adept at resisting certain kinds Challenge
of effects. An appropriately equipped and well-rested party of four
adventurers should be able to defeat a creature that
Skills has a challenge rating equal to their level without suf­
The Skills entry is reserved for creatures that are pro­ fering any casualties.
ficient in one or more skills. For example, a creature Monsters that are significantly weaker than Ist-level
that is very perceptive and stealthy might have hlgh- characters have challenge ratings lower than 1.
er-than-normal bonuses to Wisdom (Perception) and
Dexterity (Stealth) checks. Experience Points (XP)
Skills in a monster's stat block are shown with the to­ The number of experience points a creature is worth is ,
tal modifier—the monster's ability modifier plus its pro­ based on its Challenge. Typically, XP is awarded for de­
ficiency bonus. If a monster's stat block says "Stealth feating the monster. ^
If
+6," roll a d20 and add 6 when the monster makes an
ability check using Stealth.
Traits____________________ ^
Traits are special characteristics of the creatulii th^*'*' ’
are likely to be relevant in a combat encounter: f' ^ "

ri
Assume that a creature is proficient with its armor, weapons, and
toois. If you swap out a creature's armor and weapons, you must
decide whether the creature is proficient with its new equipment.
I
Actions
When a creature takes its action, it can choosd from, * *.
the options in the 'Actions' section of its stat block.-

J
See chapter three for what happens when you use these items
without proficiency. Chapter two describes other actions available to all .
creatures.

Vulnerabilities, Resistances, Nelee and Ranged Attacks


and Immunities The most common actions that a creature will take in
combat are melee and ranged attacks. These can be
Some creatures have vulnerability, resistance, or immu­
spell attacks or weapon attacks, where the 'weapon'
nity to certain types of damage. Particular creatures are
might be a manufactured item or a natural weapon, "
even resistant or immune to damage from nonmagical
such as a claw.
attacks (a magical attack is an attack delivered by a
Flit. Any damage or other effects that occur as a re­
spell, a magic item, or another magical source). In addi­
sult of an attack hitting a target are described here. As
tion, some creatures are immune to certain conditions.
the DM, you have the option of taking average damage
or rolling the damage; for this reason, both the average
Senses damage and the die expression are presented. For ex­
The Senses entry notes a creature's passive Wisdom ample, a monster might deal 4 (ld8) slashing damage
(Perception) score, as well as any special senses the with its longsword. That notation means you can have
creature might have, such as the following senses. the monster deal 4 damage or you can roll ld8 to de­
Blindsight. A creature with blindsight can perceive its termine the damage.
surroundings without having to rely on sight, within a
specific radius.
Javelirt. Melee or Ranged Weapon Attack: +4 to hit
Reactions_____________ • ■ reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2)
If a creature can do something unusual with its reac­ piercing damage in melee or 5 (ld6 + 2) piercing dam­
tion, that information is contained here. Most creatures age at range.
do not have special reactions, in which case this sec­
tion is absent. Reactions are explained in chapter two. Bugbears are cruel and unruly humanoids that live to
bully the weak and dislike being bossed around. De­
Limited Usage spite their Intimidating builds, bugbears move with sur­
prising stealth and are fond of setting ambushes.
Some special abilities—whether they are traits, actions,
or reactions—have restrictions on the number of times
they can be used.
CULTIST
Medium humanoid (any race), any non-good aiignment
X/Day. The notation "X/Day" means a special ability
can be used a certain number of times and that a mon­
Armor Class 12 (leather armor)
ster must finish a long rest to regain expended uses.
Hit Points 9 (2d8)
For example, "1/Day" means a special ability can be Speed 30 ft.
used once and that the monster must finish a long rest
to use it again. STR DEX CON INT WIS CHA
Recharge X-Y. The notation "Recharge X-Y" means 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
a monster can use a special ability once and that the
ability then has a random chance of recharging during Skills Deception +2, Religion +2
each subsequent round of combat. At the start of each Senses passive Perception 10
of the monster's turns, roll a d6. If the roll is one of the Languages any one language (usually Common)
numbers in the recharge notation, the monster regains Challenge.1/8 (25 XP)
the use of the special ability. The ability also recharges
when the monster finishes a short or long rest. Dark Devotion. The cultist has advantage on saving
For example, "Recharge 6" means a monster can use throws against being charmed or frightened.
the special ability once. Then, at the start of the mon­
ster's turn, it regains the use of that ability if it rolls a ACTIONS______________ _________________ __
6 on a d6. Scimitar. Meiee Weapon Attack: -i-3 to hit reach 5 ft.,
one creature. Hit: 4 (ld6 -i-1) slashing damage.
Monster Slat Blocks Cultists swear allegiance to dark powers. They conceal
The monsters appearing in the adventure are their activities to avoid being ostracized, imprisoned, or
presented in this section in alphabetical order. executed for their beliefs.

BUGBEAR DEMOGORGON
Medium humanoid (goblinoid), chaotic evil Medium monstrosity, unaiigned

Armor Class 16 (hide armor, shield) Armor Class 15 (natural armor)


Hit Points 27 (5d8 + 5) Hit Points 60 (8d8 + 24)
Speed 30 ft, Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8(-l) 11 (+0) 9(-l) 16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 5 (-3)

Skills Steaith +6, Survival +2 Skills Stealth +5, Perception +3


Senses darkvision 60 ft., passive Perception 10 Senses blindsight60 ft., passive Perception 13
Languages Common, Gobiin Languages —
Challenge 1 (200 XP) Challenge 4 (1,100 XP)

Brute. A meiee weapon deois one extra die of its dam­ Keen Smeii. The demogorgon has advantage on Wis­
age when the bugbear hits with it (included below), dom (Perception) checks that rely on smell.

Surprise Attack. If the bugbear surprises a creature and Biood Frenzy. The demogorgon has advantage on me­
hits it with an attack during the first round of combat the lee attack rolls against any creature that doesn't have
target takes an extra 7 (2d6) damage from the attack. all its hit points.
Regeneration. The demogorgon regains 10 hit points
ACTIONS_________________________ _ at the start of its turn. If the demogorgon takes acid or
Morningstar. Meiee Weapon Attack: +4 to hit reach 5 fire damage, this trait doesn't function at the start of the
ft., one target. Hit: 11 (2d8 + 2) piercing damage. demogorgon's next turn. The demogorgon dies only if it
starts its turn with 0 hit points and doesn't regenerate.
ACTIONS_________ -________ ■ ^ Read Thoughts. The doppeiganger magically reads the
Mulfiatfack. The.demogo^on makes thfee attacks: surface thoughts of one creature within 60 feet of it. The
effect can penetrate barriers, but 3 feet of wood or dirt,;i
^ne with its bite and two with its ciaws.;
. 2 feet of stone, 2 inches of rhetal, or a thin sheet of lead
Bite. Metee Weapon Attack: +5 to hit, rd,ach 5‘ft.,’one' blocks it. While the target is in range, the doppeiganger
target.’H|t; 7 (ld8 + 3) pierding damage. , • '. ‘can continue reading its thoughts, as long as*the c|p0‘’- •-
■’pelganger's concentration'isn'tjbroken (as if concfrfti
Claw. Melee Weapon Attack:to hit, reach 5 ft., one
trating on a spell). While reading the target's mind/th^.
target. Hit: 12 (2d3 + 3) siashing damage. '
doppeiganger has advantage on Wisdom (Insight) arid
A predator of the Upside Down, the demogorgon hunts Charisma (Deception, Intimidation, and Persuasion)
the dimension iooklng for unfortunate creatures that checks against theftarget.
find their way there. The size and shape of an aduit Doppelgangers take on the appearance of other hu­
humanoid, the demogorgon's mouth encompasses its manoids, throwing off pursuit or luring victims to their
face and unfoids like a blossoming flower. doom with misdirection and disguise.

DOPPEIGANGER EVIL MAGE


Medium monstrosity (shapechanger), neutral Medium humanoid (human), lawful evil
___1-___\
Armor Class 14 Armor Class 12
Hit Points 52 (8d8 -i-16) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (-1-2) 11 (+0) 12 (+1) 14 (+2) 9(-l) 14 (+2) 11 (+0) 17 (+3) 12 (+1) .11 (+0) -

Skills Deception +6, Insight +3 Saving Throws Int +5, Wis +3


Condition Immunities charmed Skills Arcana +5, History +5
Senses darkvision 60 ft., passive Perception 11 Senses passive Perception 11
Languages Common Languages Common, Draconic, Dwarvish, Elvish
Challenge 3 (700 XP) Challenge 1 (200 XP)

Shapechanger. The doppeiganger can use its action Spellcasting. The mage is a 4th-level spellcaster that j
to polymorph into a Small or Medium humanoid it has uses Intelligence as its spellcasting ability (spell save DC
seen, or back into its true form. Its statistics, other than 13; -1-5 to hit with spell attacks). The mage knows the fql,-, j
its size, are the same in each form. Any equipment it is lowing spells from the wizard's spell list: *,i
wearing or carrying isn't transformed. It reverts to its true
form if it dies. Cantrips (at will): light mage hand, shocking grgsp .^' ;
1st Level (4 slots): charm person, magic missile '.
Ambusher. In the first round of combat, the doppei­ 2nd Level (3 slots): hold person, misty step ' 'jT ' ,
ganger has advantage on attack rolls against any crea­
ture it surprised. ACTIONS
--------------------------------------------------------------------------------------------------------------------------------- ^ j.

Surprise Attack. If the doppeiganger surprises a Quarterstatf. Melee Weapon Attack: -hI to hit reach §, * ’
creature and hits it with an attack during the first round ft., one target. Hit: 3 (ld8 - 1) bludgeoning damage. .
of combat, the target takes an extra 10 (3d6) damage Evil mages hunger for arcane power and dwell in '
from the attack. isolated places, where they can perform terrible
ACTIONS magical experiments without interference.

Multlattack. The doppeiganger makes two me­


lee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one ■ .
target. Hit: 7 (ld6 + 4) bludgeoning damage.
f
».///.
' ^ 4 .

V
flameskulI * ghoU L * '

Tiny undead, neutral evil Medium undeatchaotic evil


—4*-------- %- 1
Armor Class 13 Wi Artnor Class 12
Hit Points 40 (9d4+ 18) Hit Points 22 (5d8)
Speed 0 ft., fly 40 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS «CHA STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 16 (+3) iox+0) .11 (+0) 13 (+1) 15 (+2) 10 (+0) 7 (-2) ,10 (+0) 6 (-2)

Skills Arcana +5, Perception +2 Damage Immunities poison


Damage Resistances lightning, tjecrotic, piercing Condition Immunities charmed, exhaustion, poisoned
Damage Immunities cold, fire, poison Senses darkvision 60 ft., passive Perception 10
Condition Immunities charmed, frightened, pcmalyzed, Languages Common
poisoned, prone Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 12
Languages Common
Chaiienge4(l,10Q.)^P) ' ACTIONS _____________ _________________
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Illumination. The flameskull sheds either dim light in a creature. Hit: 9 (2d6 + 2) piercing damage.
15-foot radius, or bright light in a 15-foot radius and dim daws. Melee Weapon Attack: +A to hit, reach 5 ft., one
light for an additional 15 feet. It can switch between the
target. Hit: 1 (2d4 + 2) slashing damage. If the target Is a
options as an action.
creature other than an elf or undead. It must succeed
Magic Resistance. The flameskull has advantage on on a DC 10 Constitution saving throw or be paralyzed
saving throws against spells and other magical effects. for 1 minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on
Rejuvenation. If the flameskull is destroyed, it regains
a success.
all its hit points in 1 hour unless holy water is sprinkled
on its remains or a dispel magic or remove curse spell is Qhouls roam the night in packs, driven by an insa­
cast on them. tiable hunger for humanoid flesh. Like maggots or
carrion beetles, they thrive in places rank with decay
Spellcasting. The flameskull is a 5th-level spellcaster. Its
and death.
spellcasting ability is Intelligence (spell save DC 13, +5 to
hit with spell attacks). It requires no somatic or material
components to cast its spells. The flameskull has the fol­ GIANT SPIDER
lowing wizard spells prepared: large beast unaligned

Cantrip (at will): mage hand Armor Class 14 (natural armor)


1st level (3 slots): magic missile, shield Hit Points 26(4dl0 + 4)
2nd level (2 slots): blur, flaming sphere Speed 30 ft., climb 30 ft.
3rd level (1 slot): fireball
STR DEX CON INT WIS CHA
ACTIONS 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Muitiattack. The flameskull uses Fire Ray twice.
Skills Stealth +7 , *
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one Senses blindsight 10 ft., darkvision 60 ft., passive
target. Hlf: 10 (3d6) fire damage. Perception 10
Spellcasters fashion flameskulls from the remains Languages —
of dead wizards. When the ritual is complete, green Challenge 1 (200 XP)
flames erupt from the skull to complete its ghastly
transformation. Spider Ciimb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Web Sense. While in contact with a web, the spider
knows the exact location of any other creature in con­
tact with the same web.
Web Walker. The spider ignores movement restrictions
caused by webbing.
/ ■ '■

ACTIONS * ^ Martial Advantage. Once per turn, the hobgoblin can


deal an extra 7 (2d6) damage to a creature it hits with a
Bite, Melee Weapon Attaak:: +5 to hit, recSch 5 ft., one : weapon attack if that credture is within 5 feet of an alV« jV j
creature. Hit: 7 (ld8 + 3) piercing damage, and the tar­
, of the.hobgoblin.thdt isn't incapacitated.
get must make a CC 11 Constitution saying thrbw,'tS|<ing.
9 (2d8> poison damage oq a faiied save', or hgif os much ACTIONS
damage-on a successfui one..If the pojson daiTKige^. I;*
reduces the target tp Ohit.point^, the target is stable buf f Longsword. Melee Weapon Atkack: +3 to hit, rgdcn o n:; • rj 'V-'
poisoned for 1 hdur, even after regaining hit points, anti one target. Hit: 5 (ld8 + l)‘slashing damaga or 6 (1dlQ'+
is paralyzed while poisoned in this way. 1) slashing damage if used with two hands. ,

Web (Recharge 5-6). Ranged Weapon Attack: +5 Longbow. Ranged Weapon Attack: -t-3 to'hit,'rdnge
150/600 ft., one target. Hit: 5 (ld8 + 1) piercing darpage?''
to hit, range 30/60 ft., one creature. Hit: The target is
restrained by webbing. As an action, the restrained Hobgoblins are cunning, disciplined warriors who
target can make a DC 12 Strength check, bursting the crave conquest. They impose a strict military hierar­ • t '

webbing on a success. The webbing can also be at­ r <1


chy and are often found in the company of gobiins
tacked and destroyed (AC 10; hp 5; vulnerability to fire
and bugbears.
damage; immunity to bludgeoning, poison, and psy­
chic damage).
OCHRE JELLY
Usually found underground, the lair of a giant spider is Large ooze, unaligned
often festooned with webs holding helpless victims.
Armor Class 8
GOBLIN Hit Points 45(6dl0+ 12)
Small humanoid (goblinoid), neutral evil Speed 10 ft., climb 10 ft.

Armor Class 15 (leather armor, shield) STR DEX CON INT WIS CHA
Hit Points 7 (2d6) 15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
Speed 30 ft.
Damage Resistances acid
STR DEX CON INT WIS CHA Damage Immunities lightning, slashing
8(-l) 14 (+2) 10 (+0) 10 (+0) 8(-l) 8(-l) Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Skills Stealth +6 Senses blindsight 60 ft. (blind beyond this radius), passive^
Senses darkvision 60 ft., passive Perception 9 Perception 8 ' '
Languages Common, Goblin Languages
Challenge 1/4 (50 XP) Challenge 2 (450 XP) ;

Nimble Escape. The goblin can take the Disengage or Amorphous. The jelly can move through a spa^ ^Adr-‘
row as 1 inch wide without squeezing. , ^ ,
Hide action as a bonus action on each of its turns. '■J "h
Spider Climb. The jelly can climb difficult surfaces,^ *
ACTIONS including upside down on ceilings, without nbeding to
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., make an ability check.
one target. Hit: 5 (ld6 + 2) slashing damage.
ACTIONS
Shortbow. Ranged Weapon Attack: +4 to hit, range
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
80/320 ft., one target. Hit: 5 (ld6 + 2) piercing damage.
one target. Hit: 9 (2d6 -i- 2) bludgeoning damage plus 3 ) ■*
/* H
Qobllns are black-hearted, gather in overwhelming (ld6) acid damage.
numbers, and crave power, which they abuse.
REACTIONS
HOBGOBLIN Split. When a jelly that is Medium or larger is subjected\
Medium humanoid (goblinoid), lawful evil to lightning or slashing damage, it splits into two new' , "
jellies if it has at least 10 hit points. Each new jelly has hit -
Armor Class 18 (chain mail, shield) points equal to half the original jelly's, rounded down.
Hit Points 11 (2d8 + 2) New jellies are one size smaller than the original jelly.
Speed 30 ft.
Ochre jellies stalk and consume organic creatures, and
STR DEX CON INT WIS CHA they have enough bestial cunning to avoid iarge groups.
13 (+1) 12 (+1) 12 (+1) 10 (-rO) 10 (+0) 9(-l)

Senses darkvision 60 ft., passive Perception 10 •y


Languages Common, Goblin
Challenge 1/2 (100 XP)
^■77^
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OGRE OWLBEAR
Large giant chaotic evil '? " Z. Large monstrosity, unaligned
------w----;— 1 <•
<J Armor Class 11 (hide armor) - ’'4 , - Armor Class 13 (natural armor)
Hit Points 59 (7dl0 +21) A. ' HitPoints59,(7dlO + 21)
•e*
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 8(-l) 16 (+3) 5 (-3) 7.(-2) , 7 (-2) 20 (+5) 12 (+1) 17 (+3) 3 (-4) ,12 (+1) 7 (-2)

Senses darkvision 60 ft., passive Perception 8 Skilis Perception +3


Languages Common, Giant Senses darkvision 60 ft., passive Perception 13
Challenge 2 (450 XP) Languages —
Chaiienge 3 (700 XP)

ACTIONS
Keen Sight and Smell. The ONwIbear has advantage on
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,, Wisdom (Perception) checks that reiy on sight or smeii.
one target. Hit: 13 (2d8 + 4) biudgeoning damage.
ACTIONS
Javelin. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) Multiattack. Ihe owibear makes two attacks: one with
piercing damage. its beak and one with its ciaws.

Ogres are lazy, angry, ten-foot-tall giants that live by Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
raiding and scavenging. creature. Hit: 10 (IdlO + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage.
ORC
Medium humanoid (arc), chaotic evil The owlbear's reputation for ferocity, stubbornness,
and sheer ill temper makes it one of the most feared
Armor Class 13 (hide armor) predators of the wild. There is little, if anything, that a
Hit Points 15(2d8-^6) hungry owibear fears.
Speed 30 ft.

STR DEX CON INT WIS CHA SKELETON


16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0) Medium undead, lawful evil

Skills Intimidation +2 Armor Class 13 (armor scraps)


Senses darkvision 60 ft., passive Perception 10 Hit Points 13(2d8 + 4)
Languages Common, Ore Speed 30 ft.
Challenge 1/2(100 XP)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) ^ 8 (-1) 5 (-3)
Aggressive. As a bonus action, the ore can move up to
its speed toward a hostile creature that it can see. Damage Vulnerabilities bludgeoning
Damage Immunities poison
ACTIONS Condition Immunities exhaustion, poisoned
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., Senses darkvision 60 ft., passive Perception 9
one target. Hit: 9 (ldl2 + 3) slashing damage. Languages understands languages it knew in life but
can't speak
Javelin. Melee or Ranged Weapon Attack: +5 to hit, Challenge 1/4 (50 XP)
reach 5 ft. or range 30./120 ft., one target. Hit: 6 (ld6 + 3)
piercing damage.
ACTIONS _______________________________
Ores are renowned for their barbarism. They have
stooped postures, low foreheads, and piglike faces with Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
prominent lower canines that resemble a boar's tusks. one target. Hit: 5 (ld6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (ld6 + 2) piercing damage.
i
Assemblages of bones animated by dark magic, skel­
etons heed the summons of those who create them
or rise of their own accord in places saturated with
deathly magic.
•» ■■
STIRGE the grappie by succeeding on a DC 14 Strength (Athiet-
■S. '• ics) or Dexterity (Acrobatics) check (its choice). Untii this
Tiny beast unaligned
: grappie ends, the thessaittVdra can't use its taii pincer.- *
j
Armor Class 14 (natural armor) ■ Acid Saliva (Recharge 5-6). The thessaihydra spits
Hit Points 2(1 d4) . .a giob of acid at a point it can see within 30 ^pet of it,. ;•
Speed TO ft., fty 40 ft. . ^ ,,Each creature within 10 feet of that point must mak^d.:pr
DC 15 Dexterity saving throw, tatring 18 (4d8) acid dam- '
STR DEX CON INT WIS . CHA * age on a faiied save, or haif as much damage on a
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2) :
successfui one.
Senses darkvision 60 ft., passive Perception 9 LEGENDARY ACTIONS %
Languages —
Challenge 1/8 (25 XP) The thessaihydra can take 2 iegendary actions, choos­
ing from the options beiow. Oniy one iegendary action
option can be used at a time and oniy at the end of
ACTIONS another creature's turn. The thessaihydra regains spent
iegendary actions at the start of its turn.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 5 (ld4 + 3) piercing damage, and Detect. The thessaihydra makes a Wisdom (Perception^ f
the stirge attaches to the target. Whiie attached, the check with advantage.
stirge doesn't attack, instead, at the start of each of the Tail Swipe. The thessaihydra makes a taii pincer attack.
stirge's turns, the target ioses 5 (ld4 + 3) hit points due to
The thessaihydra is a strange and terrible creature
biood ioss.
with eight heads surrounding a large, circular mouth
The stirge can detach itseif by spending 5 feet of its
rimmed with jagged teeth. Its maw drips with acid, and
movement, it does so after it drains 10 hit points of biood
from the target or the target dies. A creature, inciuding its tail ends with a pair of sharp pincers. The thessaihy­
the target, can use its action to detach the stirge. dra is gluttonous and damaging to any environment.

A stirge is a winged pest that feeds on the blood of liv­ TROGLODTYE


ing creatures, drawing sustenance through its probos­ Medium humanoid (troglodyte), chaotic evil
cis, which it uses to pierce a victim's flesh while clutch­
ing onto its prey with hooked claws. Armor Class 11 (natural armor)
Hit Points 13(2d8-n4)
THESSALHYDRA Speed 30 ft.
Huge monstrosity, unaligned
STR DEX CON INT WIS CHA
Armor Class 14 (natural armor) 14 (+2) 10 (+0) 14 (-1-2) 6 (-2) 10 (+0) 6 (-2)
Hit Points 69 (6dl2-i-30)
Speed 30 ft., swim 30 ft. Skills Stealth +2 l| '
Senses darkvision 60 ft., passive Perception 10 -
STR DEX CON INT WIS CHA Languages Troglodyte »
19 (+4) 12 (+1) 20 (+5) 5 (-3) 10 (+0) 7 (-2) Challenge 1/4 (50 XP) ,

Skills Perception -i-4 Chameleon Skin. The troglodyte has advantage on,
Damage Immunities acid Dexterity (Stealth) checks made to hide.
Condition Immunities biinded, charmed, deafened,
frightened, stunned Stench. Any creature other than a troglodyte that starts
Senses darkvision 60 ft., passive Perception 14 its turn within 5 feet of the troglodyte must succeed on a
Languages — DC 12 Constitution saving throw or be poisoned until the
Challenge 4 (1,100 XP) start of the creature's next turn. On a successful saving
throw, the creature is immune to the stench of all troglo­
dytes for 1 hour.
ACTIONS
Sunlight Sensitivity. While in sunlight, the troglodyte
Multiattack. The thessaihydra makes one maw attack has disadvantage on attack rolls, as well as on Wisdom
and one Fiurry of Bites. (Perception) checks that rely on sight.
Flurry of Bites. Melee Weapon Attack: +7 to hit, reach ACTIONS^
10 ft., one target. Hit: 1 (ld6 -i- 4) piercing damage pius 10
Multiattack. The troglodyte makes three attacks: one
(4d4) poison damage. with its bite and two with its claws.
Maw. Melee Weapon Attack: V7 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +A to hit, reach 5 ft., one
target. Hit: 9 (IdlO -t-4) piercing damage plus 5 (IdlO) target. Hit: 4 (ld4 -i- 2) piercing damage.
acid damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Tall Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., target. H/f;4 (ld4 -i- 2) slashing damage.
one target. Hit: 10 (ldl2 -i- 4) slashing damage, and the
target is grappled. As an action, the target can escape
'P'f- . . I ' %f '
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• . 4

w, * X"

TWIG BLIGHT 'YOUNG GREEN DRAGON


Small plant neutral evil . H * /■ Large dragon, lawful evil
—a.:____
V ,
, 1 - 1
Armor Class 13 (natural armor) Armor Class 18 (natural armor)
’ Hit Points 4 (ld6 + 1) i 4‘' Hit Points 136 (Ibdl0-H 48)
Speed 20 ft. " ' Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 12 (+1) 4^3) 8(-l) ,,3(-4) 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

Skills Stealth+3 ' Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Damage Vulnerabilities fire Skills Deception +5, Perception +7, Stealth +4
Condition Imrnunities blinded, deafened Damage Immunities poison
Senses blindsight 60 ft. (blind beybnd this radius), passive Condition Immunities poisoned
Perception 9 * .if* Senses blindsight 30 ft., darkvision 120 ft., passive
Languages understands Common but can't spefcik ‘ Perception 17
Challenge 1/8 (25 XP) Languages Common, Draconic
Challenge 8 (3,900 XP)
false Appeofonce.iWhile the blight remains motionless,
it is indistinguishable trom a dead shrub. Amphibious. The dragon can bredthe air and water.

ACTIONS__________ « ' ' ACTIONS __________ ____________________


Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Multiattack. lhe dragon makes three attacks: one with
target. Hit: 3 (ld4 + 1) piercing damage. its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
This skittering creature resembles a small, leafless, target. Hit: 15 (2dl0 + 4) piercing damage plus 7 (2d6)
walking plant. Twig blights hide by rooting themselves poison damage.
among ordinary plants.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
WOLF Poison Breath (Recharge 5-6). The dragon exhales
Medium beast unaligned
poisonous gas in a 30-foot cone. Each creature in that
Armor Class 13 (natural armor) area must make a DC 14 Constitution saving throw, tak­
Hit Points 11 (2d8-r 2) ing 42 (12d6) poison damage on a failed save, or half as
Speed 40 ft. much damage on a successful one.
Qreen dragons delight in corrupting the good-hearted.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) They prefer to dwell in ancient forests.

Skills Perception +3, Stealth +4 ZOMBIE


Senses passive Perception 13 Medium undead, neutral evil
Languages —
Challenge 1/4 (50 XP) Armor Class 8
Hit Points 22 (3d8 + 9)
Keen Hearing and Smell. The wolf has advantage Speed 20 ft.
on Wisdom (Perception) checks that rely on hear­
ing or smell. STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Pack Tactics. The wolf has advantage on attack
rolls against a creature if at least one of the wolf's Saving Throws Wis +0
allies is within 5 feet of the creature and the ally isn't Damage Immunities poison
incapacitated. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
ACTIONS Languages understands the languages it knew in life
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one but can't speak
target. Hit: 1 (2d4 + 2) piercing damage. It the target is Challenge 1/4 (50 XP)
a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone. Undead Fortitude. If damage reduces the zombie to 0
hit points, it can make a Constitution saving throw with
Wolves are found in subarctic and temperate regions of
a DC of 5 -H the damage taken, unless the damage is
the world, running in packs. radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead.
ACTIONS_____________ ___________ _______
Slam. Melee Weapon Attack: -r3 to hit, reach 5 ft., one
target. Hit: A Odd + 1) bludgeoning damage.
Zombies are corpses imbued with a semblance of life.

•' H
Conditions aiter a fcreature's capabiiiti^s in a van§^
Paralyzed j
of ways and can arise'as a resuit of a spell, a ciass '• A paralyzed creature is incapacitated (see th# :
feature, a monster's attack, or pther effect. Most "1^ .^ »■’ condition) and can't move or^peak. ••
conditions, such as blinded, are Impairments, but a ^ ' • The creature automatically fails Strength and Df^ext^ity-
few, such as invisible, can be advantageous. saving throws. ' t •
A condition lasts either until it is countered (the • Attack rolls against the creature have advantage.
■ • Any attack that hits the creature 1s a critical hit if the?*
prone condition is Countered by standing up, for
attacker is within 5 feet of the creature. p ■ S
example) or for a duration specified by the effect that
imposed the condition. Petrified
If multiple effects impose the same condition on a • A petrified creature is transformed, along with any
creature, each instance of the condition has its own nonmaglcal object it is wearing or carrying, into a
duration, but the solid inanimate substance (usually stone). Its weight -
condition's effects don't get worse. A creature either increases by a factor of ten, and it ceases aging. »
has a condition or doesn't. • The creature is incapacitated (see the condition), can't
The following definitions specify what happens to a move or speak, and is unaware of its surroundings. —.
creature while it is subjected to a condition. • Attack rolls against the creature have advantage.
• The creature automatically falls Strength and Dexterity '
Blinded saving throws. ^
• A blinded creature can't see and automatically fails • The creature has resistance to all damage.
any ability check that requires sight. • The creature is Immune to poison and disease,
• Attack rolls against the creature have advantage, and although a poison or disease already in its system is
the creature's attack rolls have disadvantage. suspended, not neutralized.

Charmed Poisoned
• A charmed creature can't attack the charmer • A poisoned creature has disadvantage on attack rolls
or target the charmer with harmful abilities or and ability checks.
magical effects.
• The charmer has advantage on any ability check to Prone
interact socially with the creature. • A prone creature's only movement option is to crawl, |
unless it stands up and thereby ends the condition.
Deafened • The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if tihal
• A deafened creature can't hear and automatically
fails any ability check that requires hearing. attacker is within 5 feet of the creature. Otherwise, the
attack roll has disadvantage. .
Frightened
• A frightened creature has disadvantage on ability Restrained " 'j'
checks and attack rolls while the source of its fear is • A restrained creature's speed becomes 0, and it ian't
within line of sight. benefit from any bonus to its speed. . * ’ .
• Attack rolls against the creature have advantage, and **^
• The creature can't willingly move closer to the source
of its fear. the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity .» ' '
Grappled saving throws. . ■ ^
• A grappled creature's speed becomes 0, and it can't
benefit from any bonus to its speed. Stunned
• The condition ends if the grappler is incapacitated • A stunned creature is Incapacitated (see the condition),
(see the condition). can't move, and can speak only falteringly.
• The condition also ends if an effect removes the • The creature automatically falls Strength and Dexterity
saving throws. . ^ .
grappled creature from the reach of the grappler or
grappling effect, such as when a creature is hurled • Attack rolls against the creature have advantage. “*
away by the thunderwave spell.
Unconscious
Incapacitated • An unconscious creature is incapacitated (see the
• An incapacitated creature can't take actions or condition), can't move or speak, and is unaware of its
reactions. surroundings.
• The creature drops whatever it's holding and
Invisible falls prone.
• An invisible creature is impossible to see without • The creature automatically fails Strength and Dexterity
the aid of magic or a special sense. For the purpose saving throws.
of hiding, the creature is heavily obscured. The • Attack rolls against the creature have advantage.
creature's location can be detected by any noise it • Any attack that hits the creature is a critical hit if the
makes or any tracks it leaves. attacker is within 5 feet of the creature.
• Attack rolls against the creature have disadvantage,
and the creature's attack rolls have advantage.

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