Credits
Cover art: Evil Goblin by caiomm
Artwork: Gnome Tinkerer by Windmaker.
Artwork: Goblin Drummer by unknown
Gullfowl by iggysama
Artwork: chicken by Trafial.
Artwork: Monster Hunter by Vesvaughn.
Kobold Hole Thrower by u/_Wamker
Artwork: Kobolds by SC4V3NG3R.
Troll Freaks by u/Applejaxc
Artwork: Kenku by Jonathan Elliott.
Headhunter, Kenku Nightfeather, Lechugre and Tortle Snapper by u/1d6Adventurers for /r/MonsteraDay
Artwork: Kenku by masterpug13.
Artwork: "Mountain Ogre" by zerow0
Five Spire Monks by u/StoneStrix
Artwork: Monks by Eric Belisle
Artwork: Shell Shocker by The Great Geraldo
Paragon Monsters by The Angry GM
Concepts
Paragon Monsters
Like two monsters, but one. Like a monster with two torsos but only two legs. A good option for leaders or bosses. Give them Paragon Fortitude and either Paragon Exhaustion, for those who will get weaker at each stage or Paragon Fury for those who get stronger when beat up.
Paragon Fortitude. The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit of the point pools are reduced to zero, the creature is killed.
Paragon Exhaustion. The creature may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.
Paragon Fury. The creature may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order.
Cyclops
Alternative Trait
Poor Depth Perception. Attackers have advantage on any attack roll against the cyclops between 10 feet and 30 feet away from it.
Dwarves
Dwarf Hammerer
Medium humanoid (dwarf), any lawful
- Armor Class 17 (splint, 19 with shield)
- Hit Points 45 (6d8 + 18)
- Speed 25ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 9 (-1)
- Skills Athletics +5, Perception +3
- Senses dark vision 60 ft., passive Perception 13
- Resistances Poison
- Languages Common and Dwarven
- Challenge 2 (450 XP)
Dwarven Resilience The dwarf has advantage on saving throws against poison.
Actions
Multiattack. The veteran makes two weapon attacks.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack.
Shield Bash (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Light hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d4+3) bludgeoning damage.
Dwarf Bolter
Medium humanoid (dwarf), any lawful
- Armor Class 17 (splint)
- Hit Points 39 (6d8 + 12)
- Speed 25ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 9 (-1)
- Skills Athletics +4, Perception +3
- Senses dark vision 60 ft., passive Perception 13
- Resistances Poison
- Languages Common and Dwarven
- Challenge 1 (200 XP)
Dwarven Resilience The dwarf has advantage on saving throws against poison.
Actions
Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the attack hits, the dwarf can make an additional Heavy Crossbow attack without disadvantage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10+3) piercing damage.
Elfs
Gish Elf
While your grandma birthed five children, he studied the blade. While your mom became proficient in cobbler's tools, he studied the arcane arts. This stabby dudes don't need no longbows.
Elf Archer
This elfs practiced with the longbow and studied their training when trancing for years, becoming some of the best archers in the world.
Elf, Gish
Medium humanoid (high elf), any
- Armor Class 16 (studded leather)
- Hit Points 55 (10d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 16 (+3) 12 (+1) 12 (+1)
- Skills Acrobatics +6, Athletics +3, Perception +3
- Senses dark vision 60 ft., passive Perception 13
- Languages Common and Elvish
- Challenge 3 (750 XP)
Fey Ancestry The elf has advantage on saving throws against being charmed, and can't be put to sleep.
Spellcasting. The elf is a 2nd-level spellcaster. Its spellcasting ability is Inteligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at-will): firebolt, ray of frost, shocking grasp
1st level (3 slots): charm person, detect magic, fog cloud, shield, thunderwave
War Caster. After making an attack with a melee weapon attack, the elf may cast a spell as a bonus action instead of an action.
Actions
Shortsword. Melee Weapon Attack : +6 to hit, reach 5ft., one target. Hit 7 (1d6+4) slashing damage.
Elf Archer
Medium humanoid (wood elf), any
- Armor Class 16 (studded leather)
- Hit Points 55 (10d8 + 10)
- Speed 35ft.
STR DEX CON INT WIS CHA 11 (+0) 19 (+4) 12 (+1) 12 (+1) 13 (+1) 10 (+0)
- Skills Acrobatics +6, Perception +5, Stealth +6
- Senses dark vision 60 ft., passive Perception 15
- Languages Common and Elvish
- Challenge 3 (750 XP)
Fey Ancestry The elf has advantage on saving throws against being charmed, and can't be put to sleep.
Mask of the Wild. The elf can attempt to hide even when only lightly obscured by natural phenomena.
Archer's Eye (3/day). As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.
Actions
Multiattack. The archer makes two longbow attacks.
Shortsword. Melee Weapon Attack : +6 to hit, reach 5ft., one target. Hit 7 (1d6+4) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit 8 (1d8+4) piercing damage.
Gnolls
Alternative Trait
Rampage. When an enemy of the gnoll within 5 feet is reduced to half its hp the gnoll can use its reaction to make a bite attack.
Encounter Groups
Level 1D/2H/3M Encounter (300x2=600 XP)
- 2 Gnolls CR 1/2
- 1 Gnoll Hunter CR 1/2
Level 2D/3H/4M/5E Encounter (500x2=1000 XP)
- 3 Gnolls CR 1/2
- 1 Gnoll Hunter 2*(CR 1/2) - Paragon Exaustion
or
- 5 Gnolls
Gnomes
Gnome Tinkerer
Small humanoid (gnome), manic artificer
- Armor Class 13 (hide armor)
- Hit Points 23 (5d6+5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+2) 16 (+3) 10 (+0) 10 (+0)
- Skills Arcana +5, History +5
- Senses dark vision 60 ft., passive Perception 10
- Languages any
- Challenge 1/2 (100 XP)
Gnome Cunning. The gnome has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. The gnome is a 1st-level spellcaster. Its spellcasting ability is Inteligence (spell save DC 13, +5 to hit with spell attacks). The gnome has the following wizard spells prepared:
Cantrips (at-will): mend, mage hand, minor illusion
1st level (2 slots): grease, feather fall, illusory script
Actions
Thunderwave Stick (Recharge 6). Magic Item Spell: Constitution 13 DC saving throw, range self (15 ft. cube), 9 (2d8) thunder damage and is pushed 10 ft. On sucessful save damage halved, not pushed.
Acid Arrow Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft. one target, Hit:6 (1d8+2) piercing damage plus 5 (2d4) acid damage.
Goblins
Goblin Grunt
Small humanoid (goblin), chaotic stupid
- Armor Class 15 (leather armor, shield)
- Hit Points 7(2d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
- Skills Stealth +6
- Senses dark vision 60 ft., passive Perception 9
- Languages any
- Challenge 1/4 (50 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target . Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft. one target, Hit:5 (1d6+2) piercing damage.
Alternative Equipment
Spear Goblin
Armor Class 16 (hide, shield)
Alternative Ability Score. STR 12 (+1).
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target . Hit: 4 (1d6 + 1) piercing damage.
Encounter Groups
Level 1D/2M/3E Encounter (250x2=500 XP)
- 4 Goblin CR 1/4
- 2 Giant Rats CR 1/8
Level 2D/3H/4E (450x2=900 XP)
- 1 Goblin Boss CR 1
- 5 Goblin CR 1/4
Level 4D/5M/6-9E (900x2.5=2250 XP)
- 1 Goblin Boss CR 1
- 1 Worg CR 2
- 5 Goblins CR 1/4
Goblin Drummer
Small humanoid (goblin), noisy creative
- Armor Class 13 (leather armor)
- Hit Points 21 (6d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
- Skills Stealth +6, History +2
- Senses dark vision 60 ft., passive Perception 10
- Languages any
- Challenge 1/2 (100 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Spellcasting. The goblin is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bardic spells prepared:
Cantrips (at-will): vicious mockery, thunderclap
1st level (3 slots): charm person, detect magic, healing word, thunderwave
Actions
Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target . Hit: 1 (1d4 - 1) bludgeoning damage
Golems
Clay Golem, Pocket
Small construct, unaligned
- Armor Class 12 (natural armor)
- Hit Points 6 (1d8+2)
- Speed 25ft.
STR DEX CON INT WIS CHA 12 (+1) 9 (-1) 14 (+2) 4 (-3) 8 (-1) 3 (-4)
- Damage Immunities acid, poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 Ft., passive Perception 9
- Languages understands the languages of its creator but can only say its name
- Challenge 1/8 (100 XP)
Acid Absorption. Healed by acid damage.
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.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Clay Goonlem
Medium construct, unaligned
- Armor Class 14 (natural armor)
- Hit Points 37 (5d8+15)
- Speed 25ft.
STR DEX CON INT WIS CHA 15 (+2) 9 (-1) 16 (+3) 3 (-4) 8 (-1) 1 (-5)
- Damage Immunities acid, poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 Ft., passive Perception 9
- Languages understands the languages of its creator but can't speak
- Challenge 1/2 (100 XP)
Acid Absorption. Healed by acid damage.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Reactions
Half Haste (1/min). When prompted to make a Dexterity saving throw or a melee attack would hit the golem magically gains a +2 bonus to its AC or has advantage when prompted to make a Dexterity saving throw. Regained once the golem goes berserk.
Berserk. Whene the golem starts its turn with 15 Hit Points or fewer, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no nearby creature, attacks smallest intact object.
Pocket Clay Golem
This 25 kg construct is fabricated in two parts: the doll, a small, detailed representation of a natural creature, and the vessel, a ornate closed urn. With a successful ritual a spirit is bound to the doll, who is magically deposited into a pocket dimension inside the urn. When the urn is opened the doll is summoned, who appears next to the urn with a high pitched noise and starts to follow its master's orders.
Goonlems
Easier to make golems.
Stone Goonlem
Medium construct, unaligned
- Armor Class 17 (natural armor)
- Hit Points 37 (5d8+15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 16 (+3) 3 (-4) 10 (+0) 1 (-5)
- Damage Immunities acid, psychic;
- Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands Common can't speak
- Challenge 1 (200 XP)
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeonin' damage.
Explosive Slow (1/minute). When the golem hits 0 hit points, the golem regains 20 hitpoints, all creatures within 10 ft. of it must make a DC 13 Wisdom saving throw against this magic. On a failed save, a target can't use reactions and its speed is halved for one minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dragonborn
Dragonborn
Medium humanoid (dragonborn), any scaly
- Armor Class 13 (hide armor)
- Hit Points 15 (2d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1)
- Skills Intimidation +3
- Damage Resistance lightning
- Senses passive Perception 11
- Languages Common, Draconian
- Challenge 1/2 (100 XP)
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing if used with 2 hands.
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 5 (1d6 + 2) piercing damage.
Breath Weapon. The dragonborn exhales lightning in a 30 ft. line. Each creature in that line must make a DC 13 Dexterity saving throw, taking 9 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
Dragonborn, Justice
Medium humanoid (dragonborn), any scaly
- Armor Class 13 (hide armor)
- Hit Points 15 (2d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
- Saves Wis +3, Cha +4
- Skills Intimidation +3
- Damage Resistance lightning
- Senses passive Perception 11
- Languages Common, Draconian
- Challenge 5 (100 XP)
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing if used with 2 hands plus 9 (2d8) radiant damages.
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 5 (1d6 + 2) piercing damage.
Breath Weapon. The dragonborn exhales lightning in a 30 ft. line. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning plus 9 (2d8) radiant damage on a failed save, or half as much damage on a successful one.
Headhunter
Superlative Stalker. Headhunters are widely regarded as the best bounty hunters available. Usually preferring to bring back targets dead than alive, they are skilled trackers and swordmasters.
Their name is derived from their deadly vorpal strike, a techinque developed to ensure the headhunter is able to bring back proof of a kill and where the term "A price on their head." comes from.
Trained Trackers. Able to discern a wide variety of information from tracks, such as the likely number of passengers on a wagon. A headhunter uses this information to plan an attack.
A headhunter will often use bribery, intimidation and deceit to get to their target. Although their default tactics usually involve surprise, shock and awe. A headhunter will attack, kill or incapacitate their target and dimension door to safety with the head or unconcious body.
Headhunter
Medium humanoid (any), chaotic evil
- Armor Class 15 (breastplate)
- Hit Points 110 (17d8+34)
- Speed 35 ft.
STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 13 (+1)
- Skills Perception +8, Survival +8, Stealth +7
- Senses passive Perception 18
- Languages any two languages
- Challenge 8 (2900 XP)
Hunters' Mark (Recharges on a Short Rest). As a bonus action the headhunter chooses a creature it can see and mystically marks it as its quarry for the next 24 hours, the headhunter can only have one quarry at a time. The headhunter gains the following benefits against its quarry:
- Damage rolls deal an additional 7 (2d6) psychic damage.
- Any attack roll the headhunter makes is with advantage.
- A headhunter always knows the distance to and direction of its quarry so long as they are both on the same plane of existence.
Innate Spellcasting. The headhunter's innate spellcasting ability is Wisdom. It can innately cast the following spells (spell save DC 13), requiring no components:
At will: locate object, longstrider
3/day each: ensnaring strike, snare
1/day each: locate creature, dimension doorKeen Tracker. The headhunter has advantage on Wisdom (Survival) checks to track creatures and vehicles.
Master of Restraint. The headhunter is an expert on knots, bindings, and other restraints. Any check made to break, escape or lockpick restraints applied by a headhunter is made with disadvantage.
Actions
Multiattack. The headhunter makes three attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Bolas. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13).
Reactions
Vorpal Strike. When a creature within 5 feet of the headhunter is reduced to 0 hit points, the headhunter can make a greatsword attack against that creature. If the attack hits the target, it is decapitated.
Kenkus
Kenku Sneak
Medium humanoid (kenku), any, chaotic neutral
- Armor Class 18 (studded leather)
- Hit Points 44 (8d8+8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+2) 12 (+1) 12 (+1) 10 (+0)
- Saving Throws Dex +6, Int +2
- Skills Acrobatics +6, Deception +4, Perception +3, Stealth +6
- Senses Passive perception 13
- Languages understand Auran and Common but only speaks through the use of its Mimicry trait
- Challenge 3 (700 XP)
Cunning Action. On each of its turns, the kenku can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The kenku deals an extra 10 (3d6) 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 kenku that isn’t incapacitated and the kenku doesn’t have disadvantage on the attack roll.
Ambusher. The kenku has advantage on attack rolls against any creature it has surprised.
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 7 (1d6 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit 7 (1d6 + 4) piercing damage.
Reactions
Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
Kenku Nightfeather
Medium humanoid (kenku), lawful evil
- Armor Class 16 (leather)
- Hit Points 99 (18d8+18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 19 (+4) 13 (+2) 13 (+1) 12 (+1) 10 (+0)
- Saving Throws Dex +7
- Skills Deception +3, Perception +4, Stealth +7
- Senses darkvision 60 ft., passive Perception 14
- Languages understand Auran and Common but only speaks through the use of its Mimicry trait
- Challenge 5 (1800 XP)
Ambusher. The kenku has advantage on attack rolls against any creature it has surprised.
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Shadow Step. As a bonus action while in dim light or darkness, the kenku can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Sneak Attack (1/Turn). The kenku deals an extra 17 (5d6) 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 kenku that isn't incapacitated and the kenku doesn't have disadvantage on the attack roll.
Actions
Multiattack. The kenku makes three attacks.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Fan of Knives (Recharge 6). The kenku hurls a handful of daggers in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
Encounter Groups
Level 1D/2M/3E Encounter (200x2=400 XP)
- 4 Kenku CR 1/4
Level 4D/5M Encounter (700 XP)
- 1 Kenku Sneak CR 3
Level 5H/6,7M/8E Enc. (1550x2=3100 XP)
- 4 Kenku CR 1/4
- 1 Kenku Sneak CR 3
- 1 Gargoyle
Level 6,7H/8~10M/11E Enc. (2600x2=5200 XP)
- 2 Kenku CR 1/4
- 1 Gargoyle CR 3
- 1 Kenku Nightfeather CR 5
Kobolds
Kobold Variants
Sword Kobold
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target . Hit: 5 (1d6+2) piercing damage.
Encounter Groups
Level 1D/2H/3M Encounter (225x2=450 XP)
- 3 Kobolds CR 1/8
- 2 Winged Kobold CR 1/4
- 1 Kobold Inventor CR 1/4
Level 2D/3M/4E Encounter (400x2.5=1000 XP)
- 1 Kobold Scale Sorcerer CR 1
- 8 Kobold CR 1/8
Level 4H/5E Encounter (925x2=1850 XP)
- 1 Kobold Hole Thrower CR 2
- 2 Kobold Dragonshield CR 1
- 3 Kobolds CR 1/8
Kobold Holethrower
The kobold's love of traps and ambush tactics are well known. Some enterprising kobolds saw fit to create their own kinds of magic, and thus the holethrower was created. The kobold holthrower is about as well read as a kobold can be, doing their best to study stolen and found tomes for magic secrets. In doing so, they have developed the ability to temporarily manipulate the very environment around them, twisting it to form temporary traps and pits to trap the targets of their ambushes, or to waylay those who have escaped from other traps.
A Particular Set of Skills. Their particular kinds of magic capitalises on their victims being in close proximity to one another, at the bottom of a pit or otherwise. They can char or pierce the bodies of their enemies with magic, knock their enemies into pits, or simply defend themselves, proving themselves both very resourceful, and near invaluable as part of a kobold ambush party.
Kobold Holethrower
Small humanoid (kobold), draconic canine
- Armor Class 12
- Hit Points 27 (5d6 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 14 (+2) 16 (+3) 11 (+0) 9 (-1)
- Skills Arcana +5
- Senses darkvision 60 ft., passive Perception 10
- Languages Common, Draconic
- Challenge 2 (450 XP)
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. The kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The kobold has the following 7 wizard spells prepared:
Cantrips 4 (at will): acid splash, create bonfire,
mold earth, prestidigitation
1st level (4 slots): color spray, magic missile, shield,
thunder wave
2nd level (3 slots): flaming sphere, mirror image, shatterSunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Quarterstaff. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 (1d6 - 2) bludgeoning damage, 2 (1d8 - 2) bludgeoning damage if wielded with two hands.
Create Hole (Recharge 6). The kobold instantly creates a hole in the ground at a point it can see within 30 feet of it. The hole has a radius of 5 feet and is 20 feet deep, and each creature in that area when the hole appears must make a DC 13 Dexterity saving throw.
On a successful save, a creature can choose to move 5 feet back or to the side of the hole. A creature that chooses not to move suffers the consequences of a failed saving throw.
On a failed save, a creature falls into the hole, is prone, and takes 5 (2d4) piercing damage from jagged debris, as well as the damage for a normal downward fall.
The hole remains for 3 (1d6) rounds, at which time the ground at the bottom of the hole decompresses and raises back up to ground level, carrying any creature still in the hole harmlessly up with it.
This ability has a 50% chance of failure when used on an area containing worked material such as cobblestone, and automatically fails when used on an area containing manufactured material such as glass.
Minotaur
Minitaurs, or mini minotaurs, are a small but industrious race, capable of great feats of strength despite their diminutive stature.
On their own, a minitaur behaves similarly to an ordinary minotaur, however, when they swarm they are able to form the mighty-taur, where tens or hundreds of minitaurs link arms, legs, horns, and axes, then combine their efforts to fell even mighty foes.
Minitaur
Tiny monstrosity, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 14 (3d4+3)
- Speed 20 ft.
STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 6 (-2) 16 (+3) 9 (-1)
- Skills Perception +5
- Senses darkvision 60 ft., passive Perception 15
- Languages Abyssal
- Challenge 1/2 (50 XP)
Charge. If the minotaur 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 2 (1d4) piercing damage.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Tiny Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4) slashing damage. Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (6d4 + 4) piercing damage.
Minitaur, Swarm of WIP
Tiny monstrosity, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 150 (3d4+3)
- Speed 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 6 (-2) 16 (+3) 9 (-1)
- Skills Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages Abyssal
- Challenge 5 (1800 XP)
Charge. Charge. If the swarm 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 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half or it hit points of fewer. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Mighty-Taur. The minitaurs work cooperatively to take the form of a large minotaur. As long as the swarm has more than half its hit points, it has advantage on Strength based attacks, Strength checks, and Strength saving throws.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny minitaur. The swarm can't regain hit points or gain temporary hit points.
Actions
Multiattack. If the swarm of minotaurs has over half its hitpoints, they can make two melee attacks.
Tiny Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage.
Monks
Five Spire Initiate
Medium humanoid (any race), any lawful
- Armor Class 15
- Hit Points 55 (10d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)
- Saving Throws Dex +5, Wis +4
- Skills Insight +4, Perception +4
- Senses passive Perception 14
- Languages Common
- Challenge 3 (700 XP)
Unarmored Defense. While the monk is wearing no armor and wielding no shield , its AC include its Wisdom modifier.
Actions
Multiattack. The initiate makes two attacks: one with its unarmed strike and one with its fire jab.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage.
Fire Jab. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) fire damage.
Three Point Strike (Recharge 5-6). The initiate makes three unarmed strike attacks against one target. If two attacks hit, the target is incapacitated. If three attacks hit, the target is stunned. These conditions last until the initiate's next turn.
Reactions
Block. The initiate adds 3 to its AC against one melee attack that would hit. To do so, the initiate must be able to see the attacker.
Five Spire Master
Medium humanoid (any race), any lawful
- Armor Class 17
- Hit Points 123 (19d8 + 38)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 15 (+2) 12 (+1) 17 (+3) 13 (+1)
- Saving Throws Dex +5, Wis +4
- Skills Insight +6, Perception +6
- Senses passive Perception 16
- Languages Common
- Challenge 8 (3900 XP)
Unarmored Defense. While the monk is wearing no armor and wielding no shield , its AC include its Wisdom modifier.
Actions
Multiattack. The monk makes three attacks: two with its unarmed strikes and one with its fire kick.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) bludgeoning damage.
Fire Kick. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) bludgeoning damage plus 14 (4d6) fire damage. The target must succeed on a 14 DC saving throw or be knocked prone.
Fury of The Five Spires (Recharge 5-6). The monk makes five unarmed strike attacks against one target. The target must then make a DC 10 Constitution saving throw with +1 DC for every attack that hit. On a failed save the target is knocked unconscious until the monk's next turn.
Reactions
Fiery Block. The master adds 5 to its AC against one melee attack that would hit. To do so, the master must be able to see the attacker. If the attack misses, the attacker takes 7 (2d6) fire damage.
Orcs
Half-Orc
More cautions then their brothers, the half-orcs go even further beyond when they bleed.
Orc Berserker
The orc berserkers are orcish orcs.
Orc Axe Thrower
This orcs wield powerful handaxes. The orc god blesses these weapons when an orc grinds passionately a handaxe daydreaming about the blood it will shed in the next raid.
Orc-Ogre
A small number of ogres are sometimes integrated into orc tribes. Life, uh, finds a way. The result is a particularly big, powerful, bulging orc.
Half-Orc War Chief
Medium humanoid (half-orc), any chaotic
- Armor Class 18 (chain mail and shield)
- Hit Points 85 (10d8 + 40)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 12 (+1) 12 (+1) 16 (+3)
- Saving Throw Str +6, Con +6, Wis +3
- Skills Intimidation +5
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Orcish
- Challenge 4 (1100 XP)
Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
Actions
Multiattack. The orc makes two attacks.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) slashing damage, or 14 (1d10 + 1d8 + 4) if used with two hands.
Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit 12 (1d6 + 1d8 + 4) slashing damage.
Battle Cry (1/Day). Each creature of the war chief’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief’s next turn. The war chief can then make one attack as a bonus action.
Reactions
Agressive Endurance (Recharge 6). When the half-orc is reduced to 0 hit points but not killed outright, they can drop to 1 hitpoint instead, move up to its speed toward an enemy and make an attack.
Orc Berserker
Medium humanoid (orc), chaotic evil
- Armor Class 14 (Unarmored Defense)
- Hit Points 67 (9d8 + 27)
- Speed 35 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 7 (-2) 11 (+0) 9 (-1)
- Skills Intimidation +2
- Senses dark vision 60 ft., passive Perception 10
- Languages orc
- Challenge 2 (450 XP)
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Agressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) slashing damage.
Orc-Ogre
Medium humanoid (orc), chaotic evil
- Armor Class 13 (hide armor)
- Hit Points 15 (2d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 14 (+2) 7 (-2) 9 (-1) 10 (+0)
- Senses dark vision 60 ft., passive Perception 10
- Languages Orc
- Challenge 2 (450 XP)
Agressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 19 (2d12 + 6) slashing damage.
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 13 (2d6 + 9) piercing damage.
Orc Deathsworn
"I remember the look in its eyes when we killed it, there
was no fear, just a determined fury. After it died, it just kept
going, taking another half dozen soldiers to the grave with
it."
- Edwyrd Advaris, Infantry Commander
The deathsworn epitomise the berserker lifestyle, adorning themselves in tattoos that represent their victories. As a result of extreme physical training the deathsworn are lean and athletic.
Oath of Death. The deathsworn get their name from the oath they make to their deity, which is usually Gruumsh, but can also be Ilneval or Bahgtru depending on their tribe. The oath of death is a promise that they will find a glorious death on the battlefield. Once they have found their moment of glory, it is said that the gods themselves empower their rage, allowing them to ignore mortal wounds and sew death and destruction into the battlefield.
High Berserkers. The orc hordes are home to many barbarians and berserkers, but none hold the esteem of the deathsworn. The deathsworn know no fear, never cower on the battlefield and embrace death and glory as equals.
Tribes revere the deathsworn, for they are easily angered and their rage is difficult to satiate. Many berserkers attempt to join their ranks, few succeed.
Orc Deathsworn
Medium humanoid (orc), chaotic evil
- Armor Class 15 (unarmored defense)
- Hit Points 135 (18d8 + 54)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 8 (-1)
- Saving Throws Str +8 Con +6
- Skills Athletics +8, Intimidation +2
- Condition Immunities frightened
- Senses dark vision 60 ft., passive Perception 11
- Languages Common, Orc
- Challenge 8 (3900 XP)
Agressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Intimidating Critical. The orc can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Additionally any creature within 60 feet that can see the orc make a critical hit must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rage (Recharges after a Short or Long Rest). As a bonus action, the orc can enter a rage at the start of its turn. The rage lasts for 1 minute or until the orc is incapacitated. While raging, the orc gains the following benefits:
- The orc has advantage on Strength checks and Strength saving throws.
- When it makes a melee weapon attack, the orc gains a +3 bonus to the damage roll.
- The orc has resistance to bludgeoning, piercing, and slashing damage.
Unarmored Defense. While the orc is wearing no armor, its AC includes its Constitution modifier.
Actions
Multiattack. The orc makes three greataxe attacks or five handaxe attacks.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 11 (1d12 + 5)
Handaxe. Melee Weapon Attack: +8 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5)
Reactions
Glorious Death. When reduced to 0 hp, but not killed outright, the orc enters a berserker state. This state lasts until the end of its next turn, after which the orc dies. While in this state, the orc gains the following benefits:
- The orc has advantage on ability checks, attack rolls and saving throws.
- The orc is immune to damage and can not recover hp or be healed.
- Any attack the orc makes that hits a creature within 5 feet is a critical hit.
- The orc is immune to the unconcious condition and death saving throws.
Orc Axe Thrower
Medium humanoid (orc), chaotic evil
- Armor Class 13 (hide armor)
- Hit Points 15(2d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)
- Skills Intimidation +2
- Senses dark vision 60 ft., passive Perception 10
- Languages orc
- Challenge 1/2 (100 XP)
Agressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The orc makes two handaxe attacks. The handaxes then reappear in the orc's hands.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60 ft., one target. Hit 6 (1d6 + 3) slashing damage.
Half-Orc
Medium humanoid (half-orc), any chaotic
- Armor Class 13 (hide armor)
- Hit Points 15(2d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 16 (+3) 9 (-1) 11 (+0) 10 (+0)
- Skills Intimidation +2
- Senses passive Perception 10
- Languages Common, Orcish
- Challenge 1/2 (100 XP)
Actions
Greataxe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (1d12 + 2) slashing damage.
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 5 (1d6 + 2) piercing damage.
Reactions
Agressive Endurance (Recharge 6). When the half-orc is reduced to 0 hit points but not killed outright, they can drop to 1 hitpoint instead, move up to its speed toward an enemy and make an attack.
Encounter Groups
Level 1D/2H/3M Encounter (300x2=600 XP)
- 2 Orcs CR 1/2
- 1 Orc Axe Thrower CR 1/2
Level 2D/3H/4M/5E (500x2=1000 XP)
- 4 Orcs CR 1/2
- 1 Orc Axe Thrower CR 1/2
Level 3D/4H/5E (850x2=1700 XP)
- 1 Orc Eye of Gruumsh CR 2
- 3 Orcs CR 1/2
- 1 Orc Axe Thrower
Level 4D/5-6M/7E (1200x2=2400 XP)
- 1 Orc Eye of Gruumsh CR 2
- 1 Orc Berserker CR 2
- 3 Orcs CR 1/2
Level 5D/6H/8-9M/10E (2200x2.5=5500 XP)
- 1 Orc Eye of Grummsh CR 2
- 2 Orc Berserker CR 2
- 1 Ogre CR 2
- 3 Orcs CR 1/2
Level 6D/7-8H/9-10M (2300x2.5=5750 XP)
- 1 Orc Eye of Grummsh CR 2
- 2 Orc Berserker CR 2
- 1 Ogre CR 2
- 5 Orcs CR 1/2
Level 10-11H/12-14M (5450x2=10900 XP)
- 1 Orc Deathsworn CR 8
- 3 Orc Berserker CR 2
- 2 Orc Axe-thrower CR 1/2
Ogres
Lechugre
Lechugre, or mountain ogre, are easily confused with ogres and hill giants, but are quite different in a variety of ways. Physically their feet are flat and round, much like an elephant. Lechurges have a horn atop their head and large ears.
Dairy Diet. Surprisingly the lechugre are actually vegetarians, subsisting on a diet of sour milk and plants. A lechugre will kidnap cows, goats and new mothers to gather a constant supply of fresh milk. It then lets this milk spoil and sour before consuming it with whatever local fauna it prefers.
Some more discerning lechugres become amateur cooks, refining delicate salads and turning milk to cheeses and yogurts. The most successful of these enterprising lechurges opened its own tavern with the now famous Seesaar salad.
Troublesome Neighbours. Not the brightest around, these loners often get themselves into trouble by taking livestock and mothers from local villages. Lechurges live in nearby forests, mountains and hills, often with pet cows and goats as company.
Sometimes local farmers and merchants placate the lechurge by offering it a regular supply of spoiled and sour milk and in return happy lechugres protect the villages and towns in their times of need, although really it is just protecting its source of free food.
Lechugre
Large giant, chaotic neutral
- Armor Class 13 (natural armor)
- Hit Points 110 (13d10+39)
- Speed 40ft.
STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
- Saving Throws Con +7
- Damage Resistances poison
- Senses passive Perception 8
- Languages Common, Giant
- Challenge 3 (700 XP)
Iron Constitution. The lechugre has advantage on saving throws against poison and disease.
Diving Charge. If the lechugre moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 10 (3d6) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. The lechugre becomes prone after making a horn attack this way.
Actions
Multiattack. The lechugre makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Disgusting Burp (Recharge 6). The lechugre burps a sickening stench in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Encounter Groups
Level 2H/3M (450 XP)
- 1 Ogre CR 2
Level 3H/4M (600x2=1200 XP)
- 3 Half-Ogres CR 1
Level 3H/4M (900x1.5=1350 XP)
- 2 Ogres CR 2
Level 5-6M/7E (1350x2=2700 XP)
- 3 Ogres CR 2
Level 5-6H/7M (2000x2=4000 XP)
- 2 Ogres CR 2
- Ettin CR 4
Paladins
Paladin Monk
Medium humanoid, any lawful
- Armor Class 16 (Unarmored Defense)
- Hit Points 110 (17d8+34)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 18 (+4)
- Saving Throws Dexterity +7, Charisma +5
- Skills Persuasion +6, Religion +3
- Senses passive Perception 14
- Languages Common
- Challenge 4 (1100 XP)
Divine Sense (4/day). The paladin can, as an action, know the type and location of any celestial, fiend, or undead within 60 feet that is not behind total cover.
Lay on hands (15 HP/day). As an action the paladin can touch a creature and heal it, expending part of its healing pool. Alternatively it can expend 5 HP from the pool to cure a disease or neutralize a poison.
Divine Smite. Once per turn, when the paladin hits an enemy with a melee attack they spend a spell slot to add 9 radiant damage, or 13 if used against an undead or fiend.
Spellcasting. The paladin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The paladin has the following paladin spells prepared:
1st level (4 slots): wrathul smite, protection from evil and good, thunderous smite, compelled duel
2nd level (2 slots): locate object, zone of truth
Actions
Multiattack. The paladin makes one melee attack plus two attacks with its unarmed strikes. If two unarmed attacks hit the target must succeed on a DC 14 Dexterity saving throw or be knocked prone, up to 15 feet away.
Spear. Melee Weapon Attack : +6 to hit, reach 5ft., one target. Hit 7 (1d8+3) piercing damage.
Unarmed Strike. Melee Weapon Attack : +6 to hit, reach 5ft., one target. Hit 6 (1d6+3) bludgeoning damage.
Reactions
Deflect Missiles. When the paladin is hit by a ranged weapon attack, they can reduce the damage by 13. If nullified it can be thrown back as: Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit 6 (1d6+3) piercing damage.
Paladin, Basic
Medium humanoid, any lawful
- Armor Class 18 (chain mail, shield)
- Hit Points 65 (10d8+20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 10 (+0) 13 (+1) 15 (+2)
- Saving Throws Wisdom +3, Charisma +4
- Skills Persuasion +4, Religion +2
- Senses passive Perception 11
- Languages Common
- Challenge 2 (450 XP)
Divine Sense (4/day). The paladin can, as an action, know the type and location of any celestial, fiend, or undead within 60 ft. that is not behind total cover.
Lay on hands (15 HP/day). As an action the paladin can touch a creature and heal it, expending part of its healing pool. Alternatively it can expend 5 HP from the pool to cure a disease or neutralize a poison.
Divine Smite. When the paladin hits an enemy with a melee attack they spend a spell slot to add 2d8 radiant damage, or 3d8 if used against an undead or fiend.
Spellcasting. The paladin is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The fanatic has the following paladin spells prepared:
1st level (2 slots): wrathul smite, protection from evil and good, thunderous smite
Actions
Longsword. Melee Weapon Attack : +5 to hit, reach 5ft., one target. Hit 7 (1d8+3) slashing damage.
Reactions
Protection. When a creature the paladin can see attacks a target other than the paladin that is within 5 feet of the paladin, the paladin can use their reaction to impose disadvantage on the attack roll. The paladin must be wielding a shield.
Tortles
Tortle Snapper
The snapper is a subrace of tortle more adapted to a marine environment than normal tortles. Broader than a regular tortle and with larger, lumpier shells that are occasionally covered with a few barnacles. Their head is larger, with a vicious, powerful beak that it uses to crush crustaceans and other hard shelled sea creatures. As comfortable diving for food underwater as they are on land, a common sight off of the coast of the Snout of Omgar is a bale of snapper tortles hunting, their shells visibly bobbing above the surface before they disappear, diving towards their prey.
Snapper dislike of civilisation and their aggressive nature means they are rarely welcomed by the other tortles. However, there is a colony of snapper tortles that live atop the shell of the great tortoise Akupara. Here they have their own district, and fill a niche role as a city guard, where their intimidating nature and powerful bite are usually enough to discourage any violent behaviour, as the risk of losing a hand or other appendage permanently is enough to make most visitors think twice before starting trouble. These snapper tortles believe that they have found a better way of living than the more rural snapper tortles, that they have found a natural niche for their race and with it a certain pride in their ability to keep the peace in the colony.
Unlike other tortles, the snapper tortles cannot retreat into their shell, their oversized head preventing them from retracting it fully into the shell. This may go some way to explain why they are more aggressive than other tortles, as they lose the ability to hide from dangerous situations.
The snapper tortle packs don't naturally have true leaders, their bad-tempered nature making it impossible to follow a
tortle just because the majority have agreed that that is how things should be. Where leadership is required, snapper tortles will naturally turn to the biggest, meanest, most aggressive tortle who will dominate
the pack and give direction
when it is required.
However this position is
only as firm as the
strength of the pack
leader. A challenge
can come any time
if it is seen to be
weak. The snapper
tortles naturally
dislike the role
of leader, seeing
it more as a
necessity
when things
need doing.
Tortle Snapper
Medium humanoid (tortle), lawful good
- Armor Class 19
- Hit Points 84 (13d8 + 26)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 10 (+0)
- Saving Throws Str +5, Con +4
- Skills Insight +3, Intimidation +2, Perception +3, Survival +3
- Senses dark vision 60 ft., passive Perception 13
- Languages Aquan, Common
- Challenge 4 (1100 XP)
Brave. The tortle has advantage on saving throws against being frightened.
Hold Breath. The tortle can hold its breath for 2 hours.
Actions
Multiattack. The tortle makes two melee attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is at 0 hp after the attack a appendage can be biten off. A creature is immune to this effect if it is immune to piercing damage or doesn't have any approprietly sized appendages.
Net. Ranged Weapon Attack: +4 to hit, reach 5 ft., one large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.
Trident. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 8 (1d8 +4) piercing damage if used with two hands to make a melee attack.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5/15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.
Reactions
Snap. If a melee attack made by the tortle takes a target to 0 hp, the turtle can make an additional bite attack that deals no damage.
Troglodytes
Troglodyte Variants
Troglodyte, Armed
Armor Class 12 (hide)
Actions
Multiattack. The Troglodyte makes two attacks: one with its longsword and one with its bite.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target . Hit: 7 (1d10 + 2) piercing damage.
Troglodyte, Armored
Armor Class 14 (breastplate)
Actions
Multiattack. The Troglodyte makes two attacks: one with its bite and one with its claw.
Trolls
Troll Freaks
1d20 | The troll... |
---|---|
1 | Has a vestigial, second face growing out of its neck. |
2 | Insect, bat, celestial, or avian wings, which are too small/weak to support its weight. |
3 | Oozes and smells remarkably bad, even by troll standards! |
4 | Is bio-luminescent and sheds bright light for 10ft and dim light for 10 additional ft. |
5 | Possesses gills, fins, webbed toes/fingers, and intense aquaphobia. |
6 | Has bug eyes. They're bulbous and reminiscent of flies. |
7 | Has an extremely long tongue, and uses it to moisten its eyeballs in place of blinking. |
8 | Can cast Vicious Mockery at will, with a save DC of 9. It makes an obscene gesture while doing so if it does not share a language with its target. |
9 | Sword Breaker. You'll be wanting a wizard or a crossbow to deal with this. It gains Rust Metal: Any nonmagical weapon made of metal that hits a Sword Breaker corrrodes and takes a permanent, cumulative -1 penalty to damage rolls. If it reaches -5 it is destroyed. Nonmagical ammunition is destroyed after dealing damage. |
10 | Has a clubbed tail, beak, bone hooks, pincerns, horns, or talons in place of its usual claw/bite attacks. |
11 | Has a new mouth grow everywhere it takes slashing or piercing damage. |
12 | Has a tail. It can be long, short, hairless, furry, prehensile, squirrely, or a dorsal fin. |
13 | Faerie Troll. I don't mean like "out of a fairy tale troll." They have the Fey Ancestry quality: The troll has advantage on saving throws against being charmed, and magic can't put the troll to sleep. |
14 | Has enormous ears, like an elephant. |
15 | Has a long trunk. |
16 | Has an unusual skin tone, like jet black or violet, or rainbow colored fur, or is covered in feathers. |
17 | Blobber. The troll is amorphous and can fit through a space as narrow as 1 inch wide. |
18 | Posses a large shell, like a turtle and has a throat that expands when it ribbits. |
19 | Has a bee hive (or several!) growing from its skin, and is covered in moss, mushrooms, and tree bark. |
20 | Has the head of a horse, bird, or dinosaur. |
NPCs
Merchant
Medium or small humanoid
- Armor Class 10
- Hit Points 11 (2d8+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 12 (+1) 12 (+1) 16 (+3)
- Saving Throws Wis +3
- Skills Persuasion +4, Insight +3, Deception +4
- Senses passive Perception 11
- Languages Common
- Challenge 0 (10 XP)
Mercantile Focus (1/min). Can make a Deception, Insight or Persuasion roll with advantage.
Actions
Swordcane. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 6 (1d6) piercing damage.
Dolan Stoneaxe
Medium humanoid (mountain dwarf)
- Armor Class 19 (splint, shield)
- Hit Points 30 (3d8+9)
- Speed 25 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
- Saving Throws. Str +5, Dex +2
- Damage Resistances poison
- Senses dark vision 60 ft., passive Perception 12
- Languages Common, Dwarvish
- Challenge 1 (200 XP)
Improved Critical. The dwarf's weapon attacks score a critical hit on a roll of 19 or 20.
Second Wind Surge (1/short rest). If damage reduces the dwarf to 0 hitpoints he can regain 2d8+6 hit points, end all conditions affecting him, move up to his speed and makes two attacks.
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with both hands to make a melee attack.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 6 (1d6 + 3) slashing damage.
Dolan Stoneaxe, Newb
Medium humanoid (mountain dwarf)
- Armor Class 18 (mail, shield)
- Hit Points 13 (2d8+4)
- Speed 25 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
- Damage Resistances poison
- Senses dark vision 60 ft., passive Perception 11
- Languages Common, Dwarvish
- Challenge 1/2 (100 XP)
Actions
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 6 (1d6 + 3) slashing damage.
Dolan Stoneaxe, Greater
Medium humanoid (mountain dwarf)
- Armor Class 20 (plate, shield)
- Hit Points 85 (10d8+40)
- Speed 25 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 10 (+0) 14 (+2) 10 (+0)
- Saving Throws. Str +6, Dex +3
- Damage Resistances poison
- Senses dark vision 60 ft., passive Perception 12
- Languages Common, Dwarvish
- Challenge 5 (1800 XP)
Improved Critical. The dwarf's weapon attacks score a critical hit on a roll of 19 or 20.
Second Wind Surge (1/short rest). If damage reduces the dwarf to 0 hitpoints he can regain 6d8+24 hit points, end all conditions affecting him, move up to his speed and make four weapon attacks.
Actions
Multiattack. The dwarf makes two weapon attacks.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with both hands to make a melee attack.
Handaxe. Melee or Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit 7 (1d6 + 4) slashing damage.