Monsters
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Giant Ape
Attacks
- Fist: 2d8+6 physical
Signature Moves
- Boulder Toss
- Target
- Sphere
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
The ape hurls a boulder at a point it can see within 90 feet. Each creature in a 5-foot-radius sphere centered there makes a Cunning save. On a miss, the target takes 7d6 physical damage and, if Large or smaller, is knocked Prone. On a save, half damage and no Prone.
Traits
- Aggressive
- +1 ongoing to attack rolls
Mammoth
Attacks
- Tusks: 2d8+7 physical
Signature Moves
- Gore
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
The mammoth drops its head and surges
forward , the sweep of its tusks throwing its target to the ground.
Traits
- Aggressive
- +1 ongoing to attack rolls
Purple Worm
Attacks
- Bite: 2d8+6 physical
- Stinger: 1d8+6 poison
Signature Moves
- Swallow Whole
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
- Requires
- On a successful Bite hit against a smaller creature.
On a successful Bite hit against a creature one or more sizes smaller than the worm, the target makes a Power save. On a miss, the target is swallowed: it is Restrained and takes 1d10 acid damage at the start of each worm turn. When the Restrained ends, the target lands in a space adjacent to the worm.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Grappler
- Half fatigue to maintain restrained
- Spicy (acid)
- Creatures that touch or are touched take 1d12 acid damage.
- Tunneler
- Leaves a tunnel when burrowing.
A 50-foot serpent of the deep places, devouring stone, miner, and ore alike. Its tail stinger drips a venom prized by alchemists; its acidic gut digests anything it can swallow.
Roc
Attacks
- Talons: 2d8+6 physical
- Beak: 1d10+6 physical
Signature Moves
- Grab and Carry
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
- Requires
- On a successful Talons hit this turn.
On a successful Talons hit, the target is Restrained in the roc's grip. The roc may immediately fly up to half its
speed , carrying the target with it. When the Restrained ends mid-flight, the target falls from the roc's current altitude.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Flyby
- No reactions provoked when leaving reach
A colossal raptor that nests on the loftiest peaks and stoops on grazing elephants. Sailors tell of rocs lifting ships out of bays — exaggerations, but only just.
Tyrannosaurus Rex
Attacks
- Bite: 2d8+7 physical
Signature Moves
- Seize
- Target
- Single target
- Range
- Touch
- Effect
- Damage
The tyrannosaurus drives its bite home; on a solid hit the jaws lock and the target is hauled off the ground, Restrained in its teeth.
- Tail Sweep
- Target
- Multiple targets
- Range
- Touch
- Save
- Cunning save
- Effect
- Inflicts Prone
The tyrannosaurus's tail scythes through everything around it. A creature caught in the arc is knocked Prone on a miss, or knocked off balance and Slowed on a weak hit.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Grappler
- Half fatigue to maintain restrained
Aboleth
Attacks
- Tentacle: 1d6+5 physical
Signature Moves
- Consume Memories
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Doomed
- Requires
- Target is Charmed or Restrained by the aboleth.
The aboleth fixes its mind upon a creature within 30 feet that is Charmed or Restrained by it. Target makes a Focus save, taking psychic damage on a miss and gaining the Doomed condition. The aboleth gains insight into the target's secrets.
- Dominate Mind
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Charmed
The aboleth seizes a creature's mind within 30 feet. Target makes a Focus save or is Charmed by the aboleth until the aboleth dies or moves to a different plane. The aboleth can communicate telepathically with the dominated target at any range. Recharge 2 turns.
Cantrips
mind-spike
Charms
control-creature, sense
Traits
- Amphibious
- Can breathe both air and water.
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Grappler
- Half fatigue to maintain restrained
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Undying
- Spend 3 Doom to drop to 1 wound instead of dying
Condition Immunities
Charmed, Frightened
An ancient horror predating the rise of the gods, eel-like and ten feet long with a mind that has devoured countless others'. Aboleths dwell in flooded ruins and bend mortal slaves to their service through psychic domination.
Adult Black Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Acid Breath
- Target
- Line
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
A swamp tyrant in its prime, broad-winged and venom-tongued. Hoards bones, gold, and the secrets of drowned cities; commands lesser swamp creatures with cruelty.
Adult Blue Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Lightning Breath
- Target
- Line
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
A desert sovereign, scales the color of thunderhead. Marches across dunes claiming oases and demanding tribute from caravan masters; lightning answers any defiance.
Adult Brass Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Fire Breath
- Target
- Line
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot line of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
A garrulous desert dragon and seasoned conversationalist. Settles arguments over tea, then incinerates anyone who breaks hospitality.
Adult Bronze Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Lightning Breath
- Target
- Line
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
A coastal guardian of mortal kingdoms, scales weathered to dark patina. Sails alongside friendly fleets and shatters pirate ships with one stormcall.
Adult Copper Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Acid Breath
- Target
- Line
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
A hill-country trickster grown deadly. Loves wordplay and elaborate scams but will torch an entire valley if its hoard is touched.
Adult Gold Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
A high-court protector of mortal realms, scales gleaming like coined sun. Offers counsel to the wise and judgment to the cruel; few dragons can match its breath weapon.
Adult Green Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Poison Breath
- Target
- Cone
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot cone of poison erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
A forest-deep manipulator with scales of mossy green. Commands lesser fey and bandit kings alike; its preferred trophy is the slow corruption of a noble line.
Adult Red Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
A volcanic tyrant of vast pride and vaster hoard. The classic dragon of legend: arrogant, vengeful, and impossibly hot.
Adult Silver Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Cold Breath
- Target
- Cone
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
A high-peak sovereign of mirror-bright scale. Walks among mortals in disguise, judges them, and intervenes only when great evil stirs.
Adult White Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Cold Breath
- Target
- Cone
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
An arctic predator at the height of its power. Lacks the cunning of other dragons but compensates with raw cold and savage hunger.
Allosaurus
Attacks
- Bite: 2d10+4 physical
- Claw: 1d8+4 physical
Signature Moves
- Rush
- Target
- Single target
- Range
- Touch
- Effect
- Inflicts Prone
The allosaurus sprints in on its powerful hind legs and slams into its prey, bowling it off its feet. On a hit the target is knocked Prone.
Ancient Black Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Acid Breath
- Target
- Line
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
acid-splash
Charms
wither
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
A primordial swamp tyrant. Centuries of cruelty have turned its acid potent enough to dissolve castle walls; whole kingdoms have been swallowed by the slow rot of its hoard.
Ancient Blue Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Lightning Breath
- Target
- Line
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
lightning-bolt
Charms
detonate
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An ancient desert overlord. The storms above its territory move to its will; its lightning has carved valleys into the bedrock over millennia.
Ancient Brass Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Fire Breath
- Target
- Line
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot line of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
fire-mote
Charms
detonate
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An ancient desert dragon, wise and merry in disposition but devastating when provoked. Has befriended generations of caliphs and ruined the few who broke faith.
Ancient Bronze Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Lightning Breath
- Target
- Line
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
lightning-bolt
Charms
detonate
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An ancient coastal sovereign. Sailors of every faith pray to it as a god of storms; it has sunk armadas and saved them in equal measure across the centuries.
Ancient Copper Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Acid Breath
- Target
- Line
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
acid-splash
Charms
wither
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An ancient hill-country trickster of legendary cunning. Its hoard is half-coin, half-stories. The few mortals it counts as friends inherit secrets that outlast empires.
Ancient Gold Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
fire-mote
Charms
detonate
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An ancient sovereign of the high air, scales like beaten sun. Mortal kingdoms fall and rise within the span of its sleep; its judgment is final and rarely wrong.
Ancient Green Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Poison Breath
- Target
- Cone
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot cone of poison erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
poison-spray
Charms
wither
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An ancient forest-deep schemer. Has corrupted noble houses across continents, played kings against priests, and is rumored to hold one mortal soul as a personal hobby.
Ancient Red Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
fire-mote
Charms
detonate
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An ancient volcanic tyrant of legendary hoard. Wars have been fought over its name; mortal heroes who slew its kin still flinch when reminded that it lives.
Ancient Silver Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Cold Breath
- Target
- Cone
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
ice-knife
Charms
wither
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An ancient high-peak sovereign. Has walked among mortals in a thousand forms across the centuries; its hoard includes the wedding rings of forgotten queens it counseled.
Ancient White Dragon
Attacks
- Bite: 1d10+5 physical
- Claw: 1d8+5 physical
Signature Moves
- Cold Breath
- Target
- Cone
- Range
- 90 ft.
- Save
- Cunning save
- Effect
- Damage
A 90-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Cantrips
ice-knife
Charms
wither
Traits
- Ancient
- Gain +1 AP per turn
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An ancient arctic predator. Centuries of cold have hardened it into a living glacier; it broods alone in ice halls, attended only by the most powerful frost-kin.
Archelon
Attacks
- Bite: 3d6+4 physical
Traits
- Aggressive
- +1 ongoing to attack rolls
- Amphibious
- Can breathe both air and water.
Archmage
Attacks
- Arcane Burst: 1d8+5 force, 150'
Cantrips
fire-mote, lightning-bolt, mind-spike
Charms
armor, invisibility, counterspell, teleport, polymorph
Traits
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed
A master of the arcane arts — decades of study give them spells few can match, defenses few can pierce, and a sense of confidence verging on contempt. Capable of teleporting from a fight as easily as ending it.
Avatar of Death
Attacks
- Reaping Scythe: 1d12+2 physical, 5'
Traits
- Draining
- Recover half wounds dealt with melee attacks
- Incorporeal
- Move through creatures and objects as difficult terrain
- Legendary
- Can take Legendary Actions and Legendary Resistance
Condition Immunities
Charmed, Frightened, Stunned, Petrified, Unconscious
A faceless figure in a tattered shroud, the Avatar of Death answers the Skull when the deck is dealt. It is a shard of the end itself, given just enough form to swing the scythe—deathly cold, untiring, and impossible to bargain with. It drifts through stone and flesh alike, and every soul it harvests knits its own ragged shape a little more whole. It does not gloat and it does not stop; it simply reaps until the one who drew the card is dead or it is unmade.
Balor
Attacks
- Flame Whip: 1d10+5 fire
- Lightning Blade: 1d10+5 force
Signature Moves
- Flame Whip Pull
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
- Requires
- On a successful Flame Whip hit this turn.
On a successful Flame Whip hit, the target makes a Power save. On a miss, the balor pulls the target up to 25 feet toward itself and the target is Restrained by burning coils. The target takes 1d6 fire damage at the start of each balor turn while Restrained.
Cantrips
fire-mote
Charms
detonate, teleport
Traits
- Aggressive
- +1 ongoing to attack rolls
- Bursting
- Explodes on death dealing double 1d10
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Radiates (fire)
- All creatures within reach take 1d10 fire damage at the start of this creature's turn.
- Spicy (fire)
- Creatures that touch or are touched take 1d10 fire damage.
- Undying
- Spend 3 Doom to drop to 1 wound instead of dying
Condition Immunities
Charmed, Frightened
A towering demon-general of the lower planes, wreathed in living flame and wielding a whip of fire and a sword of lightning. Balors lead armies of lesser demons; when slain, they explode in a final supernova of hellfire.
Banana Bob
Attacks
- Fist: 4d12+3 necrotic, 30'
- Tail: 1d6
+3 fatigue - Fist: 1d6+3 fire
- Fist: 1d6+3 cold
- Fist: 1d6+3 force
- Fist: 1d6+3 lightning
- Fist: 1d6+3 poison
- Fist: 1d6+3 acid
- Fist: 1d6+3 radiant
- Greataxe
- Hand Crossbow
- Rapier
Signature Moves
- Test Attack Action
- Target
- Single target
- Range
- 30 ft.
- Effect
- Damage
Do A Thing
- And A Save
- Target
- Single target
- Range
- Touch
- Save
- Focus save
- Effect
- Damage
A Thing
- Shield
- Target
- Single target
- Range
- Touch
- Effect
- Inflicts Protected
- Requires
- Hit by damage
Look at me now
- The Attack
- Target
- Single target
- Range
- Touch
- Effect
- Damage
Do a normal attack
- Oh No
- Target
- Single target
- Range
- Touch
- Save
- Cunning save
- Effect
- Inflicts Impaired
Save or Suck
- Go Fast
- Target
- Single target
- Range
- Self
- Effect
- Damage
Go Fast Go Far
Cantrips
lightning-lasso
Charms
counterspell
Traits
- Ancient
- Gain +1 AP per turn
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Radiates (radiant)
- All creatures within reach take 1d12 radiant damage at the start of this creature's turn.
- Spicy (fatigue)
- Creatures that touch or are touched take 1d12 fatigue damage.
- Unrelenting
- Spend 2 Doom to clear exhaustion and reset fatigue
Condition Immunities
Doomed
Behir
Attacks
- Bite: 1d12+5 physical
Signature Moves
- Lightning Breath
- Target
- Line
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
The behir exhales a 60-foot line of lightning, 5 feet wide. Each creature in the line makes a Cunning save, taking 4d6 lightning damage on a miss (half on a save). Recharge 2 turns.
- Constrict
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
- Requires
- On a successful Bite hit against a Large or smaller creature.
On a successful Bite hit against a Large or smaller creature, the target makes a Power save. On a miss, the behir coils around it: the target is Restrained and takes 1d8 physical damage at the start of each behir turn until the Restrained ends.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Climber
- Can climb difficult surfaces, including ceilings, without a check.
- Grappler
- Half fatigue to maintain restrained
- Spicy (lightning)
- Creatures that touch or are touched take 1d10 lightning damage.
- Tunneler
- Leaves a tunnel when burrowing.
A serpentine apex predator forty feet long, clawed and crested, breathing storm-charged lightning. Behirs hold territories deep within mountain crags and tolerate no rival — least of all dragons.
Bulette
Attacks
- Bite: 1d10+4 physical
Signature Moves
- Deadly Leap
- Target
- Emanation
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
The bulette erupts from the ground, leaping up to 30 feet. Each creature within 15 feet of where it lands makes a Cunning save. On a miss, the target takes 2d6 physical damage and is knocked Prone. On a save, half damage and no Prone.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Jumper
- Jump distances are doubled.
- Tunneler
- Leaves a tunnel when burrowing.
- Unrelenting
- Spend 2 Doom to clear exhaustion and reset fatigue
A shark-headed apex predator armored in plates of bone, the bulette tunnels through soil and stone, breaching the surface to land-shark anything that catches its hungry eye.
Cloud Giant
Attacks
- Fist: 1d6+5 physical
- Mace
Signature Moves
- Thundercloud
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Stunned
When the cloud giant strikes a target with their mace within 30 feet, the target makes a Focus save or is Stunned until the end of the next round as a thundercloud bursts around them.
Cantrips
windrush, minor-illusion
Charms
teleport, careful-spell
Traits
- Magic Resistance
- +2 ongoing to saves vs spells and magic
A noble-blooded giant of cloud-castles and storm-trails. Cloud giants speak in thunder, command the weather, and hover gracefully on stormwinds. Their mace echoes when it strikes.
Deva
Attacks
- Mace: 1d10+4 force
Cantrips
sacred-flame, healing-word
Charms
invigorate, sanctuary, divine-aura
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed, Frightened
A messenger of the upper planes, robed in glowing raiment and bearing a force-touched mace. Devas can take any humanoid form to walk among mortals unseen.
Djinni
Attacks
- Storm Blade: 1d6+5 lightning
- Storm Bolt: 1d8+3 force, 120'
Signature Moves
- Create Whirlwind
- Target
- Pool
- Range
- 60 ft.
- Save
- Power save
- Effect
- Inflicts Restrained
The djinni conjures a 20-foot-radius, 60-foot-high cylinder of thunderous wind at a point within 60 feet. Each creature in the area makes a Power save or takes thunder damage and is Restrained until they escape the cylinder. Recharge 2 turns.
Cantrips
lightning-bolt, windrush
Charms
cloud, teleport
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Prone, Restrained
A noble genie of the elemental plane of air, blue-skinned and crowned with stormcloud. Djinn fight with lightning blades and conjure whirlwinds; some grant wishes to those who win their respect.
Dragon-Turtle
Attacks
- Bite: 1d12+5 physical
- Tail: 1d10+5 physical
Signature Moves
- Steam Breath
- Target
- Cone
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
A 60-foot cone of scalding steam erupts from the dragon-turtle. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Amphibious
- Can breathe both air and water.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
An immense sea-dragon with the shell of a colossal turtle and the head of a great dragon. Sailors mistake them for islands until they breach. Their breath superheats the seawater around them, boiling smaller creatures to death.
Efreeti
Attacks
- Heated Blade: 1d8+5 fire
- Hurl Flame: 1d8+1 fire, 120'
Cantrips
fire-mote
Charms
detonate, disguise
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Spicy (fire)
- Creatures that touch or are touched take 1d8 fire damage.
A noble genie of the elemental plane of fire, red-skinned and crowned with flame. Efreet are imperious tyrants who command lesser fire creatures; some bind themselves to grant wishes only for those who outwit them.
Erinyes
Attacks
- Withering Sword: 1d8+4 necrotic
Signature Moves
- Entangling Rope
- Target
- Single target
- Range
- 120 ft.
- Save
- Power save
- Effect
- Inflicts Restrained
The erinyes hurls a magical rope at a creature within 120 feet. Target makes a Power save or takes force damage and gains the Restrained condition until the rope is destroyed or the erinyes releases the target. Recharge 2 turns.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Frightened, Charmed
A winged devil-knight, sword in hand and magic rope at the hip. Erinyes hunt souls that have broken infernal contracts; their truesight pierces every illusion, and their parries turn aside the worst blows.
Ettin
Attacks
- Fist: 1d6+5 physical
- Battleaxe
- Flail
Traits
- Reactive
- 1 reaction per PC turn instead of 1 per round
Condition Immunities
Blinded, Frightened, Stunned
A two-headed giant. The heads never sleep at the same time and argue constantly, making the ettin alert and difficult to surprise. Wields battleaxe in one hand, flail in the other.
Fire Giant
Attacks
- Fist: 1d6+5 physical
- Greatsword
A volcanic-forged warrior in plate of black iron. Fire giants are master smiths and brutal soldiers, hurling hammers across battlefields with bone-breaking force.
Frost Giant
Attacks
- Fist: 1d6+5 physical
- Greataxe
- Longbow
Signature Moves
- War Cry
- Target
- Single target
- Range
- 30 ft.
- Effect
- Inflicts Invigorated
An ally the giant can see within 30 feet gains temporary wounds equal to half their wound floor (rounded up) and becomes Invigorated until the end of the next round. Recharge 2 turns.
Traits
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
A blue-skinned giant of arctic peaks and glacier halls. Frost giants are raiders by tradition, their axes etched with rime and their war cries lifting allies' spirits.
Giant Crocodile
Attacks
- Bite: 1d6+5 physical
Signature Moves
- Death Roll
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
Its jaws clamp down and the crocodile rolls, twisting prey into the depths and pinning it under its enormous
weight . - Tail Sweep
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Strong hit.
Its tail lashes round in a wide arc and knocks the target flat into the mud.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Grappler
- Half fatigue to maintain restrained
Giant Shark
Attacks
- Bite: 2d8+6 physical
Traits
- Aggressive
- +1 ongoing to attack rolls
- Aquatic
- Can only breathe underwater. Suffocates if removed.
Guardian Naga
Attacks
- Bite: 1d8+4 poison
Signature Moves
- Poison Spit
- Target
- Line
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
The naga spits a stream of venom in a 60-foot line. Each creature in the line makes a Cunning save, taking poison damage on a miss (half on a save). Recharge 2 turns.
Cantrips
sacred-flame, mind-spike, guidance
Charms
sanctuary, invigorate, polymorph
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed, Frightened
A massive serpent with the head of a wise sage, set to guard a sacred site or hidden knowledge. Guardian nagas reincarnate when slain, returning to their post within days.
Horned Devil
Attacks
- Searing Fork: 1d8+5 fire
- Hurl Flame: 1d8+3 fire, 150'
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Frightened, Charmed
A massive winged devil with a trident-like fork and a body that radiates hellish heat. Horned devils serve as elite enforcers of infernal law, hurling burning flames at any who flee their judgment.
Hydra
Attacks
- Bite: 1d10+5 physical
Traits
- Aggressive
- +1 ongoing to attack rolls
- Amphibious
- Can breathe both air and water.
- Five-Headed: If the hydra took fire damage since the end of its last turn, its Regeneration does not function this turn. Represents the many heads — even regrowth fails when cauterized. Combined with the hydra's many AP and Aggressive Strike escalation, it may bite up to three different targets in a single turn.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Regeneration (15)
- Regains 15 wounds at the start of each turn. Blocked by vulnerable damage types.
Condition Immunities
Charmed, Frightened, Unconscious
A monstrous serpent of the deep waters with five gnashing heads on five long necks. Sever one and two more sprout — unless you have the foresight to bring fire to the marsh.
Ice Devil
Attacks
- Ice Spear: 1d8+5 cold, 30'
- Tail: 1d8+5 cold
Signature Moves
- Ice Wall
- Target
- Pool
- Range
- 60 ft.
The ice devil conjures a massive frozen wall up to 30 feet long and 10 feet thick within 60 feet. The wall blocks movement and sight; it has wounds 30 and immunity to cold. Recharge 2 turns.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Frightened, Charmed
A pale-skinned, insectoid devil of glittering ice, native to the coldest depths of the lower planes. Ice devils command frost legions and unleash blizzards that bury whole armies.
Iron Golem
Attacks
- Bladed Arm: 1d10+5 physical
- Fiery Bolt: 1d10-1 fire, 120'
Signature Moves
- Poison Breath
- Target
- Cone
- Range
- 60 ft.
- Save
- Power save
- Effect
- Damage
The iron golem exhales a cloud of poisonous gas in a 60-foot cone. Each creature in the area makes a Power save, taking poison damage on a miss (half on a save). Recharge 2 turns.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Immutable
- Cannot be polymorphed or shape-shifted.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Siege
- Deals double damage to objects and structures.
Condition Immunities
Charmed
A colossal warrior of black iron, eyes glowing with infernal heat. Iron golems absorb fire — burning them only makes them stronger — and exhale clouds of poison that drop armored knights mid-charge.
Killer Whale
Attacks
- Bite: 2d8+4 physical
Lich
Attacks
- Eldritch Burst: 1d10+5 force, 120'
- Paralyzing Touch: 1d8+5 cold
Signature Moves
- Frightening Gaze
- Target
- Cone
- Range
- 60 ft.
- Save
- Focus save
- Effect
- Inflicts Frightened
The lich's hollow gaze sweeps across the area. Each creature within a 60-foot cone makes a Focus save or becomes Frightened of the lich until the end of the next round. Recharge 2 turns.
Cantrips
fire-mote, mind-spike
Charms
counterspell, teleport, polymorph
Traits
- Aggressive
- +1 ongoing to attack rolls
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Undying
- Spend 3 Doom to drop to 1 wound instead of dying
Condition Immunities
Frightened
An archmage who exchanged mortality for eternal undeath. Liches dwell in fortified necropolises, surrounded by their experiments and trophies. Their true existence rests in a hidden spirit jar; destroy the body and they reform within days. Destroy the jar and the work of an age unravels.
Marilith
Attacks
- Pact Blade: 1d10+5 necrotic
Signature Moves
- Constrict
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
The marilith uses her serpent body to crush a creature within 5 feet. Target makes a Power save, taking physical damage on a miss and gaining the Restrained condition.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Grappler
- Half fatigue to maintain restrained
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Reactive
- 1 reaction per PC turn instead of 1 per round
Condition Immunities
Charmed, Frightened
A demon general with the upper body of a six-armed woman and the lower body of a great serpent. The marilith wields six pact-blades at once and parries with the seventh hand the universe seems to grant her in combat.
Medusa
Attacks
- Shortbow: 1d6+5 physical
- Snake-Hair: 1d6+3 poison
Signature Moves
- Petrifying Gaze
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Petrified
The medusa locks eyes with a creature it can see within 30 feet. The target makes a Focus save; on a miss, it becomes Petrified. A target that averts its eyes (declared at the start of its turn) takes disadvantage on its attacks against the medusa and gains advantage on this save.
- Snake-Hair Strike
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
The medusa's hair-snakes lash at an adjacent creature. The target takes 1d8 poison damage (Power save for half) and makes a Focus save; on a miss, it is Impaired until the end of the next round as the venom clouds its senses.
Traits
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Photophobic
- -2 ongoing in sunlight
- Spicy (poison)
- Creatures that touch or are touched take 1d6 poison damage.
Condition Immunities
Charmed, Petrified
A cursed beauty whose hair writhes with serpents and whose gaze freezes flesh into stone. Medusae rule sunken palaces, surrounded by the eternal statues of would-be heroes.
Mummy Lord
Attacks
- Rotting Fist: 1d10+4 necrotic
- Channel Negative Energy: 1d10+4 necrotic, 60'
Signature Moves
- Soul Scour
- Target
- Single target
- Range
- 60 ft.
- Save
- Focus save
- Effect
- Inflicts Doomed
The mummy-lord directs a beam of withering negative energy at a creature within 60 feet. Target makes a Focus save or gains the Doomed condition for 1 minute as their lifeforce frays. Recharge 2 turns.
Cantrips
sacred-flame, call-the-grave
Charms
invigorate, contagion, summon
Traits
- Aggressive
- +1 ongoing to attack rolls
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Undying
- Spend 3 Doom to drop to 1 wound instead of dying
Condition Immunities
Frightened
An entombed priest-king risen as undead sovereign of a forgotten tomb. Mummy lords wield divine magic that twists healing into curse, blessing into plague. As long as their preserved heart remains, they always return.
Nalfeshnee
Attacks
- Rend: 1d10+5 force
Signature Moves
- Horror Nimbus
- Target
- Emanation
- Range
- 15 ft.
- Save
- Focus save
- Effect
- Inflicts Frightened
A nimbus of mind-warping force bursts from the nalfeshnee in a 15-foot emanation. Each creature in the area makes a Focus save, taking force damage on a miss and gaining the Frightened condition for 1 minute (until they take damage or end their turn out of line of sight). Recharge 2 turns.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Radiates (force)
- All creatures within reach take 1d8 force damage at the start of this creature's turn.
- Reactive
- 1 reaction per PC turn instead of 1 per round
Condition Immunities
Frightened, Charmed
A grotesquely bloated demon with a porcine head and feathered wings. The nalfeshnee's mere presence warps the minds of nearby mortals; it teleports across the battlefield to ensure no enemy escapes its terror.
Pit Fiend
Attacks
- Bite: 1d8+5 poison
- Devilish Claw: 1d10+5 necrotic
- Fiery Mace: 1d10+5 fire
Signature Moves
- Hellfire Spellcasting
- Target
- Sphere
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
The pit fiend casts a sphere of hellfire centered on a point within 60 feet. Each creature in a 20-foot radius makes a Cunning save, taking fire damage on a miss (half on a save). Recharge 2 turns.
Cantrips
fire-mote
Charms
detonate, banishment
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Radiates (necrotic)
- All creatures within reach take 1d8 necrotic damage at the start of this creature's turn.
- Reinforcements
- Can summon allies by spending Doom
- Undying
- Spend 3 Doom to drop to 1 wound instead of dying
Condition Immunities
Frightened, Charmed
The most powerful of devils, lord of an infernal layer. Pit fiends are master strategists who command legions of lesser devils, exude an aura of fear, and breathe hellfire at will. A pit fiend's destruction merely sends them back to Hell to plot anew.
Planetar
Attacks
- Holy Greatsword: 1d10+5 force
Cantrips
sacred-flame, healing-word, guidance
Charms
invigorate, sanctuary, divine-aura, banishment
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Undying
- Spend 3 Doom to drop to 1 wound instead of dying
Condition Immunities
Charmed, Frightened
A celestial warrior-priest, hairless and graceful, wielding a greatsword that hums with sanctified force. Planetars enforce divine will and shatter unholy strongholds; killed outside the upper planes, they reform there at once.
Rakshasa
Attacks
- Cursed Touch: 1d12+3 necrotic
Signature Moves
- Baleful Command
- Target
- Emanation
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Frightened
The rakshasa speaks a baleful command in a voice that crushes the will. Each enemy in a 30-foot emanation makes a Focus save, taking force damage and gaining the Frightened condition until the end of the next round on a miss. Recharge 2 turns.
Cantrips
fire-mote, mind-spike, minor-illusion
Charms
disguise, invisibility, control-creature, sense
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Undying
- Spend 3 Doom to drop to 1 wound instead of dying
Condition Immunities
Charmed, Frightened
A tiger-headed fiend in noble robes, master of illusion and corruption. Rakshasas live among mortal aristocracy, manipulating kingdoms for sport. Slain in this plane, a rakshasa simply reforms elsewhere days later.
Remorhaz
Attacks
- Bite: 2d6+5 physical
Signature Moves
- Swallow Whole
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
- Requires
- On a successful Bite hit against a Large or smaller creature.
On a successful Bite hit against a Large or smaller creature, the target makes a Power save. On a miss, the target is swallowed: it is Restrained and takes 2d6 fire damage at the start of each remorhaz turn from the burning gut. When the Restrained ends, the target lands in a space adjacent to the remorhaz.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Grappler
- Half fatigue to maintain restrained
- Icewalker
- Ignores icy/snowy difficult terrain.
- Spicy (fire)
- Creatures that touch or are touched take 1d10 fire damage.
- Tunneler
- Leaves a tunnel when burrowing.
An arctic apex predator with armored plates so hot they glow molten orange against the snow. Remorhazes burrow through glaciers and erupt to swallow whole what they find above.
Shield Guardian
Attacks
- Fist: 1d10+5 physical
Traits
- Immutable
- Cannot be polymorphed or shape-shifted.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Reactive
- 1 reaction per PC turn instead of 1 per round
- Regeneration (10)
- Regains 10 wounds at the start of each turn. Blocked by vulnerable damage types.
- Siege
- Deals double damage to objects and structures.
Condition Immunities
Charmed
A massive construct bonded to a single creator-master via an amulet. The shield guardian regenerates wounds steadily, takes a portion of damage meant for its bonded master, and can store a single prepared spell.
Solar
Attacks
- Flying Sword: 1d10+5 force, 120'
Signature Moves
- Slaying Bow
- Target
- Single target
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Instant kill
The solar fires a bow of pure radiance at a creature within 600 feet. Target makes a Cunning save. If the target has wounds at or below half their floor, they die instantly on a miss. Otherwise they take massive radiant damage. Once per encounter.
Cantrips
sacred-flame, healing-word, guidance
Charms
invigorate, sanctuary, divine-aura, banishment, resurrection
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Undying
- Spend 3 Doom to drop to 1 wound instead of dying
Condition Immunities
Charmed, Frightened
The mightiest of celestial messengers, six-winged and crowned with sunfire. Solars wield a flying sword and a bow that can fell legendary villains with a single shot. Their gaze knows lies.
Sphinx of Lore
Attacks
- Claw: 1d8+4 physical
Signature Moves
- Mind-Rending Roar
- Target
- Emanation
- Range
- 300 ft.
- Save
- Focus save
- Effect
- Inflicts Stunned
The sphinx unleashes a roar laden with arcane knowledge. Each enemy in a 300-foot emanation makes a Focus save, taking force damage on a miss and gaining the Stunned condition until the end of the next round. Recharge 2 turns.
Cantrips
mind-spike, minor-illusion, guidance
Charms
sense, commune, polymorph, sanctuary
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed, Frightened
A celestial scholar with the body of a winged lion and the head of a wise person, guardian of secret libraries and arcane knowledge. Riddle-bound; will not attack any who answer its three riddles correctly.
Sphinx of Valor
Attacks
- Claw: 1d8+5 physical
Signature Moves
- Roar of Valor
- Target
- Emanation
- Range
- 30 ft.
- Effect
- Inflicts Invigorated
The sphinx roars a battle-cry that emboldens allies. Each ally in a 30-foot emanation gains the Invigorated condition until the end of the next round. Recharge 2 turns.
Cantrips
sacred-flame, guidance
Charms
invigorate, sanctuary, divine-aura
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed, Frightened
A celestial warrior with the body of a winged lion, guardian of holy battlefields. Sphinxes of valor judge mortal courage; those they deem worthy receive their roar of blessing.
Stone Giant
Attacks
- Fist: 1d6+5 physical
- Greatclub
Signature Moves
- Deflect Missile
- Target
- Single target
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Damage
- Requires
- Hit by a ranged attack that deals physical damage.
When hit by a ranged attack that deals physical damage, reduce the damage to zero. Then choose a creature the giant can see within 60 feet; they make a Cunning save or take 1d10
+power force damage as the giant hurls the missile back. Recharge 2 turns.
A graceful mountain-dweller carved from living stone. Stone giants prize artistry and the perfect throw — a hurled boulder is both attack and sculpture.
Stone Golem
Attacks
- Slam: 1d10+5 physical
Signature Moves
- Slow
- Target
- Single target
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Inflicts Slowed
The stone golem fixes a creature within 60 feet with a glare that warps time. Target makes a Cunning save or is Slowed until the end of the next round. Recharge 2 turns.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Immutable
- Cannot be polymorphed or shape-shifted.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Siege
- Deals double damage to objects and structures.
Condition Immunities
Charmed
A massive humanoid of carved granite, animated by ancient ritual. Stone golems stand as silent guardians for centuries before answering their last command.
Storm Giant
Attacks
- Fist: 1d6+5 physical
- Greatsword
Signature Moves
- Lightning Storm
- Target
- Pool
- Range
- 60 ft.
- Save
- Focus save
- Effect
- Damage
A cylinder 10 feet wide and 40 feet tall descends from the storm to a point within 60 feet. Each creature in the area makes a Focus save, taking 3d10 lightning damage on a miss (half on a save). Recharge 2 turns.
Cantrips
lightning-bolt, windrush
Charms
emanate, control-element
Traits
- Amphibious
- Can breathe both air and water.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
The mightiest of giants — kin to gods, oracles of fate, riders of the wind and the wave. A storm giant strides on cloud or seafloor with equal ease, calling down lightning in 40-foot pillars.
Treant
Attacks
- Slam: 1d10+5 physical
- Hail of Bark: 1d10-1 physical, 180'
Signature Moves
- Animate Trees
- Target
- Multiple targets
- Range
- 60 ft.
The treant calls upon two trees it can see within 60 feet. They animate as Awakened Trees under the treant's command, taking turns immediately after the treant on its initiative. The trees remain animate for 1 day or until they die or move more than 120 feet from the treant. Once per encounter.
Traits
- Climber
- Can climb difficult surfaces, including ceilings, without a check.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Reinforcements
- Can summon allies by spending Doom
Condition Immunities
Charmed, Frightened
An ancient tree-creature, intelligent and slow to anger but devastating once roused. Treants speak the language of trees, command lesser plants, and hurl branches sharp enough to pierce armor over great distances.
Triceratops
Attacks
- Horns: 1d6+6 physical
Signature Moves
- Gore
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
The triceratops levels its horns and charges, the impact throwing its target sprawling.
Traits
- Aggressive
- +1 ongoing to attack rolls
Vampire
Attacks
- Grave Strike: 1d8+4 physical
- Bite: 1d8+4 necrotic
Signature Moves
- Charm Gaze
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Charmed
The vampire fixes their gaze on a creature within 30 feet. Target makes a Focus save or becomes Charmed by the vampire for 24 hours. A charmed target is a willing recipient of the vampire's Bite, and subsequent bites don't end the charm. Recharge 2 turns.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Draining
- Recover half wounds dealt with melee attacks
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Photophobic
- -2 ongoing in sunlight
- Undying
- Spend 3 Doom to drop to 1 wound instead of dying
Condition Immunities
Frightened
A master of the night, ancient and cunning. Vampires command vast holdings of mortal thralls and lesser undead. Sunlight chars them, running water burns them, a stake through the heart paralyzes them in their resting place — but short of these specific ends, they always return.
Air Elemental
Attacks
- Thunderous Slam: 1d8+5 force
Signature Moves
- Whirlwind
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
The elemental engulfs a Medium or smaller creature within 5 feet in a churning vortex. Target makes a Power save or is Restrained and takes 4d6 force damage. Recharge 2 turns.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Incorporeal
- Move through creatures and objects as difficult terrain
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Prone, Restrained
A swirling vortex of wind given form. Air elementals roar through battlefields, snatching up enemies and hurling them aside.
Ankheg
Attacks
- Bite: 1d8+3 physical
Signature Moves
- Acid Spit
- Target
- Line
- Range
- 30 ft.
- Save
- Power save
- Effect
- Damage
The ankheg spits a 30-foot line of corrosive acid. Each creature in the line makes a Power save, taking 2d6 acid on a miss (half on a save). Recharge 2 turns.
Traits
- Grappler
- Half fatigue to maintain restrained
- Spicy (acid)
- Creatures that touch or are touched take 1d8 acid damage.
- Tunneler
- Leaves a tunnel when burrowing.
A chitin-plated burrower the size of a horse, with mandibles that drip caustic acid. Ankhegs ambush from beneath the topsoil of farmland and forest paths.
Ankylosaurus
Attacks
- Bite: 1d6+4 physical
Signature Moves
- Tail
- Target
- Single target
- Range
- Touch
- Effect
- Damage
The ankylosaurus swings its clubbed tail in a bone-jarring arc, slamming a creature its size or smaller to the ground.
Traits
- Aggressive
- +1 ongoing to attack rolls
Assassin
Attacks
- Fist: 1d6+2 physical
- Light Crossbow
- Shortsword
Traits
- Aggressive
- +1 ongoing to attack rolls
- Escape Artist
- Disengage and Hide cost 1 fewer AP
Awakened Tree
Attacks
- Slam: 1d8+5 physical
Traits
- Climber
- Can climb difficult surfaces, including ceilings, without a check.
Condition Immunities
Charmed, Frightened
A great tree given awareness by druidic magic. It groans and shifts on root-feet, lashing intruders with its branches. Speaks only the language of the druid who awakened it.
Azer Sentinel
Attacks
- Fist: 1d6+3 fire
- Hammer
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Spicy (fire)
- Creatures that touch or are touched take 1d6 fire damage.
A dwarf-like elemental of bronze skin and fiery beard, born from the elemental forges. Azer sentinels guard volcanic vaults and smelt weapons that burn with their maker's heat.
Barbed Devil
Attacks
- Claws: 1d6+3 physical
- Tail: 1d10+3 physical
- Hurl Flame: 1d6+3 fire, 150'
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Spicy (physical)
- Creatures that touch or are touched take 1d6 physical damage.
Condition Immunities
Frightened
A devil whose body bristles with iron-hard spikes. Touching or grappling a barbed devil draws blood; the devil itself hurls handfuls of hellfire from a distance.
Bearded Devil
Attacks
- Glaive: 1d10+3 physical
- Beard: 1d6+2 poison
Signature Moves
- Infernal Wound
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Doomed
On a Glaive hit, the target makes a Power save or gains the Doomed condition as a bleeding infernal wound opens. While Doomed they lose 1 wound at the start of each of their turns. The wound closes after a long rest or after a creature spends an action to stanch it.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Frightened
A muscular devil with a writhing, snake-like beard and a wicked polearm. Its wounds never quite stop bleeding. Bearded devils form shock troops of infernal legions.
Berserker
Attacks
- Fist: 1d6+3 physical
- Greataxe
Traits
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
Black Pudding
Attacks
- Dissolving Pseudopod: 1d6+3 acid
Traits
- Amorphous
- Can move through spaces as narrow as 1 inch without squeezing.
- Bursting
- Explodes on death dealing double 1d8
- Climber
- Can climb difficult surfaces, including ceilings, without a check.
- Occupier
- Can enter and share another creature's space.
- Spicy (acid)
- Creatures that touch or are touched take 1d8 acid damage.
Condition Immunities
Charmed, Frightened, Prone
A massive black ooze that corrodes anything it touches — armor, weapons, flesh. When struck by lightning or slashing, the pudding divides into two smaller puddings that continue the attack.
Bone Devil
Attacks
- Claw: 1d8+4 physical
- Infernal Sting: 1d10+4 poison
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Frightened
A skeletal giant of polished bone, wings of leathery membrane stretched over wing-bones. The bone devil's stinger drips an infernal poison that drains health and prevents healing.
Brown Bear
Attacks
- Rend: 1d10+3 physical
Signature Moves
- Maul
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
The bear rears and swats a Large or smaller creature within reach with the full
weight of its forelimbs, slamming it off its feet.
Traits
- Aggressive
- +1 ongoing to attack rolls
Bugbear Stalker
Attacks
- Fist: 1d6+3 physical
- Spear
- Longsword
Traits
- Abduct
- Moves at full speed while dragging a grappled creature.
- Grappler
- Half fatigue to maintain restrained
An elite bugbear hunter — patient, brutal, and selective with targets. Uses spear range to ambush before closing with a longsword.
Chain Devil
Attacks
- Chain: 1d6+4 physical
Signature Moves
- Conjure Infernal Chain
- Target
- Single target
- Range
- 60 ft.
- Save
- Cunning save
- Effect
- Inflicts Restrained
The devil conjures a fiery chain to bind a creature within 60 feet. Target makes a Cunning save. On a miss, take 1d8 fire damage and gain the Restrained condition until the end of the next round, at which point the chain disappears. Recharge 2 turns.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
- Reactive
- 1 reaction per PC turn instead of 1 per round
Condition Immunities
Frightened
A tormented devil whose body is wound in animated chains, each hooked at the tip. The chains move at the devil's whim, lashing, binding, and conjuring more chains from sheer malice.
Chimera
Attacks
- Bite: 1d8+4 physical
- Horns: 1d6+4 physical
- Claws: 1d6+4 physical
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
The chimera's dragon head exhales a 15-foot cone of fire. Each creature in the area makes a Cunning save, taking 3d6 fire damage on a miss (half on a save). Recharge 2 turns.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Flyby
- No reactions provoked when leaving reach
- Spicy (fire)
- Creatures that touch or are touched take 1d8 fire damage.
A chimeric monster of three heads — lion, goat, and dragon — joined to a winged tawny body. Each head acts on its own appetites, which can be turned against the others by a clever foe.
Chuul
Attacks
- Pincer: 1d6+3 physical
Signature Moves
- Paralyzing Tentacles
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Stunned
- Requires
- Target is restrained by a grab
When the chuul has a creature Restrained by both pincers, it lashes them with its facial tentacles. Target makes a Power save or is Stunned until the end of the next round from the chuul's venom.
Traits
- Amphibious
- Can breathe both air and water.
- Grappler
- Half fatigue to maintain restrained
Condition Immunities
Charmed, Frightened
A four-legged crustacean horror with two great pincers and a writhing fringe of facial tentacles. Chuuls hunt the shallows of underground lakes, dragging victims back to feed their unseen masters.
Clay Golem
Attacks
- Slam: 1d10+5 physical
Traits
- Aggressive
- +1 ongoing to attack rolls
- Immutable
- Cannot be polymorphed or shape-shifted.
- Siege
- Deals double damage to objects and structures.
Condition Immunities
Charmed
A massive humanoid of fired clay, animated by a priestly ritual. Clay golems remember little but their last command; if wounded enough they go berserk and turn on their creator.
Cloaker
Attacks
- Bite: 1d6+3 physical
- Tail: 1d6+3 physical
Signature Moves
- Moan
- Target
- Emanation
- Range
- 60 ft.
- Save
- Power save
- Effect
- Inflicts Frightened
The cloaker releases a soul-tearing moan. Each creature in a 60-foot emanation that can hear the cloaker makes a Power save or is Frightened until the end of the next round.
Traits
- Flyby
- No reactions provoked when leaving reach
Condition Immunities
Charmed, Frightened
A leathery bat-like creature that masquerades as an ordinary cloak draped on a hook. Cloakers wrap their batwings around prey and feed while their moan disorients allies.
Crocodile
Attacks
- Bite: 1d6+2 physical
Signature Moves
- Death Roll
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
Its jaws clamp down and the crocodile rolls, twisting prey into the murk and pinning it under its bulk.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Grappler
- Half fatigue to maintain restrained
Dire Wolf
Attacks
- Bite: 1d6+3 physical
Signature Moves
- Takedown
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Strong hit.
Its jaws clamp shut and the dire wolf throws its
weight sideways, dragging the target off its feet.
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Drider
Attacks
- Bite: 1d8+3 poison
- Longsword: 1d8+3 physical
- Longbow: 1d8+2 physical
Signature Moves
- Web Bolt
- Target
- Single target
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Inflicts Restrained
The drider fires a glob of webbing at a creature within 30 feet. The target makes a Cunning save; on a miss, it is Restrained by sticky webs. Recharge 2 turns.
Cantrips
mind-spike
Charms
sanctuary
Traits
- Climber
- Can climb difficult surfaces, including ceilings, without a check.
- Escape Artist
- Disengage and Hide cost 1 fewer AP
- Photophobic
- -2 ongoing in sunlight
- Spicy (poison)
- Creatures that touch or are touched take 1d8 poison damage.
- Webwalker
- Ignores web movement restrictions. Senses web contacts.
Once an elven priestess, condemned by a dark spider-goddess of the deep places and transformed into a half-spider abomination. Driders hunt the lightless tunnels alone, bitter at their fall.
Earth Elemental
Attacks
- Slam: 1d10+5 physical
- Rock Launch: 1d6+5 physical, 60'
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Grappler
- Half fatigue to maintain restrained
- Siege
- Deals double damage to objects and structures.
- Tunneler
- Leaves a tunnel when burrowing.
Condition Immunities
Petrified
A massive humanoid of stone and packed earth, fists like boulders. Earth elementals burrow through soil and rock as easily as a swimmer parts water.
Elephant
Attacks
- Tusks: 1d6+5 physical
Signature Moves
- Gore
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
The elephant lowers its tusks and slams
forward , bowling its target off their feet.
Traits
- Aggressive
- +1 ongoing to attack rolls
Fire Elemental
Attacks
- Burn: 1d6+3 fire
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Spicy (fire)
- Creatures that touch or are touched take 1d8 fire damage.
Condition Immunities
Prone, Restrained
A roaring column of living flame, hot enough to set wood ablaze on touch. Fire elementals burn through battlefields, leaving scorched trails.
Flesh Golem
Attacks
- Slam: 1d8+4 physical
Traits
- Bursting
- Explodes on death dealing double 1d6
- Immutable
- Cannot be polymorphed or shape-shifted.
- Siege
- Deals double damage to objects and structures.
Condition Immunities
Charmed
A patchwork humanoid stitched from the body parts of many corpses and animated by lightning. Flesh golems are unstable — taking too much damage can send them berserk, attacking friend and foe alike.
Ghost
Attacks
- Withering Touch: 1d8+1 necrotic
Signature Moves
- Horrifying Visage
- Target
- Cone
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Frightened
The ghost reveals its true terrible form. Each creature within a 30-foot cone makes a Focus save or becomes Frightened of the ghost until the end of the next round. A target that succeeds is immune to this ghost's Horrifying Visage for 24 hours. Recharge 2 turns.
- Possession
- Target
- Single target
- Range
- Touch
- Save
- Focus save
- Effect
- Inflicts Stunned
The ghost attempts to possess a humanoid within 5 feet. The target makes a Focus save. On a miss, the ghost merges into the target's body and the target is Stunned for 1 hour or until the ghost is forced out by damage to the host.
Traits
- Incorporeal
- Move through creatures and objects as difficult terrain
Condition Immunities
Frightened
The lingering spirit of someone who cannot accept death. Ghosts haunt the places of their unfinished business, sometimes pleading for resolution, sometimes wreaking vengeance through possession.
Giant Boar
Attacks
- Tusks: 1d6+3 physical
Signature Moves
- Gore
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
The great boar barrels in headlong and hooks upward with its tusks, hurling its quarry to the ground.
Traits
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
Giant Constrictor Snake
Attacks
- Bite: 2d6+4 physical
Signature Moves
- Constrict
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
The serpent loops its body around a Large or smaller creature within reach and bears down, crushing the breath from it and holding it fast.
Traits
- Grappler
- Half fatigue to maintain restrained
Giant Elk
Attacks
- Antlers: 1d10+4 physical
Signature Moves
- Charge
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
If the elk moved at least 20 feet straight toward the target immediately before the hit, the target has the Prone condition on a strong hit. range: 5
Traits
- Aggressive
- +1 ongoing to attack rolls
A huge majestic creature with antlers spanning over ten feet. Giant elk charge with bone-shattering force but carry themselves with quiet grace when undisturbed.
Giant Hyena
Attacks
- Bite: 2d6+3 physical
Giant Spider
Attacks
- Bite: 1d8+2 poison
Signature Moves
- Web
- Target
- Single target
- Range
- Touch
- Save
- Cunning save
Choose one creature the spider can see within 60 feet. They make a cunning
saving throw . On a miss, The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage). On a weak hit, The target is not Restrained.
Glabrezu
Attacks
- Pincer: 1d10+5 physical
Signature Moves
- Pummel
- Target
- Single target
- Range
- Touch
- Save
- Cunning save
- Effect
- Damage
- Requires
- Target is restrained by a grab
The glabrezu pounds a creature it has Restrained with its smaller pair of arms. Target makes a Cunning save, taking weapon damage on a miss (half on a save).
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Grappler
- Half fatigue to maintain restrained
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Frightened
A towering demon with four arms — two great pincers, two clawed hands. Glabrezu offer dark bargains, granting wishes that always corrupt the wisher. Truesight lets them see through any deception in turn.
Gladiator
Attacks
- Fist: 1d6+4 physical
- Spear
Traits
- Aggressive
- +1 ongoing to attack rolls
A trained arena combatant. The crowd's roar and years of survival fights make them relentless, comfortable shoving foes off-balance with shield or spear.
Gorgon
Attacks
- Gore: 1d12+5 physical
Signature Moves
- Petrifying Breath
- Target
- Cone
- Range
- 30 ft.
- Save
- Power save
- Effect
- Inflicts Petrified
The gorgon snorts a cloud of greenish vapor in a 30-foot cone. Each creature in the area makes a Power save. On a first miss, the target is Restrained. On a second miss (next turn), the target is Petrified. Recharge 2 turns.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Immutable
- Cannot be polymorphed or shape-shifted.
- Siege
- Deals double damage to objects and structures.
Condition Immunities
Charmed
A massive metallic bull, all steel-plate hide and iron horns. Gorgons charge intruders and breathe a petrifying mist that turns prey to stone for later consumption.
Green Hag
Attacks
- Claw: 1d8+4 physical
Signature Moves
- Invisible Stalker
- Target
- Single target
- Range
- Touch
- Effect
- Inflicts Invisible
The hag steps sideways out of mortal sight, becoming Invisible until the end of the next round or until she makes an attack. While Invisible she leaves no tracks.
Cantrips
mind-spike, minor-illusion
Charms
disguise, sense
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed
A withered green-skinned crone of swamp and bog. Green hags lure travelers off marked paths with sweet voices and crocodile tears, then strangle them in vine-bound nooses.
Griffon
Attacks
- Rend: 1d8+3 physical
Traits
- Flyby
- No reactions provoked when leaving reach
- Grappler
- Half fatigue to maintain restrained
An eagle-lion hybrid with a raptor's forequarters and the body of a lion. Griffons hunt from the air, snatching prey in their talons and carrying it aloft to feed.
Guard Captain
Attacks
- Fist: 1d6+4 physical
- Longsword
A veteran officer commanding city watch or castle garrison troops. Strikes with measured
Hezrou
Attacks
- Rend: 1d6+4 poison
Signature Moves
- Stench Aura
- Target
- Emanation
- Range
- 10 ft.
- Save
- Power save
- Effect
- Inflicts Doomed
Each creature that starts its turn within 10 feet of the hezrou makes a Power save or gains the Doomed condition until the end of the next round from the demon's overpowering stench.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Frightened
A bloated, toad-headed demon with talons and warty hide. The hezrou's stench is so overwhelming that creatures nearby can barely act.
Hill Giant
Attacks
- Fist: 1d6+5 physical
- Greatclub
A massive lowland giant of insatiable appetite. Hurls boulders and tree-clubs, rarely fast but always strong enough to knock the smaller folk flat.
Hippopotamus
Attacks
- Bite: 1d12+5 physical
Traits
- Aggressive
- +1 ongoing to attack rolls
Hobgoblin Captain
Attacks
- Fist: 1d6+2 physical
- Greatsword
- Longbow
Cantrips
bestial-aspect
Charms
emanate, empower
Commander of a hobgoblin warband. Wields a greatsword and a presence that awakens beast-like ferocity in nearby troops — willing allies in their aura fight with sharpened reflexes and predator confidence.
Hunter Shark
Attacks
- Bite: 3d6+4 physical
Traits
- Aquatic
- Can only breathe underwater. Suffocates if removed.
Incubus
Attacks
- Restless Touch: 1d6+1 force
Signature Moves
- Nightmare
- Target
- Single target
- Range
- 60 ft.
- Save
- Power save
- Effect
- Inflicts Unconscious
The incubus invades a creature's dreams from up to 60 feet away. Target makes a Power save. On a miss, if the target has fewer wounds than half their floor, they fall Unconscious for 1 hour or until taking damage. Otherwise they take force damage from psychic torment. Recharge 2 turns.
Cantrips
mind-spike, minor-illusion
Charms
disguise, invisibility
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
Condition Immunities
Frightened
A fiend in the shape of perfect mortal beauty, the male counterpart to the succubus. The incubus haunts dreams and saps the rest of those who lie with him, leaving them tired beyond recovery.
Invisible Stalker
Attacks
- Slam: 1d8+2 force
Traits
- Aggressive
- +1 ongoing to attack rolls
- Escape Artist
- Disengage and Hide cost 1 fewer AP
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
Condition Immunities
Prone, Restrained
An air elemental shaped as a wind-formed humanoid, naturally invisible. Bound to a single target by a summoner's command; once it kills its quarry, it returns to the elemental plane.
Knight
Attacks
- Fist: 1d6+3 physical
- Greatsword
- Heavy Crossbow
Condition Immunities
Frightened
A sworn warrior in heavy plate, sword in one hand and oath in the other. Their training inoculates them against fear in all its forms.
Lamia
Attacks
- Claw: 1d8+3 physical
Signature Moves
- Corrupting Touch
- Target
- Single target
- Range
- Touch
- Save
- Focus save
- Effect
- Inflicts Charmed
On a Claw hit, the target makes a Focus save. On a miss they are Charmed by the lamia for 1 hour as a corrupting curse takes hold. The lamia can issue commands the target will obey within reason.
Cantrips
minor-illusion
Charms
disguise, sense
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
Condition Immunities
Frightened
A fiend with the upper body of a beautiful woman and the lower body of a lion. Lamias rule cursed cities and oases, surrounded by charmed mortals who obey their every cruel whim.
Lion
Attacks
- Rend: 1d8+2 physical
Signature Moves
- Roar
- Target
- Single target
- Range
- Touch
- Save
- Focus save
- Effect
- Inflicts Frightened
The lion looses a thunderous roar at a creature within range, a sound that turns the bowels to water and sends lesser hunters fleeing.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Jumper
- Jump distances are doubled.
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Mage
Attacks
- Arcane Burst: 1d8+4 force, 120'
Cantrips
fire-mote, mind-spike, minor-illusion
Charms
armor, invisibility, counterspell, teleport
Traits
- Magic Resistance
- +2 ongoing to saves vs spells and magic
A trained arcane spellcaster — schooled, innate, or pact-bound. Comfortable with offensive cantrips, defensive wards, and an array of utility magic that makes them dangerous beyond their stat block.
Mummy
Attacks
- Rotting Fist: 1d8+3 necrotic
Signature Moves
- Dreadful Glare
- Target
- Single target
- Range
- 60 ft.
- Save
- Focus save
- Effect
- Inflicts Frightened
The mummy fixes a creature within 60 feet with a withering stare. Target makes a Focus save or is Frightened until the end of the next round. A target that succeeds is immune to this mummy's Dreadful Glare for 24 hours.
Traits
- Aggressive
- +1 ongoing to attack rolls
Condition Immunities
Frightened
A wrapped corpse risen from a tomb to defend or avenge. Its rotting bandages burn easily; its glare freezes mortals in terror; its touch carries the rot of ancient curses.
Night Hag
Attacks
- Claw: 1d8+4 physical
Signature Moves
- Nightmare Haunting
- Target
- Single target
- Range
- 60 ft.
- Save
- Focus save
- Effect
- Inflicts Doomed
- Requires
- Target is asleep or unconscious.
From the spirit world, the hag torments a sleeping mortal she can sense on the mortal plane. The target makes a Focus save or gains the Doomed condition and loses 1d8 wounds from the nightmare. Once per encounter.
Cantrips
mind-spike
Charms
disguise, sense
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed, Frightened
A withered crone who walks the dreams of mortals carrying a leather soul-bag. Mortals slain by her dream-stalkings have their souls trapped in the bag; the hag trades them with devils for foul rewards.
Ogre
Attacks
- Fist: 1d6+4 physical
- Greatclub
A slow-witted, brutish giant of dim caves and lowland swamps. Swings a tree-sized club and crushes anything that doesn't run fast enough.
Oni
Attacks
- Claw: 1d12+4 necrotic
- Nightmare Ray: 1d6+1 force, 60'
Cantrips
mind-spike
Charms
disguise, invisibility
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Regeneration (10)
- Regains 10 wounds at the start of each turn. Blocked by vulnerable damage types.
Condition Immunities
Frightened
A towering ogre-fiend with a third eye and an appetite for human flesh. Oni shape-shift to hide among mortals, then strike at night. Their wounds knit closed almost as fast as warriors can inflict them.
Otyugh
Attacks
- Tentacle: 1d8+3 physical
- Bite: 1d8+3 physical
Signature Moves
- Tentacle Slam
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Doomed
On a Tentacle hit, the target makes a Power save or is Restrained and infected with the otyugh's filth disease (Doomed).
Traits
- Grappler
- Half fatigue to maintain restrained
A squat refuse-eater with three legs, two long tentacles, and a stinking maw. Otyughs dwell in sewers and middens, dragging garbage and unlucky travelers into their pits.
Owlbear
Attacks
- Claws: 1d8+3 physical
- Beak: 1d6+3 physical
Traits
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
A chimeric apex predator with the body of a great bear and the head and forelimbs of a giant owl. Mated pairs hunt the deep forest in unrelenting silence.
Pegasus
Attacks
- Hooves: 1d8+3 physical
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
Condition Immunities
Charmed, Frightened
A noble winged horse, the breed of celestial mounts. Pegasi roam the skies of upper planes and rarely descend except to bear worthy riders or flee corruption.
Pirate Captain
Attacks
- Fist: 1d6+1 physical
- Rapier
Signature Moves
- Captain's Charm
- Target
- Multiple targets
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Charmed
Choose two creatures the pirate captain can see within 30 feet. They each make a Focus save; on a miss they are Charmed until the end of the next round.
Traits
- Aggressive
- +1 ongoing to attack rolls
Commander of a pirate vessel — a flamboyant duelist who turns the crew's faith into their own bravado. Their riposte is famous.
Plesiosaurus
Attacks
- Bite: 2d6+4 physical
Polar Bear
Attacks
- Rend: 1d8+5 physical
Traits
- Aggressive
- +1 ongoing to attack rolls
Rhinoceros
Attacks
- Horn: 1d6+5 physical
Signature Moves
- Gore
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
The rhinoceros thunders
forward and tosses its head, the great horn flinging its target sprawling.
Roper
Attacks
- Bite: 1d10+5 physical
- Tendril: 1d6+5 physical
Signature Moves
- Reel
- Target
- Single target
- Range
- 50 ft.
- Requires
- Target is restrained by a grab
The roper retracts its tendrils, dragging each creature Restrained by them up to 25 feet straight toward itself. If a target ends adjacent to the roper, the roper makes one Bite attack as a free action.
Traits
- Grappler
- Half fatigue to maintain restrained
Condition Immunities
Charmed, Frightened
A stone-skinned cave-monster that mimics a stalactite or stalagmite until prey wanders within reach. Six sticky tendrils whip out to ensnare and reel in victims.
Saber-Toothed Tiger
Attacks
- Rend: 2d6+3 physical
Traits
- Aggressive
- +1 ongoing to attack rolls
- Escape Artist
- Disengage and Hide cost 1 fewer AP
- Jumper
- Jump distances are doubled.
Salamander
Attacks
- Flame Spear: 1d8+4 fire
Signature Moves
- Tail Grab
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
On a successful melee hit with the tail, the salamander wraps its serpentine lower body around a creature within 5 feet. Target makes a Power save or is Restrained and burned by the salamander's body.
Cantrips
fire-mote
Charms
detonate
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Grappler
- Half fatigue to maintain restrained
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Spicy (fire)
- Creatures that touch or are touched take 1d8 fire damage.
A serpentine fire elemental with the upper torso of a humanoid wielding a flame-touched spear. Salamanders serve efreeti as soldiers and metalsmiths.
Sea Hag
Attacks
- Claw: 1d8+4 physical
Signature Moves
- Death Glare
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Instant kill
- Requires
- Target has the Frightened condition.
The sea hag locks eyes with a Frightened creature within 30 feet. Target makes a Focus save. On a miss, if the target is currently Frightened, their wounds drop to 0 immediately as their heart fails from fear.
Cantrips
mind-spike, minor-illusion
Charms
disguise
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed
A withered hag of sea-bottom mud, scales, and seaweed hair. Sea hags appear horrific enough to stop hearts; they delight in turning a brave hero into a frightened wreck just so they can stare them dead.
Shambling Mound
Attacks
- Slam: 1d8+4 physical
Signature Moves
- Engulf
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
On a Slam hit, the shambling mound enfolds the target inside its rotting vegetable mass. Target makes a Power save or is Restrained, Blinded, and can't breathe. The target takes acid damage from the rot at the start of each shambling-mound turn.
Traits
- Grappler
- Half fatigue to maintain restrained
Condition Immunities
Charmed, Frightened
A heap of rotting vegetable matter risen from a bog or marsh, bound together by druidic ill-will. Shambling mounds absorb lightning that strikes them, healing instead of harming.
Specter
Attacks
- Life Drain: 1d6+2 necrotic
Traits
- Draining
- Recover half wounds dealt with melee attacks
- Incorporeal
- Move through creatures and objects as difficult terrain
- Photophobic
- -2 ongoing in sunlight
Condition Immunities
Frightened
A tormented spirit, hateful of the living. Specters drift through walls and battlefields alike, their touch draining the warmth from anything that breathes.
Sphinx of Wonder
Attacks
- Claws: 1d4+3 physical
Signature Moves
- Confounding Riddle
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Charmed
The sphinx asks a riddle in a creature's mind. Target makes a Focus save or is Charmed by the sphinx for 1 minute as they puzzle the riddle. Recharge 2 turns.
Cantrips
minor-illusion
Charms
sanctuary
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed
A house-cat-sized sphinx with iridescent wings, the smallest of its kin. Sphinxes of wonder befriend gentle scholars and pose harmless puzzles to test the curious.
Spirit Naga
Attacks
- Bite: 1d6+4 poison
- Necrotic Ray: 1d8+3 necrotic, 60'
Cantrips
poison-spray, mind-spike
Charms
sense, control-creature
Traits
- Aggressive
- +1 ongoing to attack rolls
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed, Frightened
A massive serpent with the head and torso of a woman, fanged and scaled. Spirit nagas dwell in ancient ruins, weaving illusions and dominating cultists drawn to their poisoned wisdom.
Succubus
Attacks
- Fiendish Touch: 1d10+1 force
Signature Moves
- Draining Kiss
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
- Requires
- Target is Charmed by the succubus.
The succubus kisses a creature it has Charmed within 5 feet. Target makes a Power save, taking force damage on a miss (half on a save). The succubus regains wounds equal to half the damage dealt.
Cantrips
mind-spike, minor-illusion
Charms
disguise, invisibility
Traits
- Draining
- Recover half wounds dealt with melee attacks
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
Condition Immunities
Frightened
A fiend in the shape of perfect mortal beauty, wings folded behind her. The succubus seduces through charm and reverie, then drains the life from her enraptured prey one kiss at a time.
Tiger
Attacks
- Rend: 1d6+3 physical
Signature Moves
- Pounce
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Strong hit.
The tiger springs from cover, riding the target down under its full
weight as its claws Rend.
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
Tough Boss
Attacks
- Fist: 1d6+3 physical
- Hammer
- Heavy Crossbow
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Boss of a crew of toughs. Wades into melee, hammer swung wide, sending opponents reeling.
Unicorn
Attacks
- Hooves: 1d8+3 physical
- Radiant Horn: 1d8+3 radiant
Signature Moves
- Healing Touch
- Target
- Single target
- Range
- Touch
- Effect
- Inflicts Invigorated
The unicorn touches an ally with its horn, granting them the Invigorated condition until the end of the next round. They also recover wounds equal to the unicorn's focus + power.
Cantrips
guidance, healing-word
Charms
sanctuary, invigorate
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Legendary
- Can take Legendary Actions and Legendary Resistance
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed, Frightened
A silver-coated steed with a single spiraling horn of light. Unicorns guard ancient forests; mortals of pure heart sometimes glimpse them between the trees. Hostile presence draws a charge in answer.
Vampire Spawn
Attacks
- Claw: 1d6+3 physical
- Bite: 1d6+3 necrotic
Signature Moves
- Charming Bite
- Target
- Single target
- Range
- Touch
- Save
- Focus save
- Effect
- Inflicts Charmed
On a Bite hit against a non-Undead creature, the target makes a Focus save. On a miss they become Charmed by the vampire-spawn for 24 hours. The target willingly accepts further bites; subsequent bites don't end the charm.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Draining
- Recover half wounds dealt with melee attacks
- Photophobic
- -2 ongoing in sunlight
Condition Immunities
Frightened
A vampire's thrall: faster, stronger, hungrier than in life. Vampire spawn climb walls like spiders and feed on willing or unwilling alike. Sunlight chars them; running water repels them.
Vrock
Attacks
- Shred: 1d6+3 poison
Signature Moves
- Stunning Screech
- Target
- Emanation
- Range
- 20 ft.
- Save
- Power save
- Effect
- Inflicts Stunned
The vrock unleashes a shrieking cry. Each creature in a 20-foot emanation makes a Power save (other demons are immune). On a miss, the target takes force damage and is Stunned until the end of the next round. Recharge 2 turns.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Frightened
A vulture-headed demon with spore-shedding feathers and a screech that shatters minds. Vrocks circle battlefields, choosing where to swoop and what to defile.
Warrior Veteran
Attacks
- Fist: 1d6+3 physical
- Greatsword
- Heavy Crossbow
A career soldier — a sergeant of the king's army, a mercenary captain, a battle-scarred guard who has survived decades of skirmishes.
Water Elemental
Attacks
- Slam: 1d8+4 physical
Signature Moves
- Whelm
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
The elemental engulfs each creature in its space. Each target makes a Power save or is Restrained, suffocating (unless they breathe water), and takes 4d8 physical damage at the start of each elemental turn. Recharge 2 turns.
Traits
- Amphibious
- Can breathe both air and water.
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Grappler
- Half fatigue to maintain restrained
Condition Immunities
Prone, Restrained
A heaving tidal mass with vague humanoid form. Water elementals swim faster than any natural creature and drag enemies down beneath their flowing body.
Wraith
Attacks
- Life Drain: 1d8+3 necrotic
Traits
- Draining
- Recover half wounds dealt with melee attacks
- Incorporeal
- Move through creatures and objects as difficult terrain
- Photophobic
- -2 ongoing in sunlight
- Reinforcements
- Can summon allies by spending Doom
Condition Immunities
Frightened
A greater shade of malice, the wraith was once a corrupted soul of great power. It can call up to seven specters from the corpses of those it has slain, building a court of the unhappy dead.
Wyvern
Attacks
- Bite: 1d8+3 physical
- Stinger: 1d8+3 poison
Signature Moves
- Poison Stinger
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Doomed
When the wyvern hits with its Stinger attack, the target makes a Power save or gains the Doomed condition until the end of the next round.
Traits
- Flyby
- No reactions provoked when leaving reach
A dragon-kin with leathery wings, a serpentine tail tipped with a barbed stinger, and a savage temperament. Lacks the cunning and breath weapons of true dragons but compensates with predatory
Xorn
Attacks
- Bite: 1d8+4 physical
- Claw: 1d6+4 physical
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Grappler
- Half fatigue to maintain restrained
- Tunneler
- Leaves a tunnel when burrowing.
A three-legged, three-armed earth elemental with a wide mouth atop a stone-hide body. Xorn eat precious metals and gems; they slide through earth as fish swim water.
Young Black Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Acid Breath
- Target
- Line
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young swamp dragon coming into its element. Its acid breath dissolves leather and flesh alike; its cunning matches that of a sly noble's spymaster.
Young Blue Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Lightning Breath
- Target
- Line
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young desert dragon, scales the color of stormcloud. Lightning lances along its hide; it strikes with a hot, dry arrogance.
Young Brass Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Fire Breath
- Target
- Line
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot line of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young dragon of warm desert sands, talkative even in combat. Will challenge interlopers to riddle contests as readily as flame them.
Young Bronze Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Lightning Breath
- Target
- Line
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young dragon of stormy coasts. Coastal raiders fear bronzes; pirates respect them. Their lightning crackles across the waves.
Young Copper Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Acid Breath
- Target
- Line
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young dragon of red-brown scales who delights in tricks. Prefers to outwit than overpower, but the acid breath earns respect when wit fails.
Young Gold Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young dragon of beaten-coin scales and noble bearing. Already a defender of small folk and seeker of higher justice.
Young Green Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Poison Breath
- Target
- Cone
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot cone of poison erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young forest dragon, scales the dim green of canopy moss. Manipulative and patient; it would rather make an enemy a slave than a corpse.
Young Red Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young dragon of crimson scale, hatched within volcanic caldera. Vain and proud; its fire is fierce but disciplined.
Young Silver Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Cold Breath
- Target
- Cone
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young dragon of mirror-bright scales. Wise beyond its years; aids mortals it judges worthy.
Young White Dragon
Attacks
- Rend: 1d8+3 physical
Signature Moves
- Cold Breath
- Target
- Cone
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
A 30-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young dragon of pure white scale, born in glacial caves. Direct and savage — white dragons fight before they speak.
Animated Armor
Attacks
- Slam: 1d6+3 physical
Traits
- Immutable
- Cannot be polymorphed or shape-shifted.
Condition Immunities
Charmed
A suit of plate mail animated to defend its station — a gallery, a tomb, a wizard's vault. The armor moves with a metallic shriek that gives almost no warning.
Animated Rug of Smothering
Attacks
- Smother: 1d6+3 physical
Signature Moves
- Smother
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
On a Smother hit, the rug wraps around the target. Target makes a Power save or is Restrained, Blinded, and can't breathe. The rug deals automatic damage to anyone it has fully wrapped each turn while wrapped.
Traits
- Grappler
- Half fatigue to maintain restrained
- Immutable
- Cannot be polymorphed or shape-shifted.
Condition Immunities
Charmed
A heavy carpet animated to wait flat on the floor of a foyer or trophy room. When a creature steps on it, the rug rears up and flips over the victim, smothering them in its dusty folds.
Ape
Attacks
- Fist: 1d4+3 physical
Signature Moves
- Rock
- Target
- Single target
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Damage
The ape hurls a rock at a creature it can see within 30 feet, which makes a Cunning save. On a miss it takes 1d6
+power physical damage; on a weak save, half damage; on a strong save, the rock goes wide.
Traits
- Aggressive
- +1 ongoing to attack rolls
Bandit Captain
Attacks
- Fist: 1d6+2 physical
- Shortsword
Basilisk
Attacks
- Bite: 1d8+2 physical
Signature Moves
- Petrifying Gaze
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Petrified
The basilisk locks eyes with a creature it can see within 30 feet. The target makes a Focus save; on a miss, it becomes Petrified. A target that averts its eyes (declared at the start of its turn) takes disadvantage on its attacks against the basilisk and gains advantage on this save. Recharge 2 turns.
A many-legged reptile the size of a large dog, its yellow eyes capable of seizing the marrow into stone. Statue gardens around basilisk lairs are not works of art.
Black Bear
Attacks
- Rend: 1d6+2 physical
Traits
- Aggressive
- +1 ongoing to attack rolls
Blink Dog
Attacks
- Bite: 1d6+2 physical
Signature Moves
- Blink Teleport
- Target
- Single target
- Range
- 40 ft.
The blink dog vanishes and reappears at a point within 40 feet that it can see. This can be used as a bonus action.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
A noble fey-touched canine that blinks between the mortal world and the fey realms. Blink dogs hunt corrupted creatures in coordinated packs, vanishing before a counterattack can land.
Boar
Attacks
- Tusks: 1d6+2 physical
Signature Moves
- Gore
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
The boar lowers its head and drives its tusks home, the impact lifting its quarry off their feet.
Traits
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
Bugbear Warrior
Attacks
- Fist: 1d6+2 physical
- Hammer
Traits
- Abduct
- Moves at full speed while dragging a grappled creature.
- Grappler
- Half fatigue to maintain restrained
A hulking goblinoid warrior, almost seven feet tall and built for grabs and drags. Will pull a prisoner across a battlefield without slowing down.
Camel
Attacks
- Bite: 1d4+3 physical
Constrictor Snake
Attacks
- Bite: 1d8+2 physical
Signature Moves
- Constrict
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
The snake throws its coils around a Medium or smaller creature within reach and squeezes, crushing the breath from it and pinning it fast.
Couatl
Attacks
- Bite: 1d8+2 poison
Signature Moves
- Constrict
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
The couatl coils around a Medium or smaller creature within 5 feet. Target makes a Power save, taking physical damage on a miss and gaining the Restrained condition.
Cantrips
sacred-flame, healing-word
Charms
invigorate, sanctuary
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
Condition Immunities
Charmed
A feathered serpent of jeweled plumage, sent from the upper planes to guard sacred places or guide mortal heroes. Couatls speak every language and shield their minds from any intrusion.
Cultist Fanatic
Attacks
- Pact Blade: 1d8+2 necrotic
Cantrips
sacred-flame, guidance
Charms
invigorate, sanctuary
A zealot whose devotion has earned them a sliver of their patron's power. They wield a necrotic-touched blade and can call down minor blessings or wounds.
Death Dog
Attacks
- Bite: 1d6+2 physical
Traits
- Reactive
- 1 reaction per PC turn instead of 1 per round
Condition Immunities
Charmed, Frightened
A vicious two-headed dog whose bite carries a wasting disease. The second head never sleeps, and the creature is famously hard to startle, charm, or frighten. GMs may impose lingering sickness on creatures bitten by a death dog as a long-term narrative complication.
Doppelganger
Attacks
- Slam: 1d6+3 physical
Signature Moves
- Read Thoughts
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Impaired
The doppelganger probes the mind of a creature it can see within 30 feet. The target makes a Focus save. On a miss, the doppelganger learns its surface thoughts and the target is Impaired until the end of the next round as memories shuffle. No damage.
Traits
- Shapeshifter
- Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.
Condition Immunities
Charmed
A grey-skinned shapechanger that wears stolen faces and stolen lives. Communities that discover one in their midst rarely trust their own neighbors again.
Draft Horse
Attacks
- Hooves: 1d4+3 physical
Druid
Attacks
- Fist: 1d6+0 physical
- Quarterstaff
Cantrips
bestial-aspect, sacred-flame, windrush
Charms
emanate, control-element, commune
A nature priest of an old tradition, conduit for the primal world. Speaks with animals, calls thunder, and shapes the green to hinder enemies.
Dryad
Attacks
- Vine Whip: 1d6+2 physical
Signature Moves
- Fey Charm
- Target
- Single target
- Range
- 60 ft.
- Save
- Focus save
- Effect
- Inflicts Charmed
The dryad speaks soft fey-magic to a creature within 60 feet. Target makes a Focus save or is Charmed by the dryad for 24 hours. While Charmed, the target regards the dryad as a dear friend. Once per encounter.
Cantrips
minor-illusion
Charms
disguise
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
Condition Immunities
Charmed
A fey spirit bonded to a single tree, taking the form of a beautiful person of bark and leaf. Dryads charm intruders into peaceful retreat — and worse fates for those who threaten the bonded tree.
Elk
Attacks
- Horns: 1d6+3 physical
Signature Moves
- Ram
- Target
- Single target
- Range
- Touch
- Effect
- Damage
The elk rears and drives its antlers into its target, throwing its full
weight behind the blow to bowl the target over. On a hit the target is knocked Prone.
Ettercap
Attacks
- Bite: 1d6+2 poison
- Claws: 1d6+2 physical
Signature Moves
- Web Snare
- Target
- Single target
- Range
- 30 ft.
- Save
- Cunning save
- Effect
- Inflicts Restrained
The ettercap flicks a glob of silken web at a creature within 30 feet. The target makes a Cunning save; on a miss, it is Restrained by webbing. Recharge 2 turns.
Traits
- Climber
- Can climb difficult surfaces, including ceilings, without a check.
- Grappler
- Half fatigue to maintain restrained
- Spicy (poison)
- Creatures that touch or are touched take 1d6 poison damage.
- Webwalker
- Ignores web movement restrictions. Senses web contacts.
A spider-tender of the deep woods, with a humanoid body, an arachnid face, and crooked claws that herd captives toward its silk-bound larder.
Gargoyle
Attacks
- Bite: 1d6+2 physical
- Claws: 1d6+2 physical
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
A stone-skinned earth elemental in the shape of a grotesque winged statue. Gargoyles hold still atop battlements for years, then animate when prey passes below.
Gelatinous Cube
Attacks
- Pseudopod: 1d6+3 acid
Signature Moves
- Engulf
- Target
- Emanation
- Range
- 5 ft.
- Save
- Power save
- Effect
- Inflicts Restrained
The cube glides through a creature's space, attempting to engulf them. Target makes a Power save or is Restrained inside the cube, Blinded, and takes 2d6 acid damage at the start of each cube turn.
Traits
- Amorphous
- Can move through spaces as narrow as 1 inch without squeezing.
- Grappler
- Half fatigue to maintain restrained
- Occupier
- Can enter and share another creature's space.
- Spicy (acid)
- Creatures that touch or are touched take 1d8 acid damage.
Condition Immunities
Charmed, Frightened, Prone
A 10-foot cube of translucent jelly that drifts down dungeon halls, scrubbing them clean of organic matter. Half-dissolved coins, bones, and unlucky adventurers float suspended within.
Ghast
Attacks
- Bite: 1d8+3 necrotic
- Claw: 1d6+3 physical
Signature Moves
- Stench Aura
- Target
- Emanation
- Range
- 5 ft.
- Save
- Power save
- Effect
- Inflicts Doomed
Each creature that starts its turn within 5 feet of the ghast must make a Power save or gain the Doomed condition until the end of the next round. A creature that succeeds is immune to this ghast's stench for 24 hours.
Traits
- Aggressive
- +1 ongoing to attack rolls
Condition Immunities
Frightened
A more powerful kindred of the ghoul, the ghast leads packs of lesser corpse-eaters. The reek of decay rolls off it in waves potent enough to sicken the strongest warrior.
Ghoul
Attacks
- Bite: 1d6+1 necrotic
- Claw: 1d4+2 physical
Signature Moves
- Paralyzing Claws
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Stunned
On a Claw hit, the target makes a Power save. On a miss they are Stunned until the end of the next round as a paralyzing necrotic poison floods their veins.
Traits
- Aggressive
- +1 ongoing to attack rolls
Condition Immunities
Frightened
A corpse-eating undead with hungry yellow eyes and claws that drip paralyzing necrotic poison. Ghouls hunt in packs through graveyards and battlefields.
Giant Badger
Attacks
- Bite: 2d4+3 physical
Giant Bat
Attacks
- Bite: 1d6+2 physical
Giant Centipede
Attacks
- Bite: 1d8+1 physical
Signature Moves
- Venom
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
The centipede's mandibles pump a numbing venom into the wound, fogging the mind and dulling the senses.
Giant Crab
Attacks
- Pincer: 1d8+1 physical
Signature Moves
- Clamp
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
The crab's pincer closes on a Medium or smaller creature within reach and holds it pinned against the shell.
Traits
- Amphibious
- Can breathe both air and water.
Giant Eagle
Attacks
- Talons: 1d8+2 physical
Traits
- Flyby
- No reactions provoked when leaving reach
A massive raptor with a 20-foot wingspan, unusually keen-witted — said to understand the tongues of mortal folk. Older eagles have been known to bear willing riders aloft.
Giant Fire Beetle
Attacks
- Bite: 1d8+1 fire
Traits
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Spicy (fire)
- Creatures that touch or are touched take 1d6 fire damage.
Giant Frog
Attacks
- Bite: 1d6+1 physical
Signature Moves
- Tongue Grab
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
Its tongue lashes out and snares the target, reeling it back toward the frog's waiting maw.
Traits
- Amphibious
- Can breathe both air and water.
- Jumper
- Jump distances are doubled.
Giant Goat
Attacks
- Ram: 1d8+2 physical
Signature Moves
- Charge
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
If the goat moved at least 20 feet straight toward the target immediately before the hit, the target has the Prone condition on a strong hit. range: 5
A surefooted mountain dweller the size of a draft horse, with curling horns and a charge that can splinter shields. Giant goats roam high crags where most predators cannot follow.
Giant Lizard
Attacks
- Bite: 1d8+2 physical
Giant Octopus
Attacks
- Tentacles: 1d6+2 physical
Signature Moves
- Entangle
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
Its arms coil around the target, suckers gripping fast as the octopus hauls it close.
Traits
- Aquatic
- Can only breathe underwater. Suffocates if removed.
Giant Owl
Attacks
- Talons: 1d8+2 physical
Traits
- Flyby
- No reactions provoked when leaving reach
A silent flier with eyes that pierce even the deepest night. Giant owls are uncommonly intelligent and have been known to serve as scouts and messengers for forest-dwelling folk.
Giant Rat
Attacks
- Bite: 1d8+0 physical
Signature Moves
- Filth Bite
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
The rat's filth-caked teeth sink in, and the wound festers almost at once, sapping the strength from the limb.
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Giant Scorpion
Attacks
- Pincer: 1d6+2 physical
- Sting: 1d8+2 poison
Signature Moves
- Clamp
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
The scorpion's pincer closes around a Large or smaller creature within reach and holds it fast while the tail arches overhead.
Giant Seahorse
Attacks
- Snout: 1d8+2 physical
Signature Moves
- Ram
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
The seahorse drives its armored snout
forward in a heavy charging blow.
Traits
- Aquatic
- Can only breathe underwater. Suffocates if removed.
Giant Toad
Attacks
- Bite: 1d6+2 physical
Signature Moves
- Tongue Grab
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Damage
Its tongue lashes out and snares the target, reeling it back toward the toad's gaping mouth.
Traits
- Amphibious
- Can breathe both air and water.
- Jumper
- Jump distances are doubled.
Giant Venomous Snake
Attacks
- Bite: 1d8+1 poison
Giant Vulture
Attacks
- Beak: 1d8+2 poison
Traits
- Flyby
- No reactions provoked when leaving reach
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
An enormous scavenger that circles battlefields and dying caravans. Their bites carry the rot of corpse-eaten meat, and they often hunt in groups when prey grows scarce.
Giant Wasp
Attacks
- Sting: 1d8+0 poison
Traits
- Flyby
- No reactions provoked when leaving reach
Giant Weasel
Attacks
- Bite: 1d8+1 physical
Giant Wolf Spider
Attacks
- Bite: 1d8+1 poison
Gibbering Mouther
Attacks
- Bites: 1d6+1 physical
Signature Moves
- Gibbering Aura
- Target
- Emanation
- Range
- 5 ft.
- Save
- Cunning save
- Effect
- Inflicts Stunned
A constant cacophony spills from the mouther's many mouths. Each creature that starts its turn within 5 feet makes a Cunning save or is Stunned until the end of the next round from the maddening noise.
Traits
- Spicy (acid)
- Creatures that touch or are touched take 1d6 acid damage.
A bubbling mass of flesh, mouths, and eyes that mutters madness in every language it has eaten. Standing near a gibbering mouther saps the will to act.
Goblin Boss
Attacks
- Fist: 1d6+0 physical
- Shortbow
- Shortsword
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Leader of a goblin warband. Trades shields with weaker minions when attacks come their way, fights with cunning rather than courage.
Grick
Attacks
- Tentacles: 1d6+2 physical
- Beak: 1d6+2 physical
A serpentine cavern predator with four barbed tentacles around a parrot-like beak. Gricks hang from ceilings and drop onto passing prey.
Harpy
Attacks
- Claws: 1d6+0 physical
- Club: 1d6+0 physical
Signature Moves
- Luring Song
- Target
- Emanation
- Range
- 60 ft.
- Save
- Focus save
- Effect
- Inflicts Charmed
The harpy sings. Each humanoid and giant within a 60-foot emanation that can hear makes a Focus save. On a miss, the target is Charmed by the harpy and must move toward it on its next turn. Other harpies' songs do not stack. Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A winged woman with a singing voice that drives mortals to walk willingly off cliffs. Harpies roost on coastal crags and pick over the bodies their song delivers.
Hell Hound
Attacks
- Bite: 1d6+3 fire
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot cone of hellfire erupts from the hound's jaws. Each creature in the area makes a Cunning save, taking fire damage on a miss (half on a save). Recharge 2 turns.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
- Spicy (fire)
- Creatures that touch or are touched take 1d6 fire damage.
Condition Immunities
Frightened
A muscular, coal-furred hound with eyes of molten iron. Hell hounds hunt in packs trained by devils, breathing fire and dragging prey back to the lower planes.
Hippogriff
Attacks
- Rend: 1d8+2 physical
Traits
- Flyby
- No reactions provoked when leaving reach
An eagle-horse hybrid combining a raptor's head and forequarters with the body of a horse. Hippogriffs are often domesticated as flying mounts.
Hyena
Attacks
- Bite: 1d6+1 physical
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Manticore
Attacks
- Bite: 1d6+3 physical
- Claws: 1d6+3 physical
- Tail Spike: 1d6+0 physical
Signature Moves
- Tail Spike Volley
- Target
- Multiple targets
- Range
- 100 ft.
- Save
- Cunning save
- Effect
- Damage
The manticore launches a flurry of tail spikes at up to three creatures within 100 feet. Each target makes a Cunning save, taking 1d6 physical damage on a miss (no damage on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A lion-bodied terror with a human-like face, leathery wings, and a tail of barbed spikes that can be loosed at half a hundred yards. Manticores parley sometimes — for the right ransom.
Merrow
Attacks
- Harpoon: 1d8+3 physical
- Bite: 1d6+3 physical
Signature Moves
- Harpoon Pull
- Target
- Single target
- Range
- 20 ft.
- Save
- Power save
- Effect
- Inflicts Restrained
The merrow throws a barbed harpoon at a creature within 20 feet. On a hit, the target takes 1d8 physical damage and makes a Power save. On a miss, the target is Restrained by the harpoon's line, and the merrow may immediately pull the target up to 20 feet toward itself.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Amphibious
- Can breathe both air and water.
- Grappler
- Half fatigue to maintain restrained
A twisted sea-cousin of the ogre, with webbed claws, a thrashing tail, and a hunger for any warm-blooded thing on a reachable deck or pier.
Mimic
Attacks
- Pseudopod: 1d8+3 acid
Signature Moves
- Adhesive Pseudopod
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Restrained
- Requires
- On a successful Pseudopod hit this turn.
On a successful Pseudopod hit, the target makes a Power save. On a miss, it is stuck fast to the mimic — Restrained. The mimic may move while a creature is stuck, dragging it along.
Traits
- Grappler
- Half fatigue to maintain restrained
- Shapeshifter
- Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.
Condition Immunities
Prone
A predator of corridors and treasure rooms, shaped like whatever furniture or strongbox the local prey expect to find. The first warning is the pseudopod that won't let go.
Minotaur
Attacks
- Greataxe: 1d10+3 physical
- Gore: 1d8+3 physical
Signature Moves
- Goring Charge
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Prone
- Requires
- Minotaur moved at least 10 feet in a straight line this turn before the Gore hit.
If the minotaur moves at least 10 feet in a straight line toward a creature before using its Gore natural weapon, the Gore deals an extra 1d8 physical damage and the target makes a Power save. On a miss, the target is knocked Prone.
Traits
- Aggressive
- +1 ongoing to attack rolls
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
- Reactive
- 1 reaction per PC turn instead of 1 per round
A bull-headed warrior twisted by a cult-forged curse, stalking labyrinthine ruins of its making. Encounters end one of two ways: the minotaur on the ground, or everyone else.
Minotaur Skeleton
Attacks
- Gore: 1d10+3 physical
- Greataxe
Traits
- Aggressive
- +1 ongoing to attack rolls
A massive skeletal minotaur, animated by foul rituals. Charges with bone horns lowered; the bull-skull lends an air of ancient violence to the necromancer's army.
Nightmare
Attacks
- Hooves: 1d10+3 fire
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
A jet-black horse wreathed in flame, ridden by the cruel and the desperate. Its hooves burn the earth; its mane is fire.
Ochre Jelly
Attacks
- Pseudopod: 1d8+2 acid
Traits
- Amorphous
- Can move through spaces as narrow as 1 inch without squeezing.
- Bursting
- Explodes on death dealing double 1d8
- Occupier
- Can enter and share another creature's space.
- Spicy (acid)
- Creatures that touch or are touched take 1d8 acid damage.
Condition Immunities
Charmed, Frightened, Prone
A pulsing yellow blob that creeps through dungeon corridors. When struck by lightning or slashed, an ochre jelly splits into smaller jellies that act independently.
Ogre Zombie
Attacks
- Slam: 1d10+3 physical
An ogre's massive corpse reanimated by dark sorcery. Even in death its strength is terrifying; it ignores wounds that would drop a living creature.
Panther
Attacks
- Rend: 1d6+3 physical
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
Phase Spider
Attacks
- Bite: 1d6+2 poison
Signature Moves
- Phase Step
- Target
- Single target
- Range
- 40 ft.
The phase spider slips out of phase with the world and reappears at a point within 40 feet that it can perceive. It may pass through solid objects to reach the destination. No save.
Traits
- Climber
- Can climb difficult surfaces, including ceilings, without a check.
- Spicy (poison)
- Creatures that touch or are touched take 1d8 poison damage.
- Webwalker
- Ignores web movement restrictions. Senses web contacts.
A wolf-sized arachnid that exists half in the spirit world and half in the mortal. Phase spiders ambush by stepping out of empty air, biting once, then vanishing back.
Pirate
Attacks
- Fist: 1d6+0 physical
- Dagger
Signature Moves
- Enthralling Panache
- Target
- Single target
- Range
- 30 ft.
- Save
- Focus save
- Effect
- Inflicts Charmed
Choose a creature the pirate can see within 30 feet. They make a Focus save; on a miss they are Charmed until the end of the next round.
A sea-rover with charm to spare and steel to spend. Pirates con marks into hesitation, then strike with sudden ferocity.
Priest
Attacks
- Radiant Flame: 1d8+3 radiant, 60'
- Mace
Cantrips
sacred-flame, guidance, healing-word
Charms
invigorate, sanctuary, divine-aura
A faithful servant of a higher power, channeling divine energy into healing, protection, and radiant fire. Carries a sacred focus and a mace.
Pteranodon
Attacks
- Bite: 1d8+1 physical
Traits
- Flyby
- No reactions provoked when leaving reach
Ranger Land Companion
Attacks
- Claw: 1d8+2 physical
A faithful beast bound to a ranger's side, loyal and swift across wild terrain. It charges into battle with tooth and claw, amplifying the hunter's reach and fury.
Ranger Sea Companion
Attacks
- Tentacle: 1d6+2 physical
Traits
- Amphibious
- Can breathe both air and water.
- Grappler
- Half fatigue to maintain restrained
A creature of water and tide bonded to a ranger's will, moving with cunning grace through depths and shallows alike. Its limbs coil and grasp, dragging prey into its domain.
Reef Shark
Attacks
- Bite: 2d4+2 physical
Traits
- Aquatic
- Can only breathe underwater. Suffocates if removed.
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Riding Horse
Attacks
- Hooves: 1d8+3 physical
Satyr
Attacks
- Ram: 1d6+2 physical
- Shortsword
Signature Moves
- Mystic Pipes
- Target
- Emanation
- Range
- 60 ft.
- Save
- Focus save
- Effect
- Inflicts Charmed
The satyr plays an enchanted melody on its pan-pipes. Each creature in a 60-foot emanation that can hear makes a Focus save. On a miss, the satyr chooses one effect for that target: Charmed (lull), Frightened (terror), or Unconscious (sleep). Effect lasts until the target takes damage. Recharge 2 turns.
Cantrips
minor-illusion
Charms
disguise, sense
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
Condition Immunities
Charmed
A half-goat reveler from the fey realms who plays mischief upon mortals — or seduces them into glades from which they never return. The satyr's pipes carry charm, fear, or sleep at its whim.
Shadow
Attacks
- Draining Swipe: 1d6+2 necrotic
Signature Moves
- Strength Drain
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Drains an ability
On a Draining Swipe hit, the target makes a Power save. On a miss their Power score drops by 1 until they finish a short rest. If Power reaches -5, the target dies and rises 1d4 hours later as a Shadow.
Traits
- Draining
- Recover half wounds dealt with melee attacks
- Incorporeal
- Move through creatures and objects as difficult terrain
- Photophobic
- -2 ongoing in sunlight
Condition Immunities
Frightened
A creature of pure darkness, the silhouette of a forgotten soul. Shadows slip through walls and drain the strength of the living with a single touch. Sunlight banishes them but does not destroy.
Spy
Attacks
- Fist: 1d6+0 physical
- Hand Crossbow
- Shortsword
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
An agent of an intelligence service, criminal network, or noble's secret retinue. Carries lockpicks, poisoned blades, and an unfailing alibi.
Tough
Attacks
- Fist: 1d6+2 physical
- Mace
- Heavy Crossbow
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
A hired enforcer or street brawler. Toughs travel in pairs and back each other up with brutal efficiency.
Vampire Familiar
Attacks
- Fist: 1d6+3 physical
- Dagger
Signature Moves
- Umbral Dagger
- Target
- Single target
- Range
- Touch
- Effect
- Inflicts Unconscious
- Requires
- Reduces the target to 0 wounds with this attack.
If the familiar's dagger attack reduces the target to 0 wounds, the target gains the Unconscious condition for 1 hour as the necrotic shadow drops them into a deathlike stillness.
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
A mortal thrall bound to a vampire master through blood and pact. Climbs walls in silence and strikes with daggers that drink life.
Violet Fungus
Attacks
- Rotting Touch: 1d6+1 necrotic
Traits
- Aggressive
- +1 ongoing to attack rolls
- Spicy (necrotic)
- Creatures that touch or are touched take 1d6 necrotic damage.
Condition Immunities
Charmed
A many-stalked fungus with rotting tendrils. The violet fungus dissolves the flesh of small creatures that brush against it and absorbs them for nourishment.
Warhorse
Attacks
- Hooves: 1d8+2 physical
Signature Moves
- Trample
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
A charging blow from its hooves drives a Large or smaller target down beneath them.
Will-o'-Wisp
Attacks
- Shock: 1d8+3 lightning
Signature Moves
- Consume Life
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Unconscious
- Requires
- Target is at 0 wounds.
When a creature within 5 feet is at 0 wounds, the wisp may attempt to consume their fading spark. The target makes a Power save; on a miss they fall Unconscious for 1 hour and the wisp regains 1d8 wounds.
Traits
- Incorporeal
- Move through creatures and objects as difficult terrain
- Photophobic
- -2 ongoing in sunlight
Condition Immunities
Frightened
A tiny mote of pale lightning that drifts above bogs and battlefields. Will-o'-wisps lure the dying off paths and consume what remains when they fall. They are made of light, but no sunlight reveals them — only the radiant fire of true daylight burns them.
Winter Wolf
Attacks
- Bite: 1d8+3 physical
Signature Moves
- Cold Breath
- Target
- Cone
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
The winter wolf exhales a 15-foot cone of frost. Each creature in the area makes a Cunning save, taking 2d6 cold damage on a miss (half on a save). Recharge 2 turns.
Traits
- Icewalker
- Ignores icy/snowy difficult terrain.
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
- Spicy (cold)
- Creatures that touch or are touched take 1d8 cold damage.
A pony-sized predator of the high tundra, sapient enough to scheme and cruel enough to enjoy it. Winter wolves hunt in packs and parley in the giants' tongue.
Wolf
Attacks
- Bite: 1d6+2 physical
Signature Moves
- Takedown
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Strong hit.
Its jaws clamp shut and the wolf throws its
weight sideways, dragging the target off its feet.
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Worg
Attacks
- Bite: 1d8+2 physical
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
A cruel, cunning wolf the size of a horse. Worgs speak the harsh tongue of goblinkind and serve as mounts and allies to goblin warbands. They hunt for sport as often as for meat.
Animated Flying Sword
Attacks
- Slash: 1d6+2 physical
Traits
- Flyby
- No reactions provoked when leaving reach
- Immutable
- Cannot be polymorphed or shape-shifted.
Condition Immunities
Charmed, Frightened
A longsword animated by magic to defend a place or pursue a foe. It hovers silently, point
Awakened Shrub
Attacks
- Rake: 1d4-1 physical
Condition Immunities
Charmed
A bush given awareness by druidic magic. The shrub waddles on its roots and lashes intruders with branches; it speaks only the language of its awakener.
Axe Beak
Attacks
- Beak: 1d8+2 physical
Traits
- Aggressive
- +1 ongoing to attack rolls
A flightless predatory bird the size of a draft horse, with a heavy dagger-shaped beak. Aggressive and territorial, axe-beaks hunt the plains by running smaller prey to ground.
Baboon
Attacks
- Bite: 1d4+0 physical
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Badger
Attacks
- Bite: 1+2 physical
Bandit
Attacks
- Fist: 1d6+2 physical
- Light Crossbow
- Shortsword
Bat
Attacks
- Bite: 1-1 physical
Black Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Acid Breath
- Target
- Line
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A jet-scaled hatchling dragon of fetid swamps, already cunning beyond its size. Its acid bite stings; in years its breath will dissolve steel.
Blood Hawk
Attacks
- Beak: 1d6+0 physical
Signature Moves
- Blood Scent
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Target is below half wounds
Drawn to a wounded mark, the hawk drives its beak into the wound. Against a target already below half its wounds, the strike tears deeper.
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Blue Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Lightning Breath
- Target
- Line
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young desert dragon, scales the color of stormcloud. Curious and territorial; sparks of lightning crackle along its hide when threatened.
Brass Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Fire Breath
- Target
- Line
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot line of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A sun-bright young dragon of warm desert sands. Already talkative and intensely curious — brass wyrmlings hatch with full speech and a love of riddles.
Bronze Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Lightning Breath
- Target
- Line
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A coastal-born dragon with sea-green scales darkening to copper. Equally at home gliding above the waves and swimming beneath them.
Cat
Attacks
- Scratch: 1+0 physical
Cockatrice
Attacks
- Bite: 1d4+0 physical
Signature Moves
- Petrifying Peck
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Petrified
The cockatrice darts in and pecks an adjacent creature. The target takes 1d4 physical damage and makes a Power save; on a miss, it becomes Petrified. Usable once per encounter.
Traits
- Flyby
- No reactions provoked when leaving reach
A misshapen rooster with the leathery wings of a bat and a beak that turns flesh to stone. Single cockatrices are nuisance pests; flocks have depopulated entire farmsteads.
Commoner
Attacks
- Fist: 1d6+0 physical
- Club
An ordinary person — a farmer, shopkeeper, or laborer. Untrained in combat and easily routed.
Copper Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Acid Breath
- Target
- Line
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A reddish young dragon with a fondness for hills and twisting canyons. Sharp-witted and given to pranks even at this age.
Crab
Attacks
- Claw: 1+1 physical
Traits
- Amphibious
- Can breathe both air and water.
Cultist
Attacks
- Fist: 1d6+0 physical
- Sickle
A devoted follower of a dark or extraplanar power. Cultists fight in numbers, drawing on faith for courage they otherwise lack.
Darkmantle
Attacks
- Crush: 1d6+1 physical
Signature Moves
- Engulf
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Blinded
On a Crush hit, the darkmantle wraps around the target's head. Target makes a Power save or is Blinded and unable to breathe until they escape.
Traits
- Flyby
- No reactions provoked when leaving reach
A creature that resembles a stalactite until it drops from a cave ceiling. The darkmantle wraps its body around victims' heads to smother them.
Deer
Attacks
- Ram: 1d4+0 physical
Traits
- Flyby
- No reactions provoked when leaving reach
Dretch
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Fetid Cloud
- Target
- Emanation
- Range
- 10 ft.
- Save
- Power save
- Effect
- Inflicts Doomed
A 10-foot emanation of choking vapor erupts from the dretch. Each creature in the area makes a Power save or gains the Doomed condition until the end of the next round. Once per encounter.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
A weak and dim-witted demon shaped like a corpulent humanoid with stubby limbs. Dretches travel in packs, croaking abyssal nonsense and releasing waves of fetid stench.
Dust Mephit
Attacks
- Claws: 1d4+1 physical
Signature Moves
- Blinding Dust
- Target
- Emanation
- Range
- 5 ft.
- Save
- Cunning save
- Effect
- Inflicts Blinded
A 5-foot emanation of choking dust surrounds the mephit. Each creature in the area makes a Cunning save or is Blinded until the end of the next round.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
A tiny mephit of swirling dust, mocking and quick. Dust mephits irritate eyes and ruin breath.
Eagle
Attacks
- Talons: 1d4+1 physical
Flying Snake
Attacks
- Bite: 1d4+2 poison
Traits
- Flyby
- No reactions provoked when leaving reach
A small winged serpent of brightly colored scales. Its venomous bite is wildly disproportionate to its size, and it darts in and out of reach before opponents can react.
Frog
Attacks
- Bite: 1-1 physical
Traits
- Amphibious
- Can breathe both air and water.
- Jumper
- Jump distances are doubled.
Gnoll Warrior
Attacks
- Fist: 1d6+2 physical
- Spear
- Longbow
Traits
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
Hyena-headed humanoid warrior, ravenous and cruel. Once given a taste of blood, gnolls fight with terrifying ferocity.
Goat
Attacks
- Horns: 1d6+0 physical
Signature Moves
- Ram
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Moved 20+ feet straight toward the target immediately before the attack.
The goat lowers its head and barrels into its target. If it charged in a straight line first, the impact lands with extra force.
Goblin Minion
Attacks
- Fist: 1d6-1 physical
- Dagger
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
The weakest of goblinkind — sneaky, cowardly, and dangerous only in numbers or by ambush. Will throw daggers from cover and disengage before being caught.
Goblin Warrior
Attacks
- Fist: 1d6-1 physical
- Shortbow
- Shortsword
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
A goblin who has earned a proper sword and bow. Still small and twitchy, but capable of holding a line with companions for a few moments before bolting.
Gold Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A radiant young dragon with scales like beaten coin. Already noble of bearing, watchful of mortal folk and patient with smaller creatures.
Gray Ooze
Attacks
- Pseudopod: 1d6+1 acid
Traits
- Amorphous
- Can move through spaces as narrow as 1 inch without squeezing.
- Occupier
- Can enter and share another creature's space.
- Spicy (acid)
- Creatures that touch or are touched take 1d6 acid damage.
Condition Immunities
Charmed, Frightened, Prone
A slick puddle of corrosive sludge, easily mistaken for wet stone. Gray oozes dissolve metal armor and weapons on contact.
Green Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Poison Breath
- Target
- Cone
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot cone of poison erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A small dragon of muted forest greens, hatched in deep woodlands. Devious from the shell — green wyrmlings prefer to talk their way out before fighting.
Grimlock
Attacks
- Fist: 1d6+2 physical
- Club
A blind cave-dweller with a wretched cunning. Hunts by sound and tremor in lightless tunnels, swinging a bone cudgel with surprising ferocity.
Guard
Attacks
- Fist: 1d6+1 physical
- Spear
A trained city watch member or castle guard. Stands their post and calls for backup when outmatched.
Hawk
Attacks
- Talons: 1-1 physical
Hobgoblin Warrior
Attacks
- Fist: 1d6+1 physical
- Longbow
- Longsword
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
A hobgoblin soldier in proper armor, fighting in disciplined formation. Tougher and more methodical than goblin kin.
Homunculus
Attacks
- Bite: 1d4+2 poison
Traits
- Flyby
- No reactions provoked when leaving reach
- Immutable
- Cannot be polymorphed or shape-shifted.
Condition Immunities
Charmed
A tiny artificial creature made from clay, herbs, and a drop of its creator's blood. A homunculus shares its creator's thoughts within 1 mile and serves as a familiar.
Ice Mephit
Attacks
- Claws: 1d4+1 cold
Signature Moves
- Ice Breath
- Target
- Cone
- Range
- 10 ft.
- Save
- Cunning save
- Effect
- Damage
A 10-foot cone of freezing air erupts from the mephit. Each creature in the area makes a Cunning save, taking cold damage on a miss (half on a save). Recharge 2 turns.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
A tiny mephit of crystal ice and bitter wind. Ice mephits gather in arctic places and ambush the unwary.
Imp
Attacks
- Sting: 1d4+2 poison
Charms
invisibility
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Magic Resistance
- +2 ongoing to saves vs spells and magic
A diminutive devil with leathery wings, a barbed tail, and a malicious grin. Imps serve as familiars to dark spellcasters, slipping invisibly through keyholes to spy and stab.
Jackal
Attacks
- Bite: 1d4+0 physical
Kobold Warrior
Attacks
- Fist: 1d6-1 physical
- Dagger
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
- Photophobic
- -2 ongoing in sunlight
Small, scaly, draconic-blooded humanoid. Cowardly in the open, deadly in tunnels — kobolds rely on numbers and traps. Sunlight blinds them and saps their fight.
Lemure
Attacks
- Vile Slime: 1d4+0 poison
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
The basest damned souls, twisted into pools of corrupted flesh. Lemures forget pain as quickly as they feel it; killed in the lower planes, they reform within days.
Lizard
Attacks
- Bite: 1+0 physical
Traits
- Escape Artist
- Disengage and Hide cost 1 fewer AP
Magma Mephit
Attacks
- Claws: 1d4+1 fire
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 10 ft.
- Save
- Cunning save
- Effect
- Damage
A 10-foot cone of molten heat erupts from the mephit. Each creature in the area makes a Cunning save, taking fire damage on a miss (half on a save). Recharge 2 turns.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Spicy (fire)
- Creatures that touch or are touched take 1d6 fire damage.
A tiny mephit of glowing magma. Magma mephits scuttle near volcanoes and revel in setting fires.
Magmin
Attacks
- Touch: 1d6+1 fire
Traits
- Bursting
- Explodes on death dealing double 1d6
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Spicy (fire)
- Creatures that touch or are touched take 1d6 fire damage.
A small humanoid figure of living magma, hot to the touch. Magmin shamble cheerfully toward whatever interests them; when killed, they crack open and spill burning slag.
Mastiff
Attacks
- Bite: 1d6+1 physical
Signature Moves
- Takedown
- Target
- Single target
- Range
- Touch
- Effect
- Damage
- Requires
- Strong hit.
Its jaws clamp shut and the mastiff drives
forward , bowling the target to the ground.
Merfolk Skirmisher
Attacks
- Fist: 1d6+0 physical
- Spear
Signature Moves
- Slowing Spear
- Target
- Single target
- Range
- Touch
- Effect
- Inflicts Slowed
On a hit with the merfolk's enchanted spear, the target is Slowed until the end of the next round. The spear magically returns to the merfolk's hand after a ranged throw.
Traits
- Amphibious
- Can breathe both air and water.
A sea-folk warrior, fish-tailed and free in the water but slow on land. Carries an ocean-enchanted spear that drags at a target's
Mule
Attacks
- Hooves: 1d4+2 physical
Traits
- Burden
- Carrying capacity is doubled.
Noble
Attacks
- Fist: 1d6+0 physical
- Rapier
A landed aristocrat or social climber, lightly trained in dueling. Quick of wit but slow to favor a fair fight when retainers can be summoned.
Octopus
Attacks
- Tentacles: 1+0 physical
Traits
- Amorphous
- Can move through spaces as narrow as 1 inch without squeezing.
- Aquatic
- Can only breathe underwater. Suffocates if removed.
Owl
Attacks
- Talons: 1-1 physical
Traits
- Flyby
- No reactions provoked when leaving reach
Piranha
Attacks
- Bite: 1-1 physical
Traits
- Aquatic
- Can only breathe underwater. Suffocates if removed.
Pony
Attacks
- Hooves: 1d4+2 physical
Priest Acolyte
Attacks
- Fist: 1d6+1 physical
- Mace
Cantrips
sacred-flame, healing-word
Charms
invigorate
A temple initiate, sworn to faith but still learning the deeper rites. Trained in basic healing and one minor radiant attack.
Pseudodragon
Attacks
- Bite: 1d4+2 physical
- Sting: 1d4+2 poison
Signature Moves
- Sleep Sting
- Target
- Single target
- Range
- Touch
- Save
- Power save
- Effect
- Inflicts Unconscious
If the pseudodragon hits with a Sting attack, the target must succeed on a Power save or fall Unconscious for up to 1 hour. The target wakes if it takes damage or another creature spends an action to wake it.
Traits
- Flyby
- No reactions provoked when leaving reach
- Magic Resistance
- +2 ongoing to saves vs spells and magic
A cat-sized dragon with iridescent scales and a long stinger tail. Telepathic and intelligent, often befriended by lone arcanists as a familiar. Its sting carries a soporific poison rather than lethal venom.
Quasit
Attacks
- Rend: 1d4+2 physical
Cantrips
mind-spike
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Magic Resistance
- +2 ongoing to saves vs spells and magic
The demonic counterpart to the imp: a stunted, claw-handed creature with venomous claws and a knack for shape-shifting into vermin. Quasits delight in petty cruelty.
Ranger Sky Companion
Attacks
- Claw: 1d4+0 physical
Traits
- Flyby
- No reactions provoked when leaving reach
A swift aerial sentinel bound to a ranger's spirit, wheeling through sky with predatory grace. It strikes from above and darts away, lending its keen eyes and talons to the hunt.
Rat
Attacks
- Bite: 1-1 physical
Traits
- Flyby
- No reactions provoked when leaving reach
Raven
Attacks
- Beak: 1+0 physical
Red Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Fire Breath
- Target
- Cone
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young dragon of volcanic red, hatched in mountain calderas. Already vain and short-tempered; its bite singes.
Rust Monster
Attacks
- Bite: 1d4+0 physical
Signature Moves
- Corrode Metal
- Target
- Single target
- Range
- Touch
- Effect
- Destroys equipment
- Requires
- Target wears or wields non-magical metal.
The rust monster brushes its antennae against an adjacent creature wearing or wielding non-magical metal. One non-magical metal weapon or shield the target carries is destroyed, or — if the target wears non-magical metal armor — that armor's AC is reduced by 1 step until repaired. No
attack roll , no save.
A four-legged scuttler with feathery antennae that crumble iron to flakes on contact. Dungeon delvers learn quickly to leave their plate behind when rust monsters are in the warrens.
Sahuagin Warrior
Attacks
- Claws: 1d6+1 physical
Traits
- Amphibious
- Can breathe both air and water.
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
A fish-folk warrior — barbed scales, sharp claws, sharper teeth. Hunts in shallow coasts and frenzies on the sight of blood. Speaks an alien tongue and reveres terrible deep-water deities.
Scorpion
Attacks
- Sting: 1d6-1 poison
Traits
- Grappler
- Half fatigue to maintain restrained
Scout
Attacks
- Fist: 1d6+0 physical
- Longbow
- Shortsword
A ranger, tracker, or skirmisher trained to operate alone in the wilds. Loaded quiver, patient eye, light feet.
Seahorse
Attacks
- Snout: 1d6+1 physical
Traits
- Aquatic
- Can only breathe underwater. Suffocates if removed.
- Flyby
- No reactions provoked when leaving reach
Shrieker Fungus
Attacks
- Spore Burst: 1d4-1 poison
Signature Moves
- Shriek
- Target
- Emanation
- Range
- 30 ft.
When any creature within 30 feet moves into a space adjacent to the shrieker or makes a loud noise, the shrieker emits a piercing shriek audible for 300 feet. The shriek lasts until no creatures are within 30 feet. Alerts any allies within range.
Traits
- Reinforcements
- Can summon allies by spending Doom
Condition Immunities
Charmed
A mound of purple fungus that grows in dark caverns. It cannot move or attack effectively, but its shriek summons larger predators of the depths.
Silver Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Cold Breath
- Target
- Cone
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A young dragon with mirror-bright scales, born on high snowy peaks. Curious about mortals and protective of those it judges good.
Skeleton
Attacks
- Fist: 1d6+0 physical
- Shortsword
- Shortbow
Animated bones bound by necromantic ritual. Mindless and tireless, skeletons obey their creator's commands until destroyed. Some carry the weapons they bore in life.
Spider
Attacks
- Bite: 1d4-1 poison
Sprite
Attacks
- Fist: 1d4+2 physical
- Shortsword
- Shortbow
Signature Moves
- Charming Arrow
- Target
- Single target
- Range
- Touch
- Save
- Focus save
- Effect
- Inflicts Charmed
On a Shortbow hit, the target makes a Focus save or becomes Charmed by the sprite for 1 hour. The arrow leaves the target with no memory of being shot.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
Condition Immunities
Charmed
A tiny, dragonfly-winged fey who shoots harmless-looking arrows that befuddle and beguile. Sprites delight in pranks and rarely cause lasting harm, but they take fey honor seriously.
Steam Mephit
Attacks
- Claws: 1d4+1 fire
Signature Moves
- Steam Breath
- Target
- Cone
- Range
- 10 ft.
- Save
- Cunning save
- Effect
- Damage
A 10-foot cone of scalding steam erupts from the mephit. Each creature in the area makes a Cunning save, taking fire damage on a miss (half on a save). Recharge 2 turns.
Traits
- Extraplanar
- Reforms on home plane in 1d4 days when killed outside it.
- Flyby
- No reactions provoked when leaving reach
- Illuminated
- Emits bright light to twice its reach, dim light beyond.
- Spicy (fire)
- Creatures that touch or are touched take 1d6 fire damage.
A tiny mephit of hissing steam and condensed water. Steam mephits cackle and scald any who corner them.
Stirge
Attacks
- Proboscis: 1d4+2 physical
Traits
- Draining
- Recover half wounds dealt with melee attacks
- Flyby
- No reactions provoked when leaving reach
A bat-sized predator that latches onto larger creatures with a needle-like proboscis and drains their blood. A solo stirge is a nuisance; a colony is a serious threat.
Swarm of Bats
Attacks
- Bites: 2d4+0 physical
Swarm of Crawling Claws
Attacks
- Grasping Hands: 1d6+1 necrotic
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
A scuttling tide of severed hands animated by necromancy. Each claw scrabbles
Swarm of Insects
Attacks
- Bites: 2d4+2 poison
Swarm of Piranhas
Attacks
- Bites: 2d4+1 physical
Traits
- Aquatic
- Can only breathe underwater. Suffocates if removed.
Swarm of Rats
Attacks
- Bites: 2d4-1 physical
Swarm of Ravens
Attacks
- Beaks: 1d6+1 physical
Signature Moves
- Cacophony
- Target
- Single target
- Range
- Touch
- Save
- Focus save
- Effect
- Inflicts Frightened
The swarm erupts into a wall of shrieking, beating wings that surrounds and disorients its prey. On a weak or strong save the target shakes off the panic; on a miss it is Frightened.
Swarm of Venomous Snakes
Attacks
- Bites: 1d8+0 poison
Traits
- Bloodthirsty
- +2 ongoing to attacks and damage when below half wounds
Venomous Snake
Attacks
- Bite: 1d4+0 poison
Vulture
Attacks
- Beak: 1d4+1 physical
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Warhorse Skeleton
Attacks
- Hooves: 1d8+2 physical
A skeletal warhorse risen as a tireless mount for dark knights or necromantic generals. Charges without
Warrior Infantry
Attacks
- Fist: 1d6+1 physical
- Spear
Traits
- Pack
- +1 ongoing to attacks when an ally is adjacent to the target
Rank-and-file soldier, drilled in the spear-and-shield formation but most dangerous when fighting beside fellow infantry.
Weasel
Attacks
- Bite: 1-1 physical
White Dragon Wyrmling
Attacks
- Rend: 1d6+1 physical
Signature Moves
- Cold Breath
- Target
- Cone
- Range
- 15 ft.
- Save
- Cunning save
- Effect
- Damage
A 15-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.
Traits
- Flyby
- No reactions provoked when leaving reach
A small dragon of pale frost-scale, hatched in glacial caves. The simplest of dragonkind — direct, predatory, and quick to anger.
Zombie
Attacks
- Slam: 1d8+1 physical
A shambling corpse animated by foul magic. Slow, stupid, and tireless. The hunger that drives a zombie is unquenchable; only complete destruction stops it.