Monsters
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Aboleth
Attacks
Spellcasting
mind-spike, glimpse, minor-illusion
influence, calm-emotions, sleep, confusion, control-creature, modify-memory, power-word-stun
Tags
A primeval horror the length of a longboat, its bulk trailing four whiplike tentacles and three lidless red eyes stacked down its skull. It remembers everything its kind has ever known, and it regards every lesser mind as a tool it has not yet picked up.
Ancient Black Dragon
Attacks
Moves
- Acid Breath
The dragon spits a stream of caustic acid in a 90-foot line. Every creature in its path makes a Cunning save (DC 7): on a miss it takes 2d10+7 acid acid and its armor is left sundered; on a weak hit it takes half damage and its armor holds.
Tags
A gaunt, long-necked horror of pitted black scales that lairs in drowned ruins and rotting swamps, at home in the water as on the land. It is the cruelest of the chromatic dragons and the least honest, a schemer that drowns its prey and strips the flesh from the bones at leisure. The stench of it carries a mile downwind.
Ancient Blue Dragon
Attacks
Moves
- Lightning Breath
A bolt of raw lightning erupts from the dragon's jaws in a 90-foot line. Every creature in its path makes a Cunning save (DC 7): on a miss it takes 2d10+7 lightning lightning, on a weak hit half as much.
Tags
A desert tyrant of banded blue scales, ridged and horned, that sings faintly in the dry heat before it strikes. It lairs beneath the dunes and feels every footfall on the sand above through the earth itself, so that nothing crosses its ground unannounced. It is the most patient of the chromatics, and it likes to be sure of a thing before it kills it.
Ancient Brass Dragon
Attacks
Moves
- Fire Breath
The dragon exhales a torrent of fire in a 90-foot line. Every creature caught makes a Cunning save (DC 9): on a miss it takes 2d6+7 fire fire, on a weak hit half as much.
- Sleep Gas
The dragon breathes a cloud of soporific gas in a 60-foot cone. Every creature caught makes a Cunning save (DC 9): on a miss it drops unconscious as the fumes take it, on a weak hit it is instead slowed until the end of its next turn.
Spellcasting
fire-mote, guidance
shield, blur, teleport, counterspell, calm-emotions, sleep, sanctuary
Tags
The most talkative and least warlike of the metallic dragons, its scales a warm burnished brass that shades to copper along the spine. It lairs in the deep desert and would sooner trap a traveler in conversation for a day than eat one, prying loose every scrap of news of the wider world. Loneliness is the only thing that truly wears on it.
Ancient Bronze Dragon
Attacks
Moves
- Lightning Breath
The dragon looses a bolt of lightning in a 90-foot line. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 lightning lightning, on a weak hit half as much.
- Repulsion Gas
The dragon breathes a wall of repelling force in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it is hurled prone and driven back, on a weak hit it is driven back but keeps its feet.
Spellcasting
stone-sling, guidance
shield, blur, teleport, counterspell, sanctuary, calm-emotions, feather-fall
Tags
The most soldierly and just of the metallic dragons, its scales a weathered sea-bronze that verges on green. It keeps the coasts and the deep water alike, and it takes a keen interest in the wars of the smaller creatures, siding without fail against tyrants and raiders. It would rather counsel a captain than fight one, but when it does fight it fights like a breaking storm.
Ancient Copper Dragon
Attacks
Moves
- Acid Breath
The dragon spits a raking line of acid 90 feet long. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d10+7 acid acid, on a weak hit half as much.
- Slowing Gas
The dragon breathes a viscous, clinging gas in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it is slowed as the gas fouls its footing, on a weak hit it is instead impaired until the end of its next turn.
Spellcasting
acid-splash, minor-illusion
blur, teleport, invisibility, feather-fall, shield, slow, sleep
Tags
The trickster of the metallic line, its scales a bright warm copper mottled with green where age has weathered them. It delights in riddles and pranks and the discomfort of the pompous, and it fights the same way it jokes, all feints and sudden angles, refusing to hold still long enough to be pinned down. A grudge it holds forever; a debt it repays twice over.
Ancient Gold Dragon
Attacks
Moves
- Fire Breath
The dragon exhales a torrent of white-gold fire in a 60-foot cone. Every creature caught makes a Cunning save (DC 9): on a miss it takes 2d6+7 fire fire, on a weak hit half as much.
Spellcasting
mind-spike, minor-illusion, guidance
magic-missile, shatter, slow, sleep, hasten, summon, hex, counterspell, invisibility, web, teleport, blur, shield, calm-emotions
Tags
The greatest and wisest of all dragons, its scales a deep lustrous gold that seems lit from within. It sees further into a matter than any creature living, magic runs through it the way blood runs through lesser things, and it bends that power to whatever ends its long judgment settles on. Tyrants and horrors reckon it their surest enemy, for it has the patience to unmake them and the sight to find them wherever they hide.
Ancient Green Dragon
Attacks
Moves
- Poison Breath
A cloud of stinging chlorine gas billows from the dragon's jaws in a 60-foot cone. Every creature caught makes a Cunning save (DC 9): on a miss it takes 2d6+7 poison poison and is frightened by the choking dark; on a weak hit it takes half damage and its nerve holds.
Spellcasting
mind-spike, minor-illusion
sleep, confusion, calm-emotions, modify-memory, control-creature, influence, power-word-stun
Tags
The subtlest and most manipulative of the chromatic dragons, its scales a deep forest green that fades to near-black at the wingtips. It rules the old woods by cunning rather than force, turning rivals against one another and gathering secrets the way its cousins gather gold. It would far rather twist a creature into a servant than kill it outright.
Ancient Red Dragon
Attacks
Moves
- Fire Breath
The dragon rears back and empties its furnace in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 fire fire, on a weak hit half as much.
Tags
The largest and vainest of the chromatic line, a mountain of overlapping scarlet plates that hold the heat of the deep places it hoards its gold in. Age has only made it crueler and surer of itself, and it burns a thing to ash as readily as it questions it.
Ancient Silver Dragon
Attacks
Moves
- Cold Breath
The dragon breathes a wave of killing frost in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 cold cold, on a weak hit half as much.
- Paralyzing Gas
The dragon breathes a numbing, paralyzing gas in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it is stunned as the cold seizes its limbs, on a weak hit it is instead slowed until the end of its next turn.
Spellcasting
ice-knife, guidance
shield, blur, teleport, counterspell, sanctuary, feather-fall, calm-emotions
Tags
The noblest and most curious of the metallic dragons, its scales a bright polished silver that catches the light like a struck coin. It keeps to the high peaks and the cloud country, and of all dragons it takes the most interest in the short lives of humanoids, often walking among them in a borrowed shape for the simple pleasure of their company. It fears little and pities much.
Ancient White Dragon
Attacks
Moves
- Cold Breath
A blast of killing frost pours from the dragon's jaws in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 cold cold, on a weak hit half as much.
Tags
The most feral and simple of the chromatic dragons, a low, hunched thing sheathed in frost-rimed white scales that crackle when it moves. It keeps to the high glaciers and the frozen deep, where the cold that lives in its blood is only the weather, and it remembers every creature that has ever crossed its territory.
Avatar of Death
Attacks
Moves
- Mark for Reaping
The reaper singles out one creature within 30 feet and sweeps the scythe across the space where its shadow falls +7. On a hit it deals 2d10+7 necrotic necrotic; on a strong hit the cut severs the target from its own life and leaves it doomed. A weak hit deals only the damage.
Tags
A tall shape wrapped in a tattered shroud, faceless beneath the hood, drifting through wall and body alike as though neither were there. It is a sliver of the ending itself, given just enough shape to lift the scythe, and every life it takes stitches its ragged outline a little more solid. It makes no threats and strikes no bargains. It simply comes for the one it was called against, and it does not stop until that one is gone or it is unmade.
Balor
Attacks
Moves
- Whip and Drag
The balor snaps its burning whip around a creature within 30 feet +7. On a hit it deals 2d10+7 fire fire, and on a strong hit the creature is hauled up to 20 feet toward the balor and into its reach.
- Sweeping Blade
The balor cuts its flaming sword through everything around it. Every creature within reach makes a Cunning save (DC 7): on a miss it takes 2d6+7 fire fire, on a weak hit half.
Tags
The greatest of the demon lords' warlords, a giant of shadow and flame with a whip of living fire in one hand and a burning blade in the other. It fights at the front of a horde and needs no horde to be the deadliest thing on the field, and the ground it dies on burns for a long time after.
Giant Ape
Attacks
Moves
- Boulder Toss
The ape hurls a boulder at a point it can see within 90 feet. Every creature within 10 feet makes a Cunning save (DC 7): on a miss it takes 2d8+7 physical and is knocked prone; on a weak hit it takes half damage instead.
- Seize and Slam
The ape closes a huge fist around a creature within reach +9; on a hit it deals 2d10+7 physical and the target is restrained in its grip, hauled off its feet and slammed against the ground or hurled aside.
- Thunderous Bellow
The ape rears up and beats its chest, and the sound hits like a wall. Every creature within 20 feet makes a Focus save (DC 7): on a miss the display leaves it frightened, on a weak hit it holds its nerve and is unaffected.
Tags
Iron Golem
Attacks
Moves
- Poison Breath
The golem's chest cracks open along its seams and vents a roiling cloud of toxic gas in a 15-foot cone. Every creature in the area makes a Cunning save (DC 7): on a miss it chokes on the fumes, taking 2d8+7 poison and left impaired; on a weak hit it takes half damage and holds its breath, unaffected otherwise.
Tags
A colossus of black iron, forged limb by limb and bound to a single purpose it will pursue past the ruin of everything around it. Fire only feeds the furnace at its core, and from the vents in its chest it breathes a killing fog.
Lich
Attacks
Spellcasting
fire-mote, mind-spike, call-the-grave
wither, hex, speak-with-dead, summon, counterspell, shield, armor, blur, magic-missile, shatter, blast, slow, teleport, web
Tags
A sorcerer who refused to die and paid for it with everything that made the death worth avoiding, its will bound into a hidden vessel while its body wears down to bone. Centuries of study sit behind its empty eyes, and it spends them without haste, certain that anything the living do to it can be undone as long as the vessel stays hidden.
Mammoth
Attacks
Moves
- Gore
The mammoth drops its head and surges
forward at a creature within reach after charging at least 20 feet straight toward it +9; on a hit it deals 2d10+7 physical, and on a strong hit the target is knocked prone. - Trample
The mammoth breaks into a run and drives through everything in its way. Every creature in its path makes a Power save (DC 7): on a miss it is trampled underfoot for 2d8+7 physical and knocked prone, on a weak hit it takes half damage and keeps its feet.
Tags
Pit Fiend
Attacks
Moves
- Aura of Menace
The pit fiend unfurls its full presence and every creature within 20 feet makes a Focus save (DC 2): on a miss it is frightened, on a weak hit it holds but strikes at disadvantage until the end of its next turn.
- Hurl Hellfire
The pit fiend hurls a ball of green fire that bursts in a 15-foot radius within 120 feet. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 fire fire, on a weak hit half.
- Constrict
The pit fiend lashes its tail around a creature it holds restrained by a grab and crushes. The target takes 2d10+7 physical and, on a strong hit, is stunned until the end of its next turn as the coils drive the air from it.
Tags
The lord of a devil legion, a towering, red-scaled tyrant wreathed in its own flame, with a barbed tail and a wingspan that blots out a doorway. It does not need to close the distance and it does not need to hurry; the fear it throws ahead of itself has already half-won the fight.
Purple Worm
Attacks
Moves
- Swallow Whole
The worm rears and tries to gulp down a creature within reach at least one size smaller, which makes a Power save (DC 7): on a miss it is swallowed—restrained inside the worm and taking 2d10+7 acid at the start of each of the worm's turns until it cuts its way free—and on a weak hit it takes half damage instead.
Tags
Reaver
Attacks
Moves
- Extract Brain
The reaver drives its tendrils through the skull of a creature it holds restrained by a grab and hauls out what sits behind the eyes. If that creature is below half its HP, it dies. Otherwise it takes 2d8+7 force force as its thoughts are half-torn loose.
Spellcasting
mind-spike, glimpse, minor-illusion
influence, calm-emotions, sleep, confusion, control-creature, modify-memory, power-word-stun
Tags
A gaunt, ash-skinned figure that walks upright like a person but wears no face worth the name, only a writhing fringe of feelers over a cold slit of a mouth. It rarely bothers to fight—it presses into a mind and lifts out whatever it pleases, and once the thoughts are stripped away it cracks the skull for what remains and leaves the husk swaying on its feet.
Roc
Attacks
Moves
- Grab and Carry
The roc stoops and clutches a creature within reach in its talons, which makes a Power save (DC 7): on a miss it takes 2d10+7 physical, is restrained in the roc's grip, and is carried aloft up to half the roc's
speed ; on a weak hit it takes half damage instead and is left on the ground. If the grip ends in midair, the target falls.
Tags
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.
Solar
Attacks
Spellcasting
sacred-flame, healing-word, guidance
blur, counterspell, invigorate, sanctuary, teleport, hasten, summon, calm-emotions, magic-missile, shatter, slow, web
Tags
The greatest of the winged host, tall as a giant and burning too bright to look on directly. Its greatsword and its bow answer its will alone, striking from across a field with no hand to loose them. Emperors and archdevils alike have learned that a solar sent to end a matter does not negotiate, and does not miss twice.
Storm Giant
Attacks
Spellcasting
lightning-bolt, windrush, glimpse
control-element, emanate, shatter, magic-missile, blast, detonate, splash, barrage, teleport, feather-fall
Tags
Mightiest of the giant kin, a storm giant stands closer to the divine than to its lesser cousins, and it carries that lineage in every measured word. It reads fate in the churn of the sky and answers slights with thunder. Sea and storm are one country to it: it strides the ocean floor and the high cloud with the same unbothered ease, and when its patience runs out the heavens open and lightning walks down to do its bidding.
Tyrannosaurus Rex
Attacks
Moves
- Seize
It bites a target within reach +9; on a hit it deals 2d10+7 physical, and on a strong hit the jaws lock and the target is hauled off the ground, restrained in its teeth.
- Tail Sweep
Its tail scythes through everything around it. Every creature within reach makes a Cunning save (DC 4): on a miss it takes 2d8+4 physical, on a weak hit it takes half damage instead.
- Terrifying Roar
The tyrannosaur throws its head back and roars, a sound felt in the chest as much as heard. Every creature within 30 feet makes a Focus save (DC 4): on a miss it is frightened, on a weak hit it stands its ground and is unaffected.
Tags
Adult Black Dragon
Attacks
Moves
- Acid Breath
It spits a hissing stream of acid in a 60-foot line. Every creature in the line makes a Cunning save (DC 5): on a miss it takes 2d8+5 acid acid and the corroding acid leaves it sundered; on a weak hit it takes half damage and shrugs off the worst of it.
Tags
A swamp-lurker, cruel and patient, that lairs in flooded ruins and drowns what it doesn't dissolve. It fights from the water and the dark, and it never fights fair.
Adult Blue Dragon
Attacks
Moves
- Lightning Breath
It exhales a bolt of raw lightning in a 60-foot line. Every creature in the line makes a Cunning save (DC 5): on a miss it takes 2d8+5 lightning lightning, on a weak hit it takes half damage instead.
A desert tyrant that reads the ground through its feet and the sky through its horn, striking from a clear day with a bolt that finds the metal on a hero from a mile off. It burrows through dune and stone as easily as it flies.
Adult Brass Dragon
Attacks
Moves
- Fire Breath
It looses a roaring jet of flame in a 60-foot line. Every creature in the line makes a Cunning save (DC 7): on a miss it takes 1d12+5 fire fire, on a weak hit it takes half damage instead.
- Sleep Gas
It exhales a 30-foot cone of soporific gas. Every creature in the area makes a Cunning save (DC 7): on a miss it falls unconscious, on a weak hit it is instead stunned until the end of its next turn.
The talker of the metallic line, a sun-loving gossip that would rather pin a traveler in conversation for a day than fight—but it lairs in the desert for a reason, and its second breath is a mercy only by comparison to its first.
Adult Bronze Dragon
Attacks
Moves
- Lightning Breath
It looses a hammering bolt in a 60-foot line. Every creature in the line makes a Cunning save (DC 5): on a miss it takes 2d6+5 lightning lightning, on a weak hit it takes half damage instead.
- Repulsion Breath
It breathes a 30-foot cone of concussive force. Every creature in the area makes a Cunning save (DC 5): on a miss it is knocked prone, on a weak hit it holds its ground.
Spellcasting
lightning-bolt, guidance
shield, counterspell, hasten, sense, ward
Tags
A coast-keeper and a soldier at heart, the most martial of the metallics, that patrols its stretch of shore and answers to a code older than any kingdom on it. It fights like it has already forgiven you and would still rather not.
Adult Copper Dragon
Attacks
Moves
- Acid Breath
It spits a raking line of acid in a 60-foot line. Every creature in the line makes a Cunning save (DC 5): on a miss it takes 2d8+5 acid acid, on a weak hit it takes half damage instead.
- Slowing Gas
It exhales a 30-foot cone of clinging vapor. Every creature in the area makes a Cunning save (DC 5): on a miss it is slowed, on a weak hit its
speed is halved until the end of its next turn.
Spellcasting
acid-splash, minor-illusion
blur, invisibility, slow
Tags
A prankster and a show-off, the trickster of the hills, that would sooner strand a rival on a ledge than kill them. It never holds still—it hits, laughs, and is gone before the reprisal lands.
Adult Gold Dragon
Attacks
Moves
- Fire Breath
It exhales a searing 30-foot cone of golden flame. Every creature in the area makes a Cunning save (DC 7): on a miss it takes 1d12+5 fire fire, on a weak hit it takes half damage instead.
Spellcasting
sacred-flame, guidance
counterspell, shield, calm-emotions, banishment, sense
The greatest of the dragons in bearing if not yet in years, a mind of enormous reach that treats a fight as the last and least of its options. Even now, half-grown into its power, it argues like a court and burns like a forge.
Adult Green Dragon
Attacks
Moves
- Poison Breath
It breathes a 30-foot cone of stinging, mind-fogging gas. Every creature in the area makes a Cunning save (DC 7): on a miss it takes 1d12+5 poison poison and is frightened, on a weak hit it takes half damage instead.
Spellcasting
poison-spray, minor-illusion
influence, confusion, sleep, hex, web
A schemer coiled in the deep forest, more interested in dominion than slaughter—it prefers to twist a mind and keep a servant than to eat one outright. Its every word is a trap laid three moves back.
Adult Red Dragon
Attacks
Moves
- Fire Breath
It rears back and looses a roaring cone of flame in a 30-foot cone. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 2d6+5 fire fire, on a weak hit it takes half damage instead.
A vast furnace of a beast, red-scaled and coal-eyed, that rules a mountain and everything under it by the simple argument of fire. It hoards what it burns for and burns most of what it finds.
Adult Silver Dragon
Attacks
Moves
- Cold Breath
It exhales a 30-foot cone of killing frost. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 2d6+5 cold cold, on a weak hit it takes half damage instead.
- Paralyzing Gas
It breathes a 30-foot cone of numbing vapor. Every creature in the area makes a Cunning save (DC 5): on a miss it is stunned, on a weak hit it is instead impaired until the end of its next turn.
The noblest of the metallic line, a guardian that walks among people in borrowed shapes and takes wing only when there's nothing left to do but end a thing. It is slow to anger and terrible once it is.
Adult White Dragon
Attacks
Moves
- Cold Breath
It exhales a 30-foot cone of killing frost. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 2d6+5 cold cold, on a weak hit it takes half damage instead.
Tags
A predator of the high glaciers, small-minded and single-minded, sheathed in rime that never melts. It remembers every creature that has ever fled from it and hunts the ones that got away.
Archelon
Attacks
Moves
- Dragging Bite
The archelon clamps its beak on a creature within reach +7; on a hit it deals 2d8+5 physical and the target is restrained in its jaws, hauled off balance and dragged down toward deep water.
Tags
Archmage
Attacks
Spellcasting
fire-mote, mind-spike, minor-illusion, lightning-bolt
armor, shield, counterspell, invisibility, teleport, web, blur, magic-missile, shatter, slow, sleep, hasten, summon, hex, blast
Tags
A magus of the highest order, who long ago traded a lifetime of study for the power to unmake a battlefield. Carries a plain staff and the settled calm of someone who has never truly needed it.
Ard
Attacks
Spellcasting
stone-sling, mind-spike, minor-illusion
blast, shatter, wither, summon, invisibility, teleport, control-element, disguise
Tags
A broad, glowering lord of stone and buried ore, its body studded with raw gems and its eyes like lamplit crystal. It moves through solid rock as easily as air moves through a doorway, and it prizes every hidden thing the earth keeps.
Behir
Attacks
Moves
- Lightning Breath
The behir rears and looses a crackling bolt down a 60-foot line, 5 feet wide. Each creature caught makes a Cunning save (DC 5): on a miss it takes 2d8+5 lightning lightning, on a weak hit it takes half.
Tags
A serpent forty feet long, clawed down the length of its body and crested with a jagged frill, its scales cracking with caged storm-light. It holds the deep mountain crags as its own and drives off every rival that trespasses, dragons above all. What it coils around, it crushes, and what it cannot reach it strikes with a bolt of its own lightning.
Black Pudding
Attacks
Moves
- Caustic Spray
The pudding flexes and flings ropes of acid in a 15-foot cone. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 1d12+5 acid, on a weak hit it takes half damage instead.
- Split
it takes physical or lightning damage without dropping to
0 HP Struck, the pudding parts around the blow and reforms as two. Its current HP is divided between two black puddings, rounding down, and the two share one
fatigue and exhaustion track—each as hungry as the whole.
Tags
A heaving slick of black ooze that corrodes whatever it touches—steel, leather, bone. Strike it with a blade or a bolt of lightning and the severed mass simply reforms into two smaller puddings, each as hungry as the first.
Bulette
Attacks
Moves
- Deadly Leap
The bulette erupts from the ground and crashes down. Every creature within 15 feet makes a Cunning save (DC 5): on a miss it takes 2d6+5 physical and is knocked prone; on a weak hit it takes half damage instead.
Tags
Chimera
Attacks
Moves
- Fire Breath
The dragon head rears back and spews flame in a 30-foot cone. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 2d6+5 fire fire, on a weak hit it takes half damage instead.
Tags
A monstrous braid of three beasts—the maned foreparts and horns of a great goat, the hindquarters and claws of a lion, and a scaled dragon's head that rises snarling from its shoulders to loose a gout of fire. It flies on ragged wings and attacks with all three heads at once.
Cloud Giant
Attacks
Moves
- Thundercloud
The giant's mace trails a knot of storm-cloud, and a hit bursts it in a clap of thunder against a creature within reach +3. On a hit it deals 2d8+3 force; on a strong hit the target is stunned until the end of the giant's next turn, and on a weak hit it is instead slowed.
Spellcasting
windrush, minor-illusion, glimpse
teleport, blur, feather-fall, enlarge-reduce, invisibility, disguise, control-element, emanate
Tags
Born to the high halls of castle-clouds, a cloud giant carries the manners of nobility and the reach of the sky it rules. Its voice rolls like distant thunder, and the weather bends around its moods. It walks on banks of storm-cloud as easily as on stone, and its mace drags a scrap of that storm down with every swing, so each blow lands with a crack that leaves the ears ringing.
Deva
Attacks
Spellcasting
sacred-flame, healing-word
invigorate, sanctuary, teleport, blur, counterspell
Tags
A winged messenger clad in light, its face calm and its eyes fixed on some errand a mortal can only guess at. It carries a plain mace that has ended more evils than any blade of legend, and it wields it without anger. When it dies it does not fall so much as fade, its light drawn back to wherever it came from.
Dragon-Turtle
Attacks
Moves
- Steam Breath
It looses a 60-foot cone of scalding steam that boils the water for a ship's length around it. Every creature in the cone makes a Cunning save (DC 5): on a miss it takes 2d6+5 fire fire, on a weak hit it takes half.
Tags
A sea-dragon the size of an island, armored in a barnacled shell that sailors moor against until it moves. It rises from the deep to crack a hull in its jaws and sweep the survivors under with a tail like a falling mast. The water around it steams where its breath has passed, and what it does not drown, it boils.
Erinyes
Attacks
Moves
- Entangling Rope
The erinyes casts out a coil of blessed rope that lashes tight around its quarry +5; on a hit the target is restrained, bound fast until it tears the cords apart.
Tags
A winged devil in the shape of a stern, beautiful warrior, sworn to hunt down the oath-breakers and the marked. It fights with cold discipline, longbow at range and longsword in close, and it does not tire, does not flinch, and does not stop until the writ is served.
Fire Giant
Attacks
Moves
- Hurl Molten Iron
The giant snatches a hammer-head glowing from its forge and flings it at a creature within 60 feet +7, dealing 2d8+5 fire on a hit.
Tags
Black iron plate, soot-stained and scarred, wraps a warrior grown at the roots of a volcano. Fire giants are smiths before they are soldiers, and the same arms that shape a blade on the anvil bring it down in battle hard enough to split shields. Flame does not touch them; they wade the coals of their own forges to work, and hurl half-cooled iron across the field like a child skipping stones.
Frost Giant
Attacks
Moves
- War Cry
The giant throws back both heads and bellows a raider's cry. One ally within 30 feet that can hear it becomes invigorated until the end of the giant's next turn.
Tags
Skin the blue-white of glacier ice stretches over a frame built for the long raid, its axe-edge furred with rime that never melts. Frost giants live by the raid the way others live by the harvest, and the cold that cracks a lesser creature's bones only quickens theirs. When one lifts its voice in a booming war cry, the whole warband strikes harder for it.
Giant Crocodile
Attacks
Moves
- Death Roll
Its jaws clamp on a creature within reach and the crocodile rolls, twisting prey into the depths. The target makes a Power save (DC 5): on a miss it takes 2d8+5 physical and is restrained; on a weak hit it takes half damage instead.
- Tail Sweep
Its tail lashes round at one target within reach +7; on a hit it deals 2d8+5 physical, and on a strong hit the target is knocked prone.
Tags
Giant Shark
Attacks
Moves
- Savage Bite
The shark drives in and locks its rows of teeth shut +7; on a hit it deals 2d10+5 physical and the target is restrained in its jaws, thrashed from side to side until the flesh gives.
Tags
Glabrezu
Attacks
Spellcasting
mind-spike, minor-illusion, fire-mote
influence, confusion, hex, blast, teleport, invisibility, disguise, counterspell, summon, power-word-stun
Tags
A four-armed brute of a demon, dog-headed and towering, with two great pincers below a pair of clawed hands. It bargains as readily as it kills, offering a heart's desire with one breath and closing a pincer with the next, and it sees through every lie but its own.
Gloomgazer
Attacks
Moves
- Antimagic Cone
The widest socket yawns open and a 60-foot cone of null-magic pours out ahead of it, held wherever the creature turns until the socket seals. Spells cannot be cast into or out of the cone,
ongoing magical effects are suppressed within it, and any creature relying on magic to fly or stay hidden inside it loses that magic while the socket stays open.
Spellcasting
mind-spike, fire-mote, ice-knife
blast, sleep, slow, hex, magic-missile, shatter, web, wither, enlarge-reduce, heat-metal
Tags
A hovering knot of grey flesh, its hide pocked all over with dark, wet sockets that open and shut of their own accord. It drifts through the deep places on a bed of its own spite, and each waking socket answers a separate cruelty—one leaves flesh sloughing from the bone, one drags the limbs to a crawl, one folds a mind down into sleep.
Guardian Naga
Attacks
Moves
- Venom Spray
The naga rears and spits a stream of stinging venom down a 60-foot line. Each creature caught makes a Cunning save (DC 5): on a miss it takes 2d8+5 poison poison, on a weak hit it takes half.
Spellcasting
sacred-flame, mind-spike, guidance
sanctuary, invigorate, sense
Tags
A great serpent, gold-scaled and longer than a war-galley, crowned with the calm face of an ancient sage. It is set to watch over a holy place or a truth too dangerous to leave unguarded, and it keeps that watch across lifetimes—struck down, it gathers itself back from death within days and returns to its post. It would rather counsel a trespasser than kill one, but it does not fail its charge twice.
Horned Devil
Attacks
Moves
- Hurl Flame
The devil flings a spinning gout of fire at a creature within 150 feet +5. On a hit it deals 2d8+5 fire fire.
Tags
A towering winged devil that carries a long two-tined fork and trails heat enough to blister the air. Horned devils are the lawgivers' enforcers, and they hunt from above, raining fire down on anyone who runs before circling in to finish the sentence with the fork.
Hydra
Attacks
Moves
- Many Heads
The hydra strikes with every head at once, snapping at up to five different creatures within reach. It makes a separate attack against each +7, dealing 2d6+5 physical to each it hits.
Tags
A vast reptilian body from which a thicket of serpentine necks rises, each ending in a snapping, wedge-shaped head. Sever one and the stump splits and grows two more, so the thing only fights harder the longer the fight runs on. It wades the marshes and river mouths where it makes its lair.
Ice Devil
Attacks
Moves
- Killing Cold
The devil breathes a 15-foot cone of glittering frost. Every creature caught makes a Cunning save (DC 5): on a miss it takes 2d6+5 cold cold and its limbs stiffen so that it is slowed, on a weak hit it takes half and keeps its feet.
Tags
A gaunt, insectoid devil of blue-white ice, its chitin cold enough to fog the air around it. Ice devils command the frost legions of the lower depths, and they fight without hurry, herding their quarry into the open with spear and freezing breath before the cold does the rest.
Ifrit
Attacks
Spellcasting
fire-mote, mind-spike, minor-illusion
blast, detonate, shatter, summon, invisibility, teleport, control-element, disguise, hex, counterspell
Tags
A towering lord of living flame, robed in smoke and crowned in a corona of blue fire, whose voice cracks like a burning beam. It rules over ash-choked wastes and the hearts of volcanoes, and it grants its favors and its cruelties with the same wide, wicked smile.
Marid
Attacks
Spellcasting
ice-knife, mind-spike, minor-illusion
blast, shatter, slow, summon, invisibility, teleport, control-element, disguise, counterspell, web
Tags
A proud, imperious lord of the deep waters, its lower body a churning column of sea and its skin the blue-green of ocean glass. It holds court in flooded palaces beneath the waves, vain and generous and quick to take offense.
Marilith
Attacks
Moves
- Whirl of Blades
The marilith becomes a spinning wall of steel, every arm swinging at once. Each creature within reach makes a Cunning save (DC 5): on a miss it takes 2d6+5 physical, on a weak hit half as it turns most of the blades aside.
- Constrict
The marilith coils its serpent body around a creature it holds restrained by a grab and bears down. The target takes 2d8+4 physical, and on a strong hit it is stunned until the end of its next turn as the coils crush the breath from it.
Tags
A demon general with the torso of a six-armed swordswoman rising from the body of a great serpent, a blade in every hand. It fights as a storm of steel that never leaves an opening, turning aside the strokes it cannot dodge, and it commands the lesser things around it as easily as it kills.
Mummy Lord
Attacks
Spellcasting
sacred-flame, call-the-grave, mind-spike
wither, hex, speak-with-dead, spiritual-weapon, summon, sanctuary, invigorate, shield, slow, blast
Tags
A high priest entombed with its power intact and bound by a rite it wrote itself, waiting out the centuries for the wrong grave to be opened. It rises with the authority it held in life and the curses it hoarded for death, and it does not forgive the disturbance of its rest.
Nalfeshnee
Attacks
Moves
- Horror Nimbus
A halo of warping light bursts from the nalfeshnee and washes over everything within 20 feet. Each creature caught makes a Focus save (DC 5): on a miss it takes 2d6+5 force force and reels away frightened, on a weak hit it takes half and holds its ground.
Tags
A bloated demon the size of an ogre, porcine-headed and slung with useless little wings that somehow still carry it aloft. Its presence alone bends the minds of those near it, and it drifts across a battle throwing waves of mad terror ahead of itself so that nothing can gather the wits to flee.
Planetar
Attacks
Spellcasting
sacred-flame, healing-word
invigorate, teleport, hasten, counterspell
Tags
A towering warrior of the upper reaches, hairless and grey-skinned, with wings that throw a shadow like a stormfront. It carries a greatsword edged in light and swings it with the certainty of something that has never once wondered whether it was right. Where it lands, the ground remembers the
Rakshasa
Attacks
Spellcasting
mind-spike, glimpse, minor-illusion
influence, calm-emotions, sleep, confusion, control-creature, modify-memory, power-word-stun
Tags
A fiend in the borrowed shape of a person, tiger-faced when it drops the mask, with hands that turn the wrong way at the wrist. It has worn the same court for a lifetime, moving the people in it like pieces, and lesser magic slides off it like rain off oil.
Remorhaz
Attacks
Moves
- Swallow Whole
Against a creature no larger than the remorhaz that it has just bitten and can reach, the jaws close and the throat works it down. The target makes a Power save (DC 5): on a miss it is swallowed and restrained inside the molten gut, where the heat sears it each round until it forces its way free; on a weak hit the jaws only crush it in place and it is slowed. A creature that breaks free lands next to the remorhaz.
Tags
A vast armored worm of the deep ice, its overlapping plates glowing a dull furnace-orange where the heat of its body burns through. It tunnels beneath the glaciers in silence and bursts up under whatever crosses the snow above, folding prey whole into a gut hot enough to cook them where they thrash. Frost cannot slow it and fire cannot touch it—it carries its own.
Riah
Attacks
Spellcasting
lightning-bolt, windrush
blast, shatter, summon, control-element
Tags
A whirling lord of the high winds, its shape never quite settled — a face of moving cloud, robes of streaming air, a laugh that arrives as distant thunder. It is the swiftest and least patient of the four, gone before an insult has finished leaving the mouth.
Sphinx of Lore
Attacks
Moves
- Mind-Rending Roar
It looses a roar freighted with more knowledge than a mind can hold. Every creature in a 30-foot cone makes a Focus save (DC 7): on a miss it takes 1d12+5 force force and is stunned until the end of its next turn, on a weak hit it takes half damage and holds its wits.
Spellcasting
mind-spike, guidance, minor-illusion
sense, commune, augury, scrying, counterspell, shield, polymorph, sanctuary, slow, calm-emotions
Tags
A winged lion with the face of a patient, unblinking scholar, set to guard a secret older than the library that holds it. It reads the shape of the truth beneath any lie or disguise, and it will trade a hoarded answer to anyone who meets its riddle honestly—and take back far more from anyone who does not.
Sphinx of Valor
Attacks
Moves
- Roar of Valor
It sounds a battle-cry that runs through everyone who fights beside it. Every ally within a 30-foot emanation is invigorated until the end of its next turn.
Spellcasting
sacred-flame, guidance
invigorate, sanctuary, shield, ward
Tags
A winged lion armored in its own certainty, keeper of ground that has to be held. It weighs the courage of everyone who stands on that ground, and the worthy feel its judgment as a second wind that will not let them fall while the sphinx still stands.
Stone Golem
Attacks
Moves
- Slowing Gaze
The golem turns its carved face on a creature within 30 feet and the air around the target thickens like cold syrup. It makes a Cunning save (DC 5): on a miss its every motion drags and it is slowed; on a weak hit it shakes the sluggishness after a heartbeat and is unaffected.
Tags
A towering figure hewn from a single block of granite, every muscle and sinew rendered by a mason's chisel. When it fixes its gaze on a foe, time itself seems to congeal around them, and its fists fall like toppling masonry.
Treant
Attacks
Moves
- Grasping Roots
The treant drives its roots up through the earth beneath everything within 15 feet. Each creature in the area makes a Power save (DC 5): on a miss the roots coil up its legs and it is restrained, held fast against the ground; on a weak hit it tears one foot loose and is slowed instead.
- Splintering Slam
The treant brings a limb down like a falling trunk on a single target +5; on a hit it deals 2d8+5 physical, and on a strong hit the blow drives the target off its feet and leaves it prone amid the wreckage.
Tags
An ancient tree woken to slow, deliberate wrath, its trunk split into a rough face and its lower boughs bent into arms that end in fists of living wood. It moves rarely and speaks rarelier, but when the forest is threatened it stirs the lesser trees around it to root and grasp, and it strikes with the
Vampire
Attacks
Moves
- Draining Bite
The vampire sinks its fangs into a creature it is grappling or that is restrained +5. On a hit it deals 2d8+5 necrotic necrotic and drinks; on a strong hit the blood loss leaves the target weakened. A weak hit deals only the damage.
- Charm
The vampire fixes its gaze on a creature within 30 feet and speaks a single soft command. The target makes a Focus save (DC 5): on a miss it is charmed and regards the vampire as a trusted friend; on a weak hit it hesitates and is only slowed. A creature that saves is immune to this vampire's gaze for the rest of the day.
Tags
A creature of appetite that outlived its death and never lost the hunger, gracious and patient and entirely without mercy. It keeps a fine house and a fine face, mends whatever the living manage to break, and drinks its guests dry when the doors are shut. Only the sun and the old wards it fears still hold any power over it.
Air Elemental
Attacks
Moves
- Whirlwind
The elemental folds a creature within reach into its spinning core. The target makes a Power save (DC 4) to keep its feet: on a miss it is caught up and restrained, battered by the vortex for 2d6+4 force force; on a weak hit it is flung clear, slowed by the buffeting but free.
Tags
A coil of shrieking wind with no fixed shape, marked only by the dust and leaves it drags spinning through its body. It boils across the ground and the open sky alike, and where it passes it snatches up whatever is loose—and whatever is not braced well enough. Steel and stone pass through its churning form and find nothing to bite.
Allosaurus
Attacks
Moves
- Rush
The allosaurus sprints in on its powerful hind legs and slams into a creature within reach +6; on a hit it deals 2d8+4 physical, and on a strong hit the target is knocked prone.
Tags
Ankheg
Attacks
Moves
- Acid Spit
The ankheg spits corrosive acid in a 30-foot line. Every creature in the line makes a Cunning save (DC 4): on a miss it takes 1d12+4 acid; on a weak hit it takes half damage instead.
Tags
Ankylosaurus
Attacks
Moves
- Tail
The ankylosaurus swings its clubbed tail at a creature within reach +6; on a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.
Tags
Assassin
Attacks
Moves
- Poisoned blade
The assassin drives a venom-slick edge into an opening it has already made. It strikes one creature within reach or within 30 feet +4, dealing 2d6+4 poison. On a strong hit the poison takes hold and the target is weakened; on a weak hit it takes the damage alone.
- Crippling Shot
Mark
2-fatigue to attack a creature with a ranged or thrown weapon, on a weak hit inflict impaired, on a strong hit inflict impaired and restrained. You do not deal damage with this attack. - Feint
A creature within your reach hits you with an attack
Mark
2-fatigue . The triggering creature makes a cunningsaving throw , DC equal to your+CUNNING . On a miss, they become impaired until the end of the next round. On a weak hit, they become slowed until the end of the next round. - In-and-Out
Mark
2-fatigue to move up to yourSPEED and attack one creature you come within range of during your movement. Your movement doesn't provoke an opportunity attack.
Tags
A killer who treats death as a craft and patience as its first tool. Studies a mark for days, then ends the matter in a single breath from a doorway that was empty a moment before.
Barbed Devil
Attacks
Moves
- Hurl Flame
The devil flings a jet of fire at a creature within 90 feet +4. On a hit it deals 2d6+4 fire fire.
Tags
A devil covered head to foot in jagged barbs, so that catching hold of it costs as much as being caught. It prefers to open at a distance, hurling gouts of fire, and closes only when its quarry is already bloodied enough to grapple onto its spikes.
Basilisk
Attacks
Moves
- Petrifying Gaze
A creature that meets the basilisk's eyes within 30 feet makes a Focus save (DC 4): on a miss its limbs grey and lock and it is petrified; on a weak hit it is slowed as the stone creeps in but hasn't yet taken hold. A creature that has looked away and fights the basilisk blind is not affected.
Tags
A squat eight-legged reptile the length of a man, its hide a warty greenish-brown and its eyes a dull, poisonous yellow. It moves slowly and cares nothing for stealth—it doesn't need to. Anything that holds its gaze too long stiffens where it stands, and the caves it haunts are lined with the stone shapes of things that did.
Berserker
Attacks
Moves
- Charge
Mark
2-fatigue to charge at a creature. Move up to yourSPEED to a creature then attack it with a melee weapon. This attack gains+2 piercing , and your movement doesn't provoke an opportunity attack. - Vicious Attack
Mark up to
3-fatigue (minimum 1) to attack a single creature and deal your weapon damage a number of times equal to the amount offatigue you spent. If you roll a strong hit, they also become impaired. - Forceful Blow
Mark
1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark1-fatigue to resist being pushed. - Whirlwind Attack
Mark
2-fatigue to attack all creatures of your choice within reach, dealing half your weapon damage to each creature.
Tags
A warrior who has learned to let the fury off its leash and follow it over the enemy line. Feels the axe bite but not the wounds it takes in trade, at least not yet.
Bone Devil
Attacks
Moves
- Sapping Sting
The devil drives its barbed tail home +4; on a hit it deals 2d6+4 poison and infernal venom drags at the wound, leaving the target weakened long after the sting.
Tags
A tall, skeletal devil with a hooked tail that ends in a dripping barb, moving with the cold patience of a jailer. It circles above a fight on membranous wings and strikes down with its sting, and the venom leaves its quarry sapped and slow long before the wound does.
Brown Bear
Attacks
Moves
- Maul
The bear rears and swats a creature within reach +6; on a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.
Tags
Bugbear Stalker
Attacks
Moves
- Grapple
Mark
1-fatigue to grapple a creature within touch range that is your size or smaller. They must make a powersaving throw , DC equal to your+POWER —on a miss or a weak hit, they become restrained. If you become impaired or stunned, the restrained ends. - Vicious Attack
Mark up to
3-fatigue (minimum 1) to attack a single creature and deal your weapon damage a number of times equal to the amount offatigue you spent. If you roll a strong hit, they also become impaired.
Tags
An elder of its kind, patient where the young are greedy. It picks one throat out of a crowd and waits, a spear held just out of reach, until the moment to lunge is the only moment there is. What it takes, it drags away, and what it drags away is rarely found.
Chain Devil
Attacks
Moves
- Conjure Infernal Chain
The devil calls a length of barbed, red-hot chain out of the air to lash at a creature within 60 feet. The target makes a Cunning save (DC 4): on a miss it takes 2d6+4 fire fire and the chain winds tight and leaves it restrained, on a weak hit it is slowed instead as the links snag and drag.
Tags
A devil bound in its own animated chains, each link ending in a hooked barb that swings and coils at no hand but its own. It fights like a jailer, throwing loops of iron across a room to drag its quarry back into reach, and where its chains fall short it simply pulls more out of the air.
Chuul
Attacks
Moves
- Paralytic Tendrils
The fringe of tendrils around its maw fastens onto a creature it has restrained and floods it with venom. The target makes a Power save (DC 4): on a miss it is stunned as its limbs seize; on a weak hit it is impaired instead as the poison only half-takes.
Tags
A crustacean the size of a horse, all plated shell and grasping claws, with a nest of writhing tendrils where a face should be. It drags prey into those tendrils and holds it, twitching and helpless, until it stops struggling.
Clay Golem
Attacks
Moves
- Corrosive Fists
The golem's clay runs to acid and it hammers a creature within reach +4; on a hit it deals 2d6+4 acid, and on a strong hit the acid keeps eating and the wound will not close, leaving the target weakened until it is tended.
Tags
A crude figure of hardened clay wrought in a rough parody of a person, damp and heavy and slow. Where it lands a blow the clay sloughs into biting acid, and the wounds it opens are slow to knit.
Cloaker
Attacks
Moves
- Smothering Fold
It drops onto a creature its size or smaller within reach and wraps it in leathery folds. The target makes a Power save (DC 4): on a miss it is restrained beneath the cloaker in stifling dark, taking 2d8+4 physical; on a weak hit it takes half damage and is slowed as the folds only half-close.
- Moan
It fixes a creature within 30 feet that can hear it and lets out a subsonic moan pitched to saw at that one set of nerves. The target makes a Focus save (DC 4): on a miss it is frightened for the round; on a weak hit it is slowed instead as the sound only half-lands.
Tags
What looks like a discarded black cloak until it unfurls—a flat, mantalike horror that glides through cavern dark and folds itself around anything warm. Held still, it is indistinguishable from cloth.
Couatl
Attacks
Moves
- Constrict
The serpent throws its rainbow coils around a creature within reach and squeezes, its scales prickling the mind of whoever it holds. The target makes a Power save (DC 4): on a miss it takes 2d6+4 force force and is restrained; on a weak hit it takes half damage instead.
Spellcasting
sacred-flame, guidance
shield, blur, teleport, sleep
Tags
A feathered serpent whose scales run through every color of a struck rainbow, banded gold and blue and green along a coiling length. It reads the hearts of those it meets before it speaks, and it speaks in whatever tongue will be understood. Where it roosts, the air stays clean and the water sweet.
Crocodile
Attacks
Moves
- Death Roll
The crocodile clamps its jaws on a creature within reach and rolls. The target makes a Power save (DC 4): on a miss it takes 2d6+4 physical and is restrained; on a weak hit it takes half damage instead.
Tags
Dire Wolf
Attacks
Moves
- Takedown
The dire wolf clamps its jaws on a creature within reach and throws its
weight sideways +3; on a hit it deals 2d8+3 physical, and on a strong hit the target is knocked prone.
Tags
Drider
Attacks
Spellcasting
mind-spike, poison-spray, call-the-grave
web, hex, leech, sense
Tags
From the waist up an elf, gaunt and hollow-eyed; below, the bulbous body and eight jointed legs of a great spider. A dark power in the deep places remakes its most bitter servants this way, and the thing that crawls out hates what it has become. It hunts the lightless tunnels alone, binding prey in silk and draining them at its leisure, and it spits curses in a tongue no living elf still speaks.
Driftmaw
Attacks
Moves
- Paralytic Sting
A dozen tendrils rake a creature within reach, each barb weeping venom. The target makes a Power save (DC 4): on a miss it is stunned as the poison locks its limbs; on a weak hit it is impaired instead as only a few barbs land.
A sightless, bag-bodied thing that hangs in the air trailing a nest of barbed tendrils around a hard, snapping maw. It rides the dark on silent currents, hunting by the stir of the air alone, and where its tendrils brush skin the flesh beneath goes cold and still.
Earth Elemental
Attacks
Tags
A lumbering shape of packed soil and raw stone, roughly a body and two fists, that rises out of the ground as if the earth itself sat up. It moves through soil and bedrock without slowing, surfacing where it is least wanted, and its blows land with the
Elephant
Attacks
Moves
- Gore
After moving at least 20 feet straight toward its target, the elephant drives its tusks into a creature within reach +6; on a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.
- Trample
The elephant drives
forward over anything in its path. Every creature in the way makes a Power save (DC 4): on a miss it is trampled for 1d12+4 physical and knocked prone, on a weak hit it takes half damage and keeps its feet.
Tags
Ettin
Attacks
Tags
Two squabbling heads share one enormous body, and neither ever trusts the other to keep watch. While one sleeps the other glares into the dark, so nothing creeps up on it and nothing talks it into calm. One fist grips an axe, the other a flail, and the two heads bicker over which of them lands the killing blow even as both weapons come down at once.
Fire Elemental
Attacks
Tags
A pillar of living flame that roars as it moves, throwing wild light and setting dry ground smoking in its wake. It has no purpose but to burn, racing across a field to press itself against anything that will catch, and merely standing near it is enough to blister skin. Cold bites it as fire bites everything else.
Flameskull
Attacks
Spellcasting
fire-mote, mind-spike, minor-illusion
magic-missile, shatter, blur, blast, hex, shield
Tags
A charred skull wreathed in green flame, hung in the air where a wizard's guard once fell. What is left of the mind inside remembers its spells and nothing kinder, and it flings fire at any intruder with the cold diligence of a set trap.
Flesh Golem
Attacks
Moves
- Berserk
it starts its turn below half its HP
The pain in its stitched-together flesh boils over and it strikes wildly at the nearest living thing, whatever the command. It makes a slam against a creature within reach +4, dealing 2d6+4 physical, and lashes out a second time as the frenzy takes it.
Tags
A hulking body sewn from the parts of many corpses and jolted into motion, its skin a patchwork of mismatched flesh laced with black
Gelatinous Cube
Attacks
Moves
- Engulf
The cube glides into a creature's space and folds around it. The target makes a Power save (DC 6): on a miss it is restrained inside the cube, taking 1d12+4 acid and dissolving in the jelly while it's held; on a weak hit it is slowed instead as the cube only half-closes around it.
Tags
A cube of near-invisible jelly that drifts down dungeon halls, scouring them clean of anything organic. Half-dissolved coins, bones, and the occasional adventurer hang suspended in its depths.
Ghost
Attacks
Moves
- Horrifying Visage
The ghost's face twists into the horror of its death for every creature within 30 feet that can see it. Each makes a Focus save (DC 4): on a miss it is frightened; on a weak hit it is unsettled but only slowed instead.
- Possession
The ghost pours itself into a creature within 5 feet, wrenching at its will. The target makes a Focus save (DC 4): on a miss it is stunned as the ghost seizes its body; on a weak hit it holds on and is only slowed. The ghost can end the hold at any time and slip back out.
Tags
The impression a violent death leaves on a place, worn thin and cold and unable to let go. It shows the living the last thing it saw and the worst thing it felt, and sometimes it climbs inside a body and wears it for a while, hunting the ones who wronged it in a life it barely remembers.
Giant Boar
Attacks
Moves
- Gore
After charging at least 20 feet straight toward one target within reach, the boar hooks upward with its tusks +4; on a hit it deals 3d8+4 physical, and on a strong hit the target is knocked prone.
Tags
Giant Constrictor Snake
Attacks
Moves
- Constrict
The serpent loops around a Large or smaller creature within reach, which makes a Power save (DC 4): on a miss it takes 2d6+4 physical and is restrained; on a weak hit it takes half damage instead.
Tags
Giant Elk
Attacks
Moves
- Charge
After charging at least 20 feet straight toward one target within reach, the elk drives its antlers home +6; on a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.
Tags
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
Tags
Giant Spider
Attacks
Moves
- Web
A line of sticky web shoots at one creature it can see within 60 feet, which makes a Cunning save (DC 4): on a miss it is restrained until the strands are torn or burned away; on a weak hit it is slowed instead.
- Venomous Bite
The spider sinks its fangs into a creature within reach +4. On a hit it deals 2d6+4 poison, and on a strong hit the venom burns through their veins and the target is weakened.
Tags
Gladiator
Attacks
Moves
- Whirlwind Attack
Mark
2-fatigue to attack all creatures of your choice within reach, dealing half your weapon damage to each creature. - Taunt
Call out a creature within medium range; if they don't attack you before the end of the next round, they must mark
1-fatigue . If they do attack you, you become quickened until the end of the next round. - Charge
Mark
2-fatigue to charge at a creature. Move up to yourSPEED to a creature then attack it with a melee weapon. This attack gains+2 piercing , and your movement doesn't provoke an opportunity attack. - Forceful Blow
Mark
1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark1-fatigue to resist being pushed.
Tags
A fighter forged in the arena, where survival meant a crowd on its feet and defeat meant the sand. Reads an opponent the way a showman reads a room, and plays to both.
Gorgon
Attacks
Moves
- Petrifying Breath
The gorgon exhales a churning grey vapor in a 30-foot cone. Every creature in the area makes a Cunning save (DC 4): on a miss the vapor sets in its lungs and it is petrified; on a weak hit it is slowed as its limbs stiffen. A creature already slowed by the breath that fails is petrified.
Tags
A bull wrought entirely of dull iron plates, snorting and stamping, its breath a poisonous grey fog. What that fog touches turns slowly to stone, and the beast charges through the statues it makes without slowing.
Green Hag
Attacks
Spellcasting
minor-illusion, glimpse, poison-spray
influence, sleep, calm-emotions, confusion
Tags
A crook-backed horror with warty green skin and a mouth full of broken teeth, the green hag makes her lair in the deep forest and rules it through fear and deception. She is a mistress of glamours, wearing a fair face to lure the trusting close before the claws come out, and she savors turning friends against one another before she feeds.
Griffon
Attacks
Tags
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.
Hezrou
Attacks
Moves
- Nauseating Stench
The demon's stink swells into something the body can't ignore. Every creature within 10 feet makes a Focus save (DC 4): on a miss the reek overwhelms them and they are weakened, on a weak hit they gag it down and are unaffected.
Tags
A hulking, toad-shaped demon that reeks so badly the air around it turns the stomach. It fights up close and takes its time, letting the stench do half the work while it crushes anything that can't pull itself away, and it feeds on the ruin it makes.
Hill Giant
Attacks
Moves
- Hurl Boulder
The giant tears a rock from the ground and heaves it at a creature within 60 feet +6. On a hit it deals 2d6+4 physical, and on a strong hit the impact knocks the target prone.
Tags
A mountain of gray flesh with an appetite that never quiets, tall as a cottage and twice as heavy. It thinks slowly and moves without grace, but a swing from its uprooted club folds a wagon in half. When something stays out of reach it simply pries a boulder loose and throws that instead.
Hippopotamus
Attacks
Tags
Hobgoblin Captain
Attacks
Moves
- Battle Cry
Mark
2-fatigue and let out a battle cry. You and each ally of your choice within 20 feet who can hear you becomes invigorated until the end of the next round. Mark an additional1-fatigue for each ally beyond the first. - Parry
A creature within your reach hits you with an attack
Mark
fatigue 1:1 to the amount they spent on the attack (minimum 1) to cancel the attack after they have paid the price to use it.
Tags
The one the warband forms around. It reads a fight the way a smith reads iron, and where it plants its banner the line thickens and the shouting turns to purpose. Its troops fight better for its being there, and worse for its falling.
Hollow Guardian
Attacks
Tags
An empty suit of armor that stands sentinel where it was placed, a longsword held ready in gauntlets with nothing inside them. It carries out the orders bound into its hollow shell to the letter and shrugs off the spells that would unmake a weaker ward, a soldier that never tires and never once thinks to disobey.
Hunter Shark
Attacks
Tags
Incubus
Attacks
Moves
- Haunt Dreams
The incubus reaches into the sleeping or reeling mind of a creature within 60 feet and turns its own fears against it. The target makes a Focus save (DC 4): on a miss it takes 2d6+4 force force and is frightened as the nightmare takes hold, on a weak hit it takes half and shakes the vision off.
Spellcasting
mind-spike, minor-illusion
disguise, invisibility, influence, sleep
Tags
A fiend that wears the face its mark most longs to see and keeps that face until the trap is sprung. The incubus works by devotion, not violence, haunting the sleep of those it has charmed and drawing the rest out of them night by night until nothing is left but a hollowed shell.
Invisible Stalker
Attacks
Moves
- Vanish
The stalker unmakes itself into moving air and gains the invisible condition. Striking gives away its position and ends the effect; it can vanish again on a later turn for the same price.
Tags
A knot of air given will and malice, bound to a task it despises and left unseen while it carries it out. Its passing is a faint stir of wind, a displaced sound, the wrong footprint pressed into dust — never a shape.
Killer Whale
Attacks
Tags
Knight
Attacks
Moves
- Parry
A creature within your reach hits you with an attack
Mark
fatigue 1:1 to the amount they spent on the attack (minimum 1) to cancel the attack after they have paid the price to use it.
Tags
A sworn warrior in heavy plate, sword in one hand and oath in the other. Their training holds their nerve where lesser soldiers would break.
Lamia
Attacks
Moves
- Beguiling Touch
The lamia lays a hand on a creature it can reach and pours a sweet, rotting glamour into it. The target makes a Focus save (DC 6): on a miss a corrupting devotion takes root and it is charmed by the lamia, doing as it bids within reason; on a weak hit the glamour only clouds its judgment and it is impaired until the end of its next turn.
Spellcasting
minor-illusion, glimpse
disguise, sense
Tags
The torso of a beautiful woman rising from the tawny body of a great lion, draped in the finery of a court that no longer exists. It rules a ruined oasis or a dead city from a throne of illusions, ringed by mortals who once wandered in and now cannot bear to leave. Every kindness it offers is a hook, and it savors the ruin of those it charms more than any feast.
Lion
Attacks
Moves
- Roar
The lion looses a thunderous roar at a creature within reach, which makes a Focus save (DC 3): on a miss it is frightened; on a weak hit it shakes off the panic.
Tags
Manticore
Attacks
Moves
- Spike Volley
The manticore whips its tail overhead and looses a rake of iron spikes at up to three creatures it can see within 100 feet. Each makes a Cunning save (DC 4): on a miss it takes 1d12+4 physical, on a weak hit it takes half damage instead.
Tags
A lion the size of a warhorse, crowned with the leering face of a man and slung with the leathery wings of a bat. Its tail ends in a knot of iron spikes it can fling in a rattling volley, and it kills from the air as readily as on the ground.
Medusa
Attacks
Moves
- Petrifying Gaze
A creature that meets the medusa's eyes within 30 feet makes a Focus save (DC 4): on a miss it greys and hardens where it stands, petrified; on a weak hit it is slowed as the stone climbs its legs. A creature fighting with its eyes averted or covered is not affected.
Tags
A figure that might once have been a woman, her skin scaled and grey, her hair a writhing nest of vipers that hiss at whatever draws near. She fights at a distance with a bow when she can, and looks her cornered enemies in the eye when she can't.
Minotaur
Attacks
Moves
- Charge
The minotaur lowers its horns and pounds at least 20 feet in a straight line into a creature +6. On a hit it deals 2d8+4 physical, and on a strong hit the impact hurls the target back 10 feet and leaves it prone.
Tags
A great bull-headed brute, taller than the largest man and corded with muscle, its horns worn smooth and yellow from goring. It never loses its way in the twisting passages it calls home, and it runs down anything that tries to flee through them.
Mummy
Attacks
Moves
- Rotting Curse
The mummy drives a bandaged fist into a creature within reach +4. On a hit it deals 2d6+4 necrotic necrotic; on a strong hit a curse of rot takes hold and the target is weakened as its flesh begins to wither. A weak hit deals only the damage.
- Dreadful Glare
The mummy fixes a creature within 30 feet with a dead, unblinking stare. The target makes a Focus save (DC 4): on a miss it is frightened; on a weak hit the dread only half takes hold and it is slowed instead.
Tags
A body wound in resin-soaked linen and buried with a curse to keep it, dragged upright when its rest is disturbed. It moves slow and hits like a falling beam, and the rot it carries under the wrappings spreads into any wound it opens.
Night Hag
Attacks
Moves
- Etherealness
The hag steps sideways out of the world and onto the ethereal border. Until the start of her next turn she cannot be seen, touched, or targeted by anything on the material plane, and she can move through solid matter as if it were open air. She returns to a space she can reach when the effect ends.
Spellcasting
glimpse, mind-spike
influence, sleep, calm-emotions, confusion
Tags
A gaunt, ash-skinned fiend of the fey twilight who walks the border between the sleeping mind and the waking world. She rides the dreams of the guilty, feeding on their despair night after night until nothing is left but a hollow husk, and she slips into the ether at the first sign of a fight she cannot simply win.
Nightmare
Attacks
Moves
- Ember Stride
The nightmare and its rider vanish into a gout of black smoke and reappear anywhere the nightmare can see within 120 feet, leaving a stinking cloud where they stood.
Tags
A coal-black horse with a mane and tail of open flame and hooves that scorch the ground to glass. It carries the cruel and the damned between worlds on a road of smoke, and it stamps and burns anything that tries to bar the way.
Oni
Attacks
Spellcasting
mind-spike, glimpse
disguise, invisibility, sleep, teleport
Tags
An ogre-sized horror with skin the color of a bruise and a third eye set weeping in its brow, it wears a borrowed face by day and hunts by dark. An oni slips into a village as a traveler or a kindly elder, learns whose children sleep where, and returns on wings when the lamps go out. Steel bites it, but the wounds seal over almost as fast as they open, and a mind it fixes upon finds its own thoughts turning cold and afraid.
Otyugh
Attacks
Moves
- Filthy Bite
It hauls a restrained creature to its maw and bites down with a mouth caked in rot +4; on a hit it deals 2d6+4 poison, and on a strong hit the wound festers and the target is weakened as the sickness takes hold.
Tags
A bloated mound of leathery hide squatting on three stumpy legs, ringed by grasping tentacles and a lidded eye on a stalk. It nests in filth and offal, and its bite drives a rotting sickness deep into the wound.
Owlbear
Attacks
Tags
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.
Phase Panther
Attacks
Tags
A long-limbed hunting cat the color of a starless night, its coat swallowing the light that falls on it. It never quite holds still in the eye—it slips a half-step out of true, so a blow struck dead-on meets nothing but air, and its own raking swings arrive from a bearing that should have been empty.
Pirate Captain
Attacks
Moves
- Captain's Charm
The captain sweeps a challenge across the deck. Every enemy of the captain's choosing within 30 feet makes a Focus save (DC 4). On a miss they are charmed until the end of the captain's next turn; on a weak hit they are only slowed until the end of the captain's next turn.
- Counterstrike
A creature within your reach hits you with an attack
Strike the triggering creature.
- Taunt
Call out a creature within medium range; if they don't attack you before the end of the next round, they must mark
1-fatigue . If they do attack you, you become quickened until the end of the next round.
Tags
The commander of a raiding vessel, a flamboyant duelist who turns the crew's faith into their own swagger. They fight from the front, parry famous enough to be sung about, and never draw steel until the odds have already been talked into their favor.
Plesiosaurus
Attacks
Moves
- Lunging Bite
The plesiosaur's long neck darts out and snaps shut on a creature within reach +4; on a hit it deals 2d6+4 physical and the target is restrained in its jaws, dragged off its feet and hauled toward the water.
Tags
Polar Bear
Attacks
Tags
Rhinoceros
Attacks
Moves
- Gore
After moving at least 20 feet straight toward one target within reach, the rhinoceros tosses its head +6; on a hit it deals 3d6+4 physical, and on a strong hit the horn flings the target prone.
Tags
Roper
Attacks
Moves
- Reeling Tendril
A thin, sticky strand shoots out at a creature within 50 feet +4. On a hit it deals 2d6+4 physical, and on a strong hit the strand latches on and the roper hauls the target up to 25 feet toward its maw, leaving it restrained.
Tags
A pillar of grey, warty stone that stands unremarkable among the cave formations until a fissure of an eye opens and a mouth of jagged teeth yawns wide. It fishes for prey with sticky strands flung from its flanks, reeling in whatever it snags and biting down.
Saber-Toothed Tiger
Attacks
Moves
- Pounce
The cat explodes out of cover onto a creature within reach +5; on a hit it deals 2d8+3 physical, and on a strong hit it rides the target to the ground and pins it prone beneath its
weight .
Tags
Salamander
Attacks
Moves
- Constrict
The salamander coils its tail around a creature within reach +4; on a hit it deals 2d6+4 fire, and on a strong hit the coils cinch tight and the target is restrained, seared against its molten hide.
Tags
A great serpent from the waist down, its upper body that of a warrior and every inch of it wrapped in living fire. It fights with a long spear kept red-hot in its own coils, and wraps its blazing tail around anything that steps too close.
Shadow
Attacks
Moves
- Strength Drain
The shadow lays a cold, formless hand on a creature within reach +4. On a hit it deals 2d8+4 necrotic; on a strong hit the touch leaves the target weakened as its vigor bleeds away into the dark. A weak hit deals only the damage.
Tags
A patch of living darkness that slides along walls and floors, thinner than a real shadow and colder. Where it touches, strength drains out of a body like heat from a corpse, and what it leaves behind can rise as another of its kind.
Shambling Mound
Attacks
Moves
- Engulf
The mound folds its sodden bulk over a creature its own size or smaller within reach. The target makes a Power save (DC 4): on a miss it is drawn inside the tangle of vines and restrained, blinded and taking 2d6+4 physical each turn as the mound feeds on it; on a weak hit the creepers only foul its footing and it is slowed.
Tags
A hulking heap of rotting vines, roots, and creeper that hauls itself upright on limbs of matted vegetation. It thrives on the storms that would kill a lesser thing, drinking the lightning that strikes it and swelling larger for the meal, then closing over its prey to smother and devour it whole.
Shield Guardian
Attacks
Tags
A broad-shouldered construct of wood and metal bound to a keyed amulet and the one who wears it. It shadows its master step for step, interposing its bulk against every blow, and its damaged frame knits itself whole between fights. A single spell can be laid into it to hold in reserve, released on its master's word.
Specter
Attacks
Tags
The last, hateful remnant of someone who died in terror or spite, held in the world by a grudge it no longer remembers. It drifts through walls on a cold draft and reaches into the living to pull the warmth out of them, feeding the little that is left of itself.
Spirit Naga
Attacks
Spellcasting
poison-spray, mind-spike, minor-illusion
influence, sleep, hex, confusion, calm-emotions, sense, blur, web
Tags
A great serpent the length of a war-galley, crowned with the face and shoulders of a woman who died hating and came back wrong. It coils in the ruins it has claimed for itself and rules whatever wanders in—first with a voice that gets under the skin, then, when that fails, with a bite that rots the blood. It remembers every slight from every life it has worn.
Stone Giant
Attacks
Moves
- Hurl Boulder
The giant spins and looses a rock at a creature within 90 feet +4. On a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.
- Catch and Return
hit by a ranged attack that deals physical damage
When a thrown or fired object would strike the giant, it plucks the missile from the air and hurls it at another creature within 60 feet, which makes a Cunning save (DC 4) to dodge. On a miss it takes 2d6+4 physical; on a weak hit it takes half.
Tags
Carved, it seems, from the mountain it lives inside, its skin the gray of weathered granite and its movements strangely deliberate. A stone giant treats a hurled boulder as a work of art, judging the arc and the spin before it lets fly. Missiles sent its way rarely land; a great hand closes on the arrow or the sling-stone and sends it back with interest.
Succubus
Attacks
Moves
- Charming Gaze
The succubus holds a creature within 30 feet in its gaze and reaches into its wants. The target makes a Focus save (DC 4): on a miss it is charmed, on a weak hit it is frightened instead as unease takes it.
- Draining Kiss
The succubus kisses a creature it holds charmed or one that is willing, and drinks the life from it. The target takes 2d6+4 force force, and the succubus recovers that many
hit points .
Tags
A fiend that wears whatever face its mark most wants to see, beautiful and attentive and entirely false. It fights rarely and by preference not at all, working instead through devotion it plants and tends, until a single kiss draws the life out and leaves a hollowed body behind.
Tiger
Attacks
Moves
- Pounce
The tiger springs onto one target within reach +5; on a hit it deals 2d8+3 physical, and on a strong hit it rides the target down and knocks it prone.
Tags
Tough Boss
Attacks
Moves
- Forceful Blow
Mark
1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark1-fatigue to resist being pushed.
Tags
The one every other tough answers to, and the reason the crew is feared rather than laughed at. They wade into the middle of a brawl with a hammer swung wide, sending anyone in range reeling off their feet.
Triceratops
Attacks
Moves
- Gore
After moving at least 20 feet straight toward one target within reach, the triceratops levels its horns and charges +6; on a hit it deals 3d6+4 physical, and on a strong hit the target is knocked prone.
Tags
Unicorn
Attacks
Moves
- Charge
The unicorn lowers its horn and drives
forward at a creature within its line +2. On a hit it deals 2d6+2 radiant, and on a strong hit the force of the charge knocks the target prone.
Spellcasting
healing-word, guidance
invigorate, teleport
Tags
A horse of unbroken white, its spiraled horn catching the light like polished bone. It walks the deep wood without bending a blade of grass, and no wound festers in the glade it keeps. It shows itself only to those it has already judged worthy of the sight.
Vampire Spawn
Attacks
Moves
- Draining Bite
The spawn sinks its fangs into a creature it is grappling or that is restrained +4. On a hit it deals 2d6+4 necrotic necrotic and drinks deep; on a strong hit the blood loss leaves the target weakened. A weak hit deals only the damage.
Tags
One of the wretched half-things a true vampire makes and keeps, risen with the thirst but not the power. It is fast and strong and mends its own wounds as fast as they open, but sunlight sears it and it cannot pass for living the way its master can.
Veteran
Attacks
Moves
- Parry
A creature within your reach hits you with an attack
Mark
fatigue 1:1 to the amount they spent on the attack (minimum 1) to cancel the attack after they have paid the price to use it. - Disarm
Mark
1-fatigue to try to knock a creature's weapon or focus out of their hands that's within your reach; make apower roll . On a weak hit, they mark2-fatigue , on a strong hit, their weapon or focus is also knocked to the ground. - Counterstrike
A creature within your reach hits you with an attack
Strike the triggering creature.
- Forceful Blow
Mark
1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark1-fatigue to resist being pushed.
Tags
A career soldier who has outlived every war they were sent to. Fights with the economy of someone who has nothing left to prove and every reason to go home.
Vrock
Attacks
Moves
- Spore Cloud
The vrock shakes a cloud of choking spores from its feathers in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 poison poison, on a weak hit half.
- Stunning Screech
The vrock throws back its head and shrieks. A creature within 30 feet makes a Focus save (DC 4): on a miss it is stunned by the sound, on a weak hit it is impaired instead.
Tags
A vulture-headed demon that stinks of rot, all raking talons and mildewed feathers. It opens a fight by fouling the air with spores and driving a shriek through everything nearby, then wades into whatever is left choking and reeling.
Water Elemental
Attacks
Moves
- Whelm
The elemental surges over a creature within reach and folds it into its churning body. The target makes a Power save (DC 4) to keep its feet: on a miss it is restrained and dragged under, crushed by the current for 2d6+4 physical; on a weak hit it is shoved clear, slowed by the surge but free of it.
Tags
A heaving mass of living water that holds a rough, man-shaped swell only as long as it cares to. It slides through the sea faster than anything born to swim, and it fights by rising over a foe and closing around them, dragging them down into a body with no bottom. Fire only steams against it; a hard enough cold is the one thing that stiffens it.
Wight
Attacks
Moves
- Life Drain
The wight seizes a creature within reach and pulls the life out of it with a bare, grey hand +4. On a hit it deals 2d6+4 necrotic necrotic; on a strong hit the drain runs deep and the target is left weakened. A weak hit deals only the damage.
Tags
A warrior who died with its will unbroken and rose again clutching the same blade, malice where the soul used to be. Its touch pulls the warmth and the vigor out of a living body, and the ones it kills too thoroughly rise to serve it.
Wraith
Attacks
Moves
- Consume Life
The wraith closes over a creature within reach and pulls the life out of it whole +4. On a hit it deals 2d8+4 necrotic necrotic; on a strong hit the drain leaves the target weakened as its vitality is torn away. A weak hit deals only the damage.
Tags
A robe of moving darkness with nothing inside it, a soul so twisted by its own malice that the body rotted off and left only the hate. It glides through stone as easily as air, hunting the living for the warmth it can never keep, and the cold that pours off it kills the grass it passes over.
Wyvern
Attacks
Moves
- Venomous Sting
The wyvern whips its tail overhead and drives the barb down at a creature within reach +4; on a hit it deals 2d6+4 poison poison, and on a strong hit the venom floods the wound and the target is weakened as its limbs go leaden.
A winged serpent-drake, all leather and sinew, with a wingspan that blots the sun and a whip of a tail ending in a curved black stinger. It has none of a true dragon's cunning or fiery breath and needs none—it hunts on the wing, stooping from above to snatch prey in its jaws or run it through with the barb. The venom it carries turns strong limbs to water within moments.
Xorn
Attacks
Tags
A squat, pebble-hided thing on three thick legs, three grasping arms, and a wide grinding maw set in the top of its body, with a single eye above each. It swims through solid rock the way a fish parts water, following the scent of raw ore and cut gems, which it crunches down whole. It ignores anything without metal on it, but a creature laden with coin and steel had best keep its distance.
Young Black Dragon
Attacks
Moves
- Acid Breath
It spits a stream of caustic acid in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 4): on a miss it takes 2d6+4 acid acid and its armor is eaten away, leaving it sundered; on a weak hit it takes half damage and its armor holds.
Tags
A gaunt, horn-crowned dragon of slick black scales that lairs in fetid swamps and drowned ruins, half-submerged and patient. It is a cruel and calculating ambusher, dragging prey into the murk to drown, and the acid it spits strips shields and mail to slag.
Young Blue Dragon
Attacks
Moves
- Lightning Breath
It looses a searing bolt of lightning in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 4): on a miss it takes 2d6+4 lightning lightning, on a weak hit half.
A dragon of polished, storm-blue scales that stalks the deep desert, burrowing beneath the dunes to wait out the heat and erupting on anything that crosses its territory. It feels the tread of prey through the sand long before it sees them, and it fights with a patient, calculating cruelty.
Young Brass Dragon
Attacks
Moves
- Fire Breath
It exhales a searing jet of flame in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 6): on a miss it takes 1d10+4 fire fire, on a weak hit half.
- Sleep Gas
It breathes a rolling cloud of soporific gas in a 15-foot cone. Every creature caught makes a Cunning save (DC 6): on a miss it drops unconscious as the fumes drag it under; on a weak hit it is left impaired, groggy and clumsy, until it can shake its head clear.
A burnished, sand-colored dragon of the deep desert, and the most talkative of all dragonkind. It would sooner corner a traveler into hours of conversation than eat them, and it dozes half-buried in the dunes, sensing every footfall for miles. Its scorching breath is a last resort, second to the sleeping gas it uses to keep company from leaving too soon.
Young Bronze Dragon
Attacks
Moves
- Lightning Breath
It discharges a crackling bolt in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 lightning lightning, on a weak hit half.
- Repulsion Gas
It breathes a concussive gust in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it is knocked prone by the blast; on a weak hit it staggers but keeps its feet.
Tags
A dragon of gleaming bronze scales that patrols the coastlines and the open sea, a soldier at heart with a soldier's sense of duty. It shepherds lost ships to harbor as readily as it sinks raiders, and it meets a real threat head-on, holding the line where a lesser dragon would flee.
Young Copper Dragon
Attacks
Moves
- Acid Breath
It sprays a line of stinging acid in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 4): on a miss it takes 2d6+4 acid acid, on a weak hit half.
- Slowing Gas
It breathes a cloud of clinging vapor in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it is slowed as the mist stiffens its limbs; on a weak hit it shakes off the worst and moves freely.
Tags
A copper-scaled trickster of the rocky highlands, more prankster than tyrant, that delights in riddles and stolen trinkets and pratfalls at a rival's expense. It fights the way it jokes—darting in, spitting acid, and slipping out of reach before anyone can answer—and it would rather humiliate an intruder than kill them.
Young Gold Dragon
Attacks
Moves
- Fire Breath
It unleashes a torrent of golden flame in a 15-foot cone. Every creature caught makes a Cunning save (DC 6): on a miss it takes 1d10+4 fire fire, on a weak hit half.
- Weakening Gas
It breathes a shimmering, sapping vapor in a 15-foot cone. Every creature caught makes a Cunning save (DC 6): on a miss it is weakened as its strength drains away; on a weak hit it shrugs off the worst and holds its strength.
Tags
The greatest of the metallic dragons, a creature of burnished gold scales and immense, patient wisdom. It reads a heart at a glance and weighs a quarrel before it joins one, and its magic runs as deep as its hoard. Even young, it carries itself like something that has already seen how the story ends.
Young Green Dragon
Attacks
Moves
- Poison Breath
It breathes a rolling cloud of choking gas in a 15-foot cone. Every creature caught makes a Cunning save (DC 6): on a miss it takes 1d10+4 poison poison and, choking and blind in the murk, is frightened until it staggers clear; on a weak hit it takes half damage and holds its nerve.
Spellcasting
mind-spike, glimpse
influence, sleep, calm-emotions, confusion
A sinuous, forest-green dragon that rules its woodland as a spymaster rules a court, all whispers and bargains and poisoned promises. It is the schemer of dragonkind, coaxing secrets and loyalty from those it means to devour, and it would far rather turn a party against itself than fight it head-on.
Young Red Dragon
Attacks
Moves
- Fire Breath
It rears back and looses a roaring cone of flame in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 fire fire, on a weak hit half.
A scaled tyrant the color of banked coals, arrogant and ravenous, that claims a mountain and everything beneath it. Younger than the wyrms of legend, it already hoards what it can steal and burns what it cannot, and it fights with the reckless fury of a creature that has never learned to fear.
Young Silver Dragon
Attacks
Moves
- Cold Breath
It exhales a blast of glacial air in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 cold cold, on a weak hit half.
- Paralyzing Gas
It breathes a cloud of numbing frost in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it locks up, stunned as the cold seizes its muscles; on a weak hit it is left impaired, sluggish and clumsy, rather than frozen fast.
A regal dragon of moonlit silver scales that keeps to the high peaks and the cloud layer, watching over the lands below with a quiet, protective eye. It walks among people wearing borrowed faces, drawn to their brief lives and their courage, and it comes down from the clouds only when something threatens those under its care.
Young White Dragon
Attacks
Moves
- Cold Breath
It exhales a blast of glacial air in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 cold cold, on a weak hit half.
Tags
The most feral of dragonkind, a low-cunning brute of frost-rimed scales that dens in glaciers and hunts the frozen wastes. It has little of its cousins' guile, only a cold and single-minded hunger, and the air around it bites as sharp as its teeth.
Animated Armor
Attacks
Moves
- Shield Bash
The empty harness throws its whole
weight behind a gauntleted blow at a creature within reach +3; on a hit it deals 1d4+3 physical, and on a strong hit the impact drops the target prone.
Tags
An empty suit of plate that stands sentry long after the one who wore it is gone. The visor gapes on darkness, and the gauntlets swing with the
Ape
Attacks
Moves
- Rock
The ape hurls a rock at one creature it can see within 30 feet, which makes a Cunning save (DC 3): on a miss it takes 2d6+3 physical; on a weak hit it takes half damage instead.
Tags
Awakened Tree
Attacks
Moves
- Root Snare
The tree's roots erupt from the soil around a creature within 10 feet, which makes a Power save (DC 3): on a miss the questing roots wrap its legs and it is restrained; on a weak hit it stumbles clear before they close.
Tags
A forest giant roused to slow awareness by druidic craft, its bark creased into the suggestion of a face and its lowest boughs bent into groping limbs. It walks on a tangle of root-feet, ponderous and patient, and answers any threat to its grove with sweeping blows that shatter bone. Green wood shrugs off blades and rot alike, but a torch still makes it flinch.
Azer
Attacks
Tags
A stern, bearded smith wrought from living brass, its beard and crest a mane of open flame. It fights with a hammer heated in its own body, and the heat that rolls off its skin makes closing with it a hazard in itself.
Bandit Captain
Attacks
Moves
- Taunt
Call out a creature within medium range; if they don't attack you before the end of the next round, they must mark
1-fatigue . If they do attack you, you become quickened until the end of the next round. - Feint
A creature within your reach hits you with an attack
Mark
2-fatigue . The triggering creature makes a cunningsaving throw , DC equal to your+CUNNING . On a miss, they become impaired until the end of the next round. On a weak hit, they become slowed until the end of the next round. - Disarm
Mark
1-fatigue to try to knock a creature's weapon or focus out of their hands that's within your reach; make apower roll . On a weak hit, they mark2-fatigue , on a strong hit, their weapon or focus is also knocked to the ground.
Tags
The one who took the crew by cunning and holds it by force, longsword in the main hand and a dagger for the quiet work. Their crew fights harder with them watching.
Bearded Devil
Attacks
Moves
- Infernal Wound
The devil twists its glaive in a wound it has already opened, targeting a creature it has damaged this turn +3. On a hit it deals 1d6+3 physical, and on a strong hit the cut refuses to close and the target is weakened as it bleeds.
Tags
A gaunt, scale-hided devil with a writhing, serpentine beard and a wicked polearm it never sets down. It fights to bleed rather than to kill outright, opening long wounds that fester and weep, and lets its quarry weaken on its feet before it finishes the work.
Black Bear
Attacks
Tags
Black Dragon Wyrmling
Attacks
Moves
- Acid Breath
It spits a 20-foot line of caustic acid. Each creature in the line makes a Power save (DC 3): on a miss it takes 1d8+3 acid and its armor is eaten away, leaving it sundered; on a weak hit it takes half damage and its armor holds.
Tags
Blue Dragon Wyrmling
Attacks
Moves
- Lightning Breath
It looses a 20-foot line of crackling lightning. Each creature in the line makes a Power save (DC 3): on a miss it takes 1d8+3 lightning, on a weak hit it takes half damage instead.
Boar
Attacks
Moves
- Gore
After moving at least 20 feet straight toward its target, the boar drives its tusks into a creature within reach +3; on a hit it deals 2d8+3 physical, and on a strong hit the target is knocked prone.
Tags
Brass Dragon Wyrmling
Attacks
Moves
- Fire Breath
It exhales a 20-foot line of flame. Each creature in the line makes a Power save (DC 5): on a miss it takes 1d4+3 fire, on a weak hit it takes half damage instead.
- Sleep Gas
It breathes a 15-foot cone of soporific gas. Each creature in the area makes a Power save (DC 5): on a miss it is slowed as its limbs grow heavy and its eyes droop; on a weak hit it shakes off the drowse.
Bronze Dragon Wyrmling
Attacks
Moves
- Lightning Breath
It looses a 20-foot line of lightning. Each creature in the line makes a Power save (DC 3): on a miss it takes 1d6+3 lightning, on a weak hit it takes half damage instead.
- Repulsion Breath
It breathes a 15-foot cone of repulsion gas that hurls its targets back. Each creature in the area makes a Power save (DC 3): on a miss it is knocked prone; on a weak hit it keeps its feet.
Bugbear Warrior
Attacks
Moves
- Grapple
Mark
1-fatigue to grapple a creature within touch range that is your size or smaller. They must make a powersaving throw , DC equal to your+POWER —on a miss or a weak hit, they become restrained. If you become impaired or stunned, the restrained ends.
Tags
Near seven feet of matted fur and long, grasping arms, built to reach past a shield and take hold. Once its fingers close it does not slow, hauling a screaming captive off into the dark without breaking stride.
Camel
Attacks
Moves
- Kick
The camel lashes out with a hind leg at a creature within reach +5; on a hit it deals 1d6+3 physical, and on a strong hit the blow drops the target prone.
Tags
Constrictor Snake
Attacks
Moves
- Constrict
The snake throws its coils around a creature within reach and squeezes. The target makes a Power save (DC 2): on a miss it takes 1d6+2 physical and is restrained; on a weak hit it takes half damage instead.
Tags
Copper Dragon Wyrmling
Attacks
Moves
- Acid Breath
It spits a 20-foot line of acid. Each creature in the line makes a Power save (DC 3): on a miss it takes 1d8+3 acid, on a weak hit it takes half damage instead.
- Slowing Gas
It breathes a 15-foot cone of clinging vapor. Each creature in the area makes a Power save (DC 3): on a miss it is slowed; on a weak hit it shrugs it off.
Tags
Cult Fanatic
Attacks
Spellcasting
sacred-flame, call-the-grave
hex, sanctuary, invigorate
Tags
A true believer who has clawed their way to the inner circle, drunk on borrowed power and the certainty of the doomed. Where the cultist obeys, the fanatic commands.
Darkmantle
Attacks
Moves
- Smother
The darkmantle drops onto a creature's head and clamps its rubbery body across nose and eyes +3. On a hit it deals 1d6+3 physical; on a strong hit it seals over the face and the creature is blinded and cannot draw breath until it tears the thing loose.
Tags
A knot of leathery hide and grasping arms that hangs from a cave roof in the perfect shape of a stalactite. It hunts by dropping onto whatever passes beneath, folding its body over the head to blind and smother. It has no eyes and needs none, reading the black by the shape of sound and stir alone.
Death Dog
Attacks
Doppelganger
Attacks
Spellcasting
mind-spike, minor-illusion
disguise, influence, sense
Tags
A lean, grey-skinned thing with blank features and colorless eyes, at rest. It rarely rests in that shape. Given a face to study it becomes that face, wears the voice and the walk and the borrowed life, and slips into a household to feed on trust. Those who uncover one among them seldom trust a familiar face again.
Draft Horse
Attacks
Moves
- Kick
The horse lashes out with a heavy hind hoof at a creature within reach +3; on a hit it deals 1d8+3 physical, and on a strong hit the blow knocks the target prone.
Tags
Druid
Attacks
Spellcasting
poison-spray, windrush, guidance
web, blur, control-element, heat-metal, summon, hasten
Tags
A keeper of the old boundary between the tilled land and the wild, who speaks for the things that have no voice at the council. Carries a plain staff and the weather at their back.
Dryad
Attacks
Spellcasting
poison-spray, glimpse, minor-illusion
influence, web, blur, calm-emotions
A dryad is the living heart of an old tree given a woman's shape, her skin the grey-green of bark and her hair a fall of leaves that turns with the seasons. She rarely strays far from her tree, but a threat to the grove wakes a slow, patient fury in her, and the wood itself answers her call — roots buckling the ground, branches snaring the unwary.
Elk
Attacks
Moves
- Ram
The elk drives its antlers into a creature within reach +5; on a hit it deals 1d6+3 physical, and on a strong hit the target is knocked prone.
Tags
Enokid Sovereign
Attacks
Moves
- Pacifying Spores
The sovereign exhales a drifting cloud of spores over a creature within 15 feet. The target makes a Focus save (DC 5): on a miss the spores flood its senses with a false serenity and it is charmed, unwilling to raise a hand against the sovereign or its brood; on a weak hit the fog only clouds its resolve and it is frightened instead.
Tags
The eldest and largest of an Enokid colony, a towering cap of luminous flesh that stands a head above its lesser kin. It speaks to its brood in silent bursts of spores, and it turns that same wordless voice on intruders, filling their lungs with visions until they forget why they came armed.
Ettercap
Attacks
Moves
- Web Snare
The ettercap flicks a gob of sticky silk at a creature within 30 feet. It makes a Cunning save (DC 3): on a miss the strands cling and it is restrained; on a weak hit the silk fouls only its footing and it is slowed.
Tags
A crook-limbed thing with a swollen spider's face grafted onto a lean humanoid frame, its fingers ending in curved claws made for herding. It tends the deep-wood spiders like cattle and hangs its captives in silk cocoons along the branches, tapping them for venom and meat. The webs strung through its hunting ground are its eyes and its snares both.
Gargoyle
Attacks
Tags
A squat, leering figure of weathered stone, wings folded, that crouches motionless among the gutters and cornices until prey wanders beneath it. When it moves the mistake is already made — it drops in a rush of grinding wings and raking claws.
Gas Spore
Attacks
Moves
- Spore Cough
Jostled or grazed, the sac vents a puff of choking spores over a creature within reach, which makes a Power save (DC 3): on a miss it takes 1d8+3 poison and hacks helplessly, impaired; on a weak hit it takes half damage instead.
Tags
A bloated sphere of pallid fungus that drifts on the barest current, its mottled skin swollen taut with the gases churning inside. In the gloom its shape apes some far deadlier thing that hangs in the air, enough to freeze the hand of anyone who spots it, and a single firm blow ruptures the sac and looses the rot within.
Ghast
Attacks
Moves
- Reeking Stench
The rot pouring off the ghast thickens into a haze that fills a 15-foot cone. Each creature caught in it makes a Power save. On a miss it is impaired as its stomach turns; on a weak hit it fights the gag down and is slowed until the end of its next turn instead.
Tags
A corpse-eater grown strong on the flesh it tears, lean and quick where its lesser kin only shamble. The stink of the grave clings to it so thickly that even hardened fighters buckle when the wind carries it their way, and it lunges into that opening with black claws bared.
Ghoul
Attacks
Moves
- Paralyzing Claws
The ghoul rakes a creature within reach +3. On a hit it deals 1d6+3 physical; on a strong hit the numbing rot locks the muscle and the target is restrained where it stands. A weak hit deals the damage and leaves the target slowed instead.
Tags
A gaunt, hunched corpse-eater with too many teeth and a hunger that never quiets. Its rending claws carry a numbing rot that locks a body rigid where it stands, and the ghoul feeds while the meat is still warm.
Giant Badger
Attacks
Tags
Giant Bat
Attacks
Giant Centipede
Attacks
Moves
- Venom
The centipede's mandibles pump numbing venom into one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 poison and is impaired; on a weak hit it takes half damage instead.
Tags
Giant Crab
Attacks
Moves
- Clamp
The crab's pincer closes on a Medium or smaller creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained; on a weak hit it takes half damage instead.
Tags
Giant Eagle
Attacks
Tags
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
Tags
Giant Frog
Attacks
Moves
- Tongue Grab
Its tongue lashes out at one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained, reeled back toward the frog's maw; on a weak hit it takes half damage instead.
Tags
Giant Goat
Attacks
Moves
- Charge
After charging at least 20 feet straight toward one target within reach, the goat slams its horns home +5; on a hit it deals 1d6+3 physical, and on a strong hit the target is knocked prone.
Tags
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
Moves
- Thrash
The lizard clamps down and rolls its whole body, wrenching a creature within reach +3; on a hit it deals 1d6+3 physical and the target is restrained in its jaws, pinned and dragged as the lizard twists.
Tags
Giant Octopus
Attacks
Moves
- Entangle
Its arms coil around one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained; on a weak hit it takes half damage instead.
Tags
Giant Owl
Attacks
Tags
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
Moves
- Filth Bite
The rat's filth-caked teeth sink into one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is weakened; on a weak hit it takes half damage instead.
Tags
Giant Scorpion
Attacks
Moves
- Clamp
The scorpion's pincer closes around a Large or smaller creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained; on a weak hit it takes half damage instead.
Giant Seahorse
Attacks
Moves
- Ram
After charging at least 20 feet straight toward one target within reach, the seahorse drives its armored snout home +3; on a hit it deals 2d6+3 physical.
Tags
Giant Toad
Attacks
Moves
- Tongue Grab
Its tongue lashes out at one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained, reeled back toward the toad's mouth; on a weak hit it takes half damage instead.
Tags
Giant Venomous Snake
Attacks
Moves
- Venom
The snake strikes and holds, pumping venom through its fangs. One creature within reach makes a Power save (DC 3): on a miss it takes 1d6+3 poison and the poison fogs its senses, leaving it impaired; on a weak hit it takes half damage instead.
Giant Vulture
Attacks
Tags
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
Tags
Giant Weasel
Attacks
Tags
Giant Wolf Spider
Attacks
Moves
- Venom
The spider sinks its fangs deep and floods the wound with venom. One creature within reach makes a Power save (DC 3): on a miss it takes 1d6+3 poison and its limbs go leaden and clumsy, leaving it impaired; on a weak hit it takes half damage instead.
Tags
Gibbering Mouther
Attacks
Moves
- Gibbering
It fixes one creature within 30 feet that can hear it and pours out a babble of nonsense voices meant for that mind alone. The target makes a Focus save (DC 4): on a miss it is frightened as the words claw at its sense of self; on a weak hit it is slowed instead as the sound only half-takes hold.
- Engulf
The mouther flows over a prone or slowed creature within reach, which makes a Power save (DC 4): on a miss it is restrained in the churning mass, taking 1d4+2 physical as the mouths worry at it; on a weak hit it takes half damage and is slowed as the tide only partly closes over it.
Tags
A boiling heap of eyes and mouths that was once many creatures, now churned into one gabbling mass. It never stops talking, and the flood of half-formed words unmoors the mind of anyone who listens too long.
Goblin Boss
Attacks
Moves
- Divert
An ally within reach is hit with an attack and you're wielding a shield.
You intercede and redirect the attack to you. Until the end of the next round, or until your ally moves out of your reach, you can redirect all attacks specifically targeting that ally to you without using another reaction.
Tags
It leads by living longer than anyone who challenges it. When a blade swings its way, a lesser goblin is somehow always shoved into the path, and the boss is already three steps gone. Cleverness keeps it on the throne, not courage.
Gold Dragon Wyrmling
Attacks
Moves
- Fire Breath
It exhales a 15-foot cone of golden flame. Each creature in the area makes a Focus save (DC 5): on a miss it takes 1d4+3 fire, on a weak hit it takes half damage instead.
- Weakening Gas
It breathes a 15-foot cone of enervating gas. Each creature in the area makes a Focus save (DC 5): on a miss it is weakened; on a weak hit it holds its strength.
Green Dragon Wyrmling
Attacks
Moves
- Poison Breath
It breathes a 15-foot cone of stinging gas. Each creature in the area makes a Cunning save (DC 5): on a miss it takes 1d4+3 poison and, choking on the fumes, becomes frightened of the dragon; on a weak hit it takes half damage and holds its nerve.
Grick
Attacks
Moves
- Drag Into Reach
Barbed arms lash out and haul a creature within reach off its feet. The target makes a Power save (DC 3): on a miss it is dragged adjacent and restrained in the coils, taking 1d8+3 physical; on a weak hit it takes half damage and is slowed as it slips free.
Tags
A worm the color of wet stone, ringed near its beak by four rubbery arms. It clings motionless to cavern walls and ceilings, indistinguishable from the rock until the arms unfurl and reach.
Grimlock
Attacks
A sightless dweller of the lightless deep, its eye sockets grown over with smooth grey skin. It navigates a maze of tunnels by scent and by the tremor of a footfall, and it swings its bone cudgel with a ferocity that its ragged frame does not promise.
Guard Captain
Attacks
Moves
- Forceful Blow
Mark
1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark1-fatigue to resist being pushed.
Tags
A career officer commanding a city watch or castle garrison. They swing with the settled
Harpy
Attacks
Moves
- Luring Song
The harpy lifts a keening, wordless melody and fixes it on one creature within 60 feet that can hear it. The target makes a Focus save (DC 3): on a miss it is charmed and, on its turn, must move as directly toward the harpy as it can; on a weak hit it is charmed but keeps its footing.
Tags
A gaunt, filth-matted thing with the wings and taloned legs of a great bird below the sallow torso of a woman. It nests in ruins and sea-cliffs and sings from the rocks, and the song is beautiful only until the singer is close enough to be seen.
Hell Hound
Attacks
Moves
- Fire Breath
The hound exhales a gout of flame in a 15-foot cone. Every creature caught makes a Cunning save (DC 3): on a miss it takes 1d4+3 fire fire, on a weak hit half.
Tags
A rangy, coal-black hound with embers for eyes and smoke curling from its jaws, running down whatever its master points it at. It hunts in a coordinated pack, cutting off escape while the others close, and when a quarry breaks for cover it answers with a breath of fire.
Hippogriff
Attacks
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
Tags
Mage
Attacks
Spellcasting
fire-mote, mind-spike, minor-illusion
armor, invisibility, counterspell, teleport
Tags
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.
Merrow
Attacks
Moves
- Barbed Haul
The merrow hurls its barbed harpoon at a creature within 20 feet +5. On a hit it deals 1d6+3 physical; on a strong hit the barbs bite deep and it hauls the target up to 20 feet toward it, leaving it restrained by the trailing line.
Tags
A brine-bloated cousin of the ogre, its hide gone grey-green and slick, its hands webbed and tipped with hooked claws, a broad tail lashing behind. It lurks below the piers and hull-shadows and drags down anything warm-blooded that ventures within reach of its harpoon. Hunger drives it, and cruelty keeps it hunting long after hunger is fed.
Mimic
Attacks
Moves
- Adhesive Pseudopod
The mimic lashes a limb of gluey flesh around a creature within reach +3. On a hit it deals 1d6+3 acid, and on a strong hit the creature sticks fast to the mimic and is restrained until it tears free.
Tags
A shapeshifting predator that molds itself into the furniture of the places it lurks—a chest, a door, a strongbox left invitingly ajar. The disguise holds until something reaches for it, and then the false wood splits into a maw and a lashing tongue of adhesive flesh.
Minotaur Skeleton
Attacks
Tags
Bone horns lowered, a bull-skulled frame of yellowed bone lowers its head and comes on at a run, driven by whatever will was poured into it. There is nothing behind the empty sockets but the order to trample, and it holds that line until it is broken apart.
Ochre Jelly
Attacks
Moves
- Split
it takes physical or lightning damage without dropping to
0 HP Cut or shocked, the jelly is cloven in two rather than hurt. Its current HP is divided between two ochre jellies, rounding down, and the two share one
fatigue and exhaustion track—each half slinks off to hunt on its own.
Tags
A pulsing yellow blob that oozes through corridors and seeps under doors. Cut it or shock it and the wound seals into a second jelly, each half creeping off to hunt on its own.
Ogre
Attacks
Tags
A hulking brute of dim caves and reeking lowland swamps, half again the height of a tall man and slow to think but never slow to swing. It drags a club hewn from a whole young tree and brings it down on anything that fails to flee, more interested in the crunch than in why the thing was running.
Ogre Zombie
Attacks
Tags
A giant's rotting corpse hauled back onto its feet, one arm swinging like a felled tree. Its strength outlasts its death, and it soaks up ruin that would drop anything living, plodding
Panther
Attacks
Tags
Pegasus
Attacks
Tags
A horse of the high air, white-coated and feathered with a broad span of wings that beat like a storm rising. Pegasi keep to the clean reaches above the clouds and come down only for a rider they judge worthy, or to carry the innocent out from under a spreading shadow. Cornered, one rears and lashes with iron-shod hooves that crack a shield in two.
Phase Spider
Attacks
Moves
- Ethereal Step
The spider slips half a step out of the world and back, vanishing from where it stood and reappearing in any open space within 30 feet. It cannot be seen or struck between the two points, and it may make a Bite against a creature next to where it arrives +3 for 1d6+3 poison.
Tags
A spider the size of a war-dog, its chitin the oily grey-violet of a bruise, its legs blurring at the edges as though it were never quite in one place. It hunts by winking out of sight, closing the distance through somewhere else, and biting down with venom that eats away at flesh.
Pirate
Attacks
Moves
- Enthralling Panache
The pirate spins a grin and a boast at a single creature within 30 feet, who makes a Focus save (DC 3). On a miss they are charmed until the end of the pirate's next turn; on a weak hit they merely hesitate, slowed until the end of the pirate's next turn.
- Feint
A creature within your reach hits you with an attack
Mark
2-fatigue . The triggering creature makes a cunningsaving throw , DC equal to your+CUNNING . On a miss, they become impaired until the end of the next round. On a weak hit, they become slowed until the end of the next round.
Tags
A sea-rover with charm to spare and a knife to spend. Pirates talk a mark into hesitating, then bury the blade before the smile has faded.
Priest
Attacks
Spellcasting
sacred-flame, guidance, healing-word
invigorate, sanctuary, divine-aura
Tags
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
Tags
Ranger Land Companion
Attacks
Moves
- Charge
Mark
2-fatigue to charge at a creature. Move up to yourSPEED to a creature then attack it with a melee weapon. This attack gains+2 piercing , and your movement doesn't provoke an opportunity attack.
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
Moves
- Pin Down
Mark
2-fatigue to attack a creature with a ranged weapon, dealing your weapon damage and inflicting restrained on them on a hit. If you become impaired or stunned, restrained ends.
Tags
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.
Red Dragon Wyrmling
Attacks
Moves
- Fire Breath
It exhales a 15-foot cone of flame. Each creature in the area makes a Power save (DC 3): on a miss it takes 1d6+3 fire, on a weak hit it takes half damage instead.
Reef Shark
Attacks
Tags
Reekworm
Attacks
Moves
- Paralyzing Tentacles
The worm lashes out with its ring of poison-slick feelers at a creature within reach +3. On a hit it deals 1d6+3 poison, and on a strong hit the venom floods the limbs and the target is restrained as its muscles lock.
Tags
A pale, segmented worm the length of a horse, wreathed at the head by a crown of drooping feelers that weep a numbing venom and a stench of old rot. It clings to cavern ceilings and drops onto whatever passes below, feeling for prey it can leave slack and helpless and eat at leisure.
Riding Horse
Attacks
Moves
- Kick
The horse lashes out with a hind hoof at a creature within reach +3; on a hit it deals 1d6+3 physical, and on a strong hit the blow knocks the target prone.
Tags
Rug of Smothering
Attacks
Moves
- Smother
The rug whips up and folds around a creature within reach +3; on a hit it deals 1d8+3 physical, and on a strong hit it wraps tight and the target is restrained, crushed and unable to breathe beneath the fabric until it tears free.
Tags
A woven carpet indistinguishable from any other until it lifts at the corners and lunges. It settles over a sleeping body and cinches down, a smothering
Rust Monster
Attacks
Moves
- Corrode
The rust monster brushes its feathery antennae across a target's armor within reach +3. On a hit the metal blisters and flakes away, and on a strong hit the corrosion bites deep enough to leave the armor sundered.
Tags
A low, armored thing the size of a large dog, plated in rust-red shell with a stub of a tail and two long feathery antennae that twitch toward the smell of iron. It eats metal, and a single sweep of those antennae can pit a blade or crumble a breastplate to red dust.
Sahuagin Warrior
Attacks
Moves
- Charge
Mark
2-fatigue to charge at a creature. Move up to yourSPEED to a creature then attack it with a melee weapon. This attack gains+2 piercing , and your movement doesn't provoke an opportunity attack.
Tags
A barbed predator of the coastal deep, all raking claws and crowded rows of teeth. It hunts the shallows in silence until the first wound is opened, then loses itself to a killing frenzy at the smell of blood in the water. It worships things that sleep far beneath the waves.
Satyr
Attacks
Moves
- Head-butt Charge
The satyr lowers its horns and drives into a target within reach +3; on a hit it deals 1d6+3 physical, and on a strong hit the target is shoved 10 feet back and knocked prone.
Spellcasting
sacred-flame, glimpse
influence, calm-emotions
Tags
Goat-legged and crowned with curling horns, a satyr lives for revelry and takes any intrusion on its wood as an insult to be answered with hoof and horn. It carries a set of reed pipes whose melody can lull an armed party into swaying, dreamy compliance long enough for the satyr to make its point.
Scarecrow
Attacks
Moves
- Terrifying Glare
The scarecrow fixes a creature within 30 feet with the hollow pits of its eyes. The target makes a Focus save (DC 3): on a miss it is frightened as raw dread takes hold; on a weak hit the fear only sets its nerves on edge and it is slowed instead.
- Clawing Grasp
Straw-stuffed hands close on a creature within reach +2; on a hit it deals 1d6+2 physical and the target is restrained, tangled in the clutching burlap and knotted sticks until it wrenches loose.
A frame of lashed sticks and stuffed burlap wearing a farmer's castoffs, propped in a field to fool the crows. Something spiteful nests in the straw, and when it wakes the painted grin no longer looks painted.
Scout
Attacks
Moves
- Volley
Mark up to
3-fatigue (minimum 1). Choose a number of creatures within reach of your ranged weapon equal to thefatigue you marked +2. If they haven't moved by the end of the next round, strike them. - Poisoned Arrows
Mark
3-fatigue tohold 3-poisonarrow . Spend 1-poisonarrow when you attack with a ranged weapon to deal acid damage instead of physical damage and inflict weakened on a strong hit as they become poisoned. Your hold lasts until the end of combat.
Tags
A ranger, tracker, or skirmisher trained to operate alone in the wilds. Loaded quiver, patient eye, light feet.
Sea Hag
Attacks
Moves
- Horrific Appearance
The hag drops the glamour hiding her true face and turns it on one creature within 30 feet that can see her. It makes a Focus save (DC 5): on a miss it is frightened of her while it can see her, on a weak hit it is frightened until the end of its next turn instead. A creature that succeeds is immune to this hag's appearance for 24 hours.
A wretched, stringy-haired thing that dwells in drowned grottoes and reeking tide pools, so hideous that a single glimpse of her true face can stop a sailor's heart. She trades in despair, delighting in the ruin of anything hopeful, and her curse-laden bargains have wrecked more than one desperate soul.
Silver Dragon Wyrmling
Attacks
Moves
- Cold Breath
It exhales a 15-foot cone of frost. Each creature in the area makes a Power save (DC 3): on a miss it takes 1d6+3 cold, on a weak hit it takes half damage instead.
- Numbing Gas
It breathes a 15-foot cone of frigid, numbing vapor. Each creature in the area makes a Power save (DC 3): on a miss it is slowed as the cold seizes its limbs; on a weak hit it shakes off the chill.
Sphinx of Wonder
Attacks
Moves
- Confounding Riddle
It sets a riddle turning in a creature's mind. The target makes a Focus save (DC 5): on a miss it is charmed while it chases the answer, on a weak hit the puzzle passes and leaves it unbothered.
Spellcasting
minor-illusion, guidance
sanctuary, sense, calm-emotions
Tags
A sphinx no bigger than a house cat, wings shot through with shifting color, the least and gentlest of its kind. It keeps company with quiet scholars and hands the curious a harmless puzzle, delighting when someone bothers to solve it.
Spy
Attacks
Moves
- Poisoned Blade
The spy slips a venom-slick edge past a distracted guard +3, dealing 1d6+3 poison. On a strong hit the toxin takes hold and the target is weakened; on a weak hit it takes the cut alone.
- Feint
A creature within your reach hits you with an attack
Mark
2-fatigue . The triggering creature makes a cunningsaving throw , DC equal to your+CUNNING . On a miss, they become impaired until the end of the next round. On a weak hit, they become slowed until the end of the next round. - Disarm
Mark
1-fatigue to try to knock a creature's weapon or focus out of their hands that's within your reach; make apower roll . On a weak hit, they mark2-fatigue , on a strong hit, their weapon or focus is also knocked to the ground. - In-and-Out
Mark
2-fatigue to move up to yourSPEED and attack one creature you come within range of during your movement. Your movement doesn't provoke an opportunity attack.
Tags
An agent who deals in secrets and misdirection, at home in a ballroom or a back alley. Strikes only when the odds are already bent, then slips away before the alarm sounds.
Tough
Attacks
Tags
A hired enforcer or street brawler who settles debts with a broken arm. Toughs work in pairs, and a target caught between two of them rarely stays standing long.
Vine Blight
Attacks
Moves
- Entangling Vines
The blight lashes out with a knot of creepers at a creature within 15 feet. The target makes a Cunning save (DC 3): on a miss the vines cinch tight and it is restrained where it stands; on a weak hit it is only slowed as the creepers snag one leg.
Tags
A snarl of thorned creepers that heaves itself across the ground on a hundred grasping tendrils, a corruption in the deep wood given the will to hunt. It lies flat and still as a bed of ivy, then rears up in a wall of thrashing vines to seize whatever comes within reach.
Warhorse
Attacks
Moves
- Trample
After moving at least 20 feet straight toward one target within reach, the warhorse strikes with its hooves +4; on a hit it deals 1d6+2 physical, and on a strong hit it drives the target prone.
Tags
Watcher
Attacks
Moves
- Rotting Gaze
Its great eye fixes on a creature within 30 feet and its flesh begins to sicken and slough. The target makes a Focus save (DC 3): on a miss it takes 1d6+3 necrotic necrotic and is weakened as the rot sets in; on a weak hit it takes half damage and is impaired instead.
A hunched, wasted thing that skulks in the dark of old ruins, its face split by a single enormous eye. That eye pries loose things a stranger has no way of knowing, and where its stare lingers on living flesh the skin begins to curdle and rot on the bone.
Water Weird
Attacks
Moves
- Drowning Grip
The weird rears from its pool and folds around a creature within reach +3; on a hit it deals 1d6+3 physical, and on a strong hit it drags the target under and holds it restrained, water forced into its lungs while the grip holds.
Tags
A serpent shaped from a pool's own water, all but invisible until it rises. It rears from cistern or fountain to coil around whatever leans in for a drink, then drags the struggling shape down beneath the surface.
White Dragon Wyrmling
Attacks
Moves
- Cold Breath
It exhales a 15-foot cone of freezing wind. Each creature in the area makes a Power save (DC 3): on a miss it takes 1d6+3 cold, on a weak hit it takes half damage instead.
Tags
Will-o'-Wisp
Attacks
Moves
- Beckoning Glow
The wisp dims to a soft, inviting flicker and drifts toward safe-looking ground. One creature within 30 feet that can see it makes a Focus save (DC 3): on a miss it is charmed and follows the light onto the treacherous path; on a weak hit it hesitates, slowed for a moment, then catches itself.
Tags
A bob of pale light that hangs over marsh and battlefield, drifting toward anything that draws near. It looks like a lantern carried by someone lost, and it lures the living off the safe path and into the mire, then closes in with a crackling touch when they are too far gone to run.
Winter Wolf
Attacks
Moves
- Cold Breath
It rears and breathes a 15-foot cone of glittering frost. Every creature caught in it makes a Cunning save (DC 3): on a miss it takes 1d4+3 cold cold, on a weak hit it takes half.
Tags
A tundra hunter the size of a small horse, white as the drifts it vanishes into, with the wit to lay an ambush and the cruelty to savor it. It runs down prey in coordinated packs and speaks the harsh tongue of the giants it often serves, striking a bargain as readily as it strikes a throat.
Wolf
Attacks
Moves
- Takedown
The wolf bites one target within reach and throws its
weight sideways +2; on a hit it deals 1d8+2 physical, and on a strong hit it drags the target prone.
Tags
Worg
Attacks
Tags
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.
Yeti
Attacks
Moves
- Chilling Gaze
The yeti fixes a creature it can see within 30 feet with its pale, dead-eyed stare. The target makes a Focus save (DC 3): on a miss it is frightened as the killing cold reaches into it; on a weak hit it is slowed instead.
Tags
A towering shape of white shaggy fur and grey hide that moves near-invisible against the snow. It hunts the high passes in silence, and its flat black eyes carry a cold that stops warm-blooded prey where it stands. Fire is the one thing it fears.
Acolyte
Attacks
Spellcasting
sacred-flame, healing-word
sanctuary, invigorate
Tags
A junior servant of a temple, still learning the
Aerial Familiar
Attacks
A minor spirit bound to a spellcaster's service, wearing the shape of an owl, raven, or other winged creature.
Aquatic Familiar
Attacks
Tags
A minor spirit bound to a spellcaster's service, wearing the shape of a fish, octopus, or other water-dwelling creature.
Arcane Cannon
Attacks
Moves
- Bulwark
A creature within 30 feet of the cannon gains temporary
hit points equal to its artificer's+CUNNING , until lost. - Repulse
A creature within 30 feet of the cannon makes a power
saving throw against its artificer's+CUNNING . On a miss, it is pushed 10 feet and knocked Prone; on a weak hit, it is pushed 10 feet.
Tags
A compact arcane engine of brass and crystal, assembled in moments and directed by its artificer. It lobs bolts of force until it breaks—then detonates.
Awakened Shrub
Attacks
Moves
- Snare
The shrub throws out a snarl of barbed branches at a creature within reach +2; on a hit it deals 1d4+2 physical and the target is restrained, snagged fast in the thorns until it tears loose.
Tags
A bush roused into a dim, restless awareness, dragging its own roots free of the soil to shamble after intruders. It lashes with barbed branches, and it burns as readily as any pile of dry kindling.
Axe Beak
Attacks
Tags
Baboon
Attacks
Tags
Badger
Attacks
Bandit
Attacks
Tags
A roadside cutthroat who robs whoever the wilds wash up. Dangerous in numbers, cheap on their own.
Bat
Attacks
Blink Dog
Attacks
Moves
- Blink
The dog winks out of the world and reappears in an unoccupied space it can see within 40 feet. The step provokes no reaction, and if it blinks out of a creature's reach it leaves that creature nothing to strike at.
Tags
A lean hunting hound with a coat the color of dry autumn grass and eyes that hold an unsettling patience. It fights in flickers, winking out of the world for the space of a breath and reappearing at a foe's flank, so that a pack of them seems to be everywhere and nowhere at once.
Blood Hawk
Attacks
Moves
- Blood Scent
The hawk drives its beak into a creature within reach that is below half its wounds +1; on a hit it deals 2d4+1 physical.
Tags
Boggle
Attacks
Moves
- Oil Slick
The boggle sweats a slick of grease across a 5-foot square within reach. A creature that starts its turn in the slick or moves through it makes a Cunning save (DC 2): on a miss it goes prone, on a weak hit it is slowed until the end of its next turn instead.
Tags
A rubbery, long-limbed nuisance that sweats a clinging oil from every pore and squeezes through gaps no wider than a keyhole. It haunts the edges of a household or a hedgerow, souring milk, tangling laces, and slathering the floor with grease so its tormentors go sprawling.
Cat
Attacks
Tags
Cockatrice
Attacks
Moves
- Petrifying Bite
The cockatrice sinks its beak into a creature within reach +2. On a hit it deals 1d4+2 physical, and on a strong hit the flesh around the wound greys and stiffens, leaving the target restrained as stone creeps through it. A creature already restrained this way that takes another strong hit is petrified.
Tags
A squat, ill-tempered bird the size of a rooster, feathered in mottled brown with the barbed tail of a serpent and a wattled, reptilian head. It flogs the air on stubby wings and pecks at anything that comes near, and where its beak breaks skin the wound goes cold and hard as stone.
Commoner
Attacks
Tags
An ordinary person scraping out a living as a farmer, shopkeeper, or laborer. They have never held a weapon in anger and scatter at the first sign of real violence.
Crab
Attacks
Tags
Cultist
Attacks
Tags
A robed devotee who traded a name and a face for the promise of something greater. Clutches a curved blade and a certainty that unsettles the sane.
Deer
Attacks
Tags
Dretch
Attacks
Tags
A squat, potbellied demon with dull eyes and slack, dripping jaws, barely more than a knot of spite given legs. It shambles in numbers because it is worth nothing alone, and it knows it, and it hates everything that isn't as low as itself.
Dust Mephit
Attacks
Moves
- Blinding Breath
The mephit spits a lungful of grit at a single creature within 15 feet, which makes a Cunning save (DC 2). On a miss its eyes fill and it is blinded until it clears them; on a weak hit the sting only leaves it impaired.
Tags
A gaunt, grinning thing of packed grit and dry wind, forever shedding a fine haze from its cracked hide. It wheels on ragged wings and claws at the eyes of anything that draws near.
Eagle
Attacks
Enokid
Attacks
Moves
- Dulling Spores
The Enokid puffs a small cloud of numbing spores at a creature within 10 feet. The target makes a Focus save (DC 2): on a miss the fog settles into its limbs and it is slowed; on a weak hit it shakes the spores off before they take hold.
A knee-high stalk of pale, capped fungus that walks on a knot of root-like legs, part of the shuffling rank and file that tends an Enokid colony. It gives off soft pulses of light and drifting spore-clouds, and it closes on intruders in silent numbers, breathing a dulling fog at anything that strays too near the brood.
Flying Snake
Attacks
Tags
Flying Sword
Attacks
Tags
A blade that hangs upright in the air and darts of its own accord, guided by nothing a watcher can see. It hovers at rest until something crosses the space it guards, then wheels and strikes edge-first.
Frog
Attacks
Moves
- Tongue Lash
The frog's tongue snaps out at a small creature within reach, which makes a Cunning save (DC 2): on a miss it is caught fast and restrained, reeled back toward the frog's mouth; on a weak hit the tongue slaps off and misses its hold.
Tags
Gnoll Warrior
Attacks
Tags
Hyena-headed and hollow-bellied, it hunts to feed a hunger that never quiets. The first spray of blood tips it from cruelty into frenzy, and it throws itself at the wounded with a laugh that isn't a laugh.
Goat
Attacks
Moves
- Ram
The goat lowers its head and barrels into a creature within reach after charging at least 20 feet straight toward it +2; on a hit it deals 2d4+2 physical.
Goblin Minion
Attacks
Tags
The runts of the warren, too slight to hold a line and too craven to try. They fling blades from behind cover and scatter the moment a fight turns to face them.
Goblin Warrior
Attacks
Tags
A goblin that has clawed its way to a real blade and a proper bow. It will stand shoulder to shoulder with its packmates for a few frantic breaths, then break for the treeline the instant one of them falls.
Gray Ooze
Attacks
Moves
- Corrosive Grasp
The ooze lashes a creature within reach +2; on a hit it takes 1 acid, and on a strong hit the acid adheres and the target is restrained as the sludge clings to it.
Tags
A slick puddle of corrosive sludge that pools across the floor, easily mistaken for wet stone until something steps in it. Its touch eats through metal, leaving armor and weapons pitted and useless.
Guard
Attacks
Tags
A city watchman or gatehouse sentry, shield braced and spear level. Paid to hold a doorway, not to win a war.
Hawk
Attacks
Tags
Hobgoblin Warrior
Attacks
Tags
A soldier where its lesser cousins are a mob. It keeps its rank, dresses its line, and answers the horn instead of its own fear. Armor and drill make it a harder thing to break than any goblin.
Homunculus
Attacks
Moves
- Venom Bite
The homunculus sinks its needle teeth into a creature within reach and works its venom in. The target makes a Focus save (DC 2): on a miss the poison dulls its senses and it is impaired; on a weak hit only a wave of grogginess takes it and it is slowed. Either way it takes 1d4+2 poison.
A tiny homage in clay and hair, quickened by a spellcaster's own blood to serve as eyes and hands at a distance. It shares its maker's thoughts, and what it sees, its maker sees too.
Ice Mephit
Attacks
Moves
- Frost Breath
A cone of biting sleet gusts 15 feet from the mephit. Each creature caught makes a Cunning save (DC 2): on a miss it takes 1 cold, on a weak hit half.
Tags
A brittle, glittering imp carved from rime and hoarfrost, its edges sharp enough to draw blood. Cold pours off it in a steady breath, and it shatters into a spray of frozen shards when it finally dies.
Imp
Attacks
Moves
- Vanish
The imp winks out of sight and slips away. Until it attacks or the start of its next turn it is invisible.
Tags
A tiny, red-skinned devil with a barbed tail and a bat's leathery wings, small enough to perch on a shoulder and whisper. It wears the shape of a rat or a spider as easily as its own, and it does its worst work unseen, sliding a poisoned tail into a sleeper's neck before flitting back into the dark.
Jackal
Attacks
Tags
Kobold Warrior
Attacks
Tags
Scaled and draconic-blooded, no taller than a child and twice as spiteful. In the dark of a tunnel they swarm and trap and cut ankles; drag one into daylight and its nerve drains away with the shade.
Lemure
Attacks
Tags
A blob of molten, foul-smelling flesh in the rough shape of a person, its face a smear where a face should be. It does not think and it does not stop, only oozes
Lizard
Attacks
Tags
Magma Mephit
Attacks
Moves
- Fire Breath
A gout of molten spray fans 15 feet from the mephit. Each creature caught makes a Cunning save (DC 2): on a miss it takes 1 fire, on a weak hit half.
Tags
A squat imp of half-cooled lava, its crust cracked into a lattice of glowing veins. Heat shimmers around it, and its molten claws leave the smell of scorched stone wherever it lands.
Magmin
Attacks
Tags
A knee-high figure of clinkered coal and living ember, trailing sparks with every step. It scampers toward the nearest fight and clutches at armor and flesh, its grip hot enough to set both alight.
Mastiff
Attacks
Moves
- Takedown
The mastiff clamps its jaws shut and drives
forward into a creature within reach +2; on a hit it deals 1d4+2 physical, and on a strong hit the target is knocked prone.
Merfolk Skirmisher
Attacks
Moves
- Tidewater Spear
The merfolk hurls or drives its brine-charmed spear at a creature within 30 feet +2. On a hit it deals 1d4+2 physical, and on a strong hit the water clinging to the wound drags at the target, leaving them slowed until the end of the merfolk's next turn. The spear surges back into its hand after a throw.
Tags
A warrior of the reef shallows, fish-tailed and quick in the surf but clumsy the moment it is beached. Its spear is bound with old sea-magic, and the ocean seems to reach up through the shaft to clutch at whatever it strikes.
Mud Mephit
Attacks
Moves
- Mud Breath
The mephit hurls a clot of clinging sludge over a single creature within 15 feet, which makes a Cunning save (DC 2). On a miss the muck sets and the target is restrained until it breaks free; on a weak hit it is only slowed as the mud drags at its limbs.
Tags
A sopping lump of animate silt that squelches with every movement, more ooze than imp. It labors through the air on drooping wings and flings gouts of thick muck to pin whatever it means to drown.
Mule
Attacks
Moves
- Kick
The mule plants itself and lashes out with both hind hooves at a creature behind it +2; on a hit it deals 1d6+2 physical, and on a strong hit the kick knocks the target flat and prone.
Tags
Needle Blight
Attacks
Tags
A hunched mass of pine-dark boughs bristling with long, iron-hard needles. When prey wanders into the open it snaps its limbs
Noble
Attacks
Tags
A person of rank and inherited privilege, schooled in the dueling salon rather than the battlefield. The rapier is worn as jewelry until the moment it is not.
Octopus
Attacks
Tags
Owl
Attacks
Tags
Piranha
Attacks
Tags
Pixie
Attacks
Spellcasting
minor-illusion, glimpse
influence, invisibility
A slip of light and mischief, small enough to perch on a mushroom cap and quick enough to vanish before the eye can settle on it. Where a sprite draws blood, a pixie plays tricks — leading travelers in circles, whispering suggestions into a drowsing ear, and laughing from somewhere just out of reach.
Pony
Attacks
Moves
- Kick
The pony bucks and lashes out with a hind hoof at a creature within reach +2; on a hit it deals 1d4+2 physical, and on a strong hit the blow knocks the target prone.
Tags
Pseudodragon
Attacks
Moves
- Drowsing Sting
The pseudodragon flicks its tail-barb into a creature within reach +2; on a hit it deals 1d4+2 poison poison, and on a strong hit the venom drags at the target and it is slowed, its limbs heavy and its reactions dull, until the end of the pseudodragon's next turn.
A cat-sized dragon of iridescent scales, membranous wings, and a long whip of a tail tipped in a needle barb. It is clever and wary, more inclined to slip away than to fight, and it takes readily to a patient companion. The venom in its sting does not kill—it lulls, and a pricked hunter wakes hours later to find its quarry long gone.
Quasit
Attacks
Tags
A wizened, toad-warted little demon with horns and a whipping tail, no bigger than a cat and twice as mean. It scuttles and glides through a fight looking for a soft target, and shifts into a bat or a centipede the instant the odds turn against it.
Ranger Sky Companion
Attacks
Moves
- Duck and Twist
Mark
1-fatigue to become protected until the end of the next round. On subsequent rounds, you can mark1-fatigue and spend1 AP to extend the duration an additional round. You cannot use this technique if you are wearing heavy armor.
Tags
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
Tags
Raven
Attacks
Tags
Scorpion
Attacks
Tags
Seahorse
Attacks
Tags
Shrieker Fungus
Attacks
Moves
- Shriek
Light or movement close to the stalk sets it off. It looses a wail that carries for hundreds of feet, on and on until nothing living remains within thirty feet of it. Any predator that hears the call comes to investigate.
Tags
A cluster of tall purple caps rooted in the black of deep caves, rimmed with drooping gills. It cannot pull free of the ground and does little on its own but burst a cloud of stinging spores at whatever brushes against it. Its true danger is its voice—a shriek that summons the hungrier things of the dark to the noise.
Skeleton
Attacks
Tags
A dead thing lashed back into motion by the magic that raised it, bone scraping on bone as it lifts a rusted blade. It fights with whatever weapon it clutched in life and holds the line without fear, without pause, until it is hacked apart.
Smoke Mephit
Attacks
Moves
- Ash Breath
The mephit coughs a plume of stinging ash over a single creature within 15 feet, which makes a Cunning save (DC 2). On a miss its eyes stream and it is blinded until it clears them; on a weak hit it is only impaired.
Tags
A curl of living smoke wound into a lean, shifting shape, hard to fix on and harder to grip. It boils out clouds of gritty ash that blind and choke, then thins to nothing when it falls.
Spider
Attacks
Tags
Sprite
Attacks
Spellcasting
poison-spray, minor-illusion
sleep, invisibility
A creature no larger than a hand, all gossamer wing and needle-blade, that guards its glade with a spite far out of proportion to its size. It moves unseen through the undergrowth and pricks trespassers with a dart soaked in a sap that steals the wakefulness from their limbs.
Steam Mephit
Attacks
Moves
- Scalding Breath
The mephit exhales a searing cloud in a 15-foot cone. Each creature caught makes a Cunning save (DC 2): on a miss it takes 1 fire, on a weak hit half.
Tags
A boiling wisp of a creature, its body a churn of white vapor that hisses and rolls. It scalds the air around it and dissolves into a harmless puff when struck down, leaving only damp warmth behind.
Stirge
Attacks
Tags
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
Tags
Swarm of Crawling Claws
Attacks
Tags
A crawling tide of severed hands, each one dragging itself along on its fingertips toward the nearest living warmth. Cut one away and a dozen more pour over it, clawing and clutching, blind but never losing the scent of a heartbeat.
Swarm of Insects
Attacks
Moves
- Stinging Cloud
The swarm boils up around a creature within its space, biting and stinging every inch at once. The target makes a Power save (DC 0): on a miss it takes 1d4 poison and flails blindly against the cloud, impaired; on a weak hit it takes half damage instead.
Tags
Swarm of Piranhas
Attacks
Tags
Swarm of Rats
Attacks
Tags
Swarm of Ravens
Attacks
Moves
- Cacophony
The swarm erupts into a wall of shrieking, beating wings around one creature within reach, which makes a Focus save (DC 2): on a miss it is frightened; on a weak hit it shakes off the panic.
Tags
Swarm of Venomous Snakes
Attacks
Tags
Terrestrial Familiar
Attacks
A minor spirit bound to a spellcaster's service, wearing the shape of a cat, spider, or other land-dwelling creature.
Thug
Attacks
Tags
A hired fist who breaks knees for coin and asks no questions. Swings a mace up close and keeps a crossbow for anyone who runs.
Tribal Warrior
Attacks
Tags
A hunter of the deep wilds who fights for kin and territory. Reads the land like a page and closes on strangers with a leveled spear.
Twig Blight
Attacks
Moves
- Grasping Claws
The blight closes its splintered limbs around a creature within reach +2; on a hit it deals 1d4+2 physical and the target is restrained, snared in a cage of clawing twigs until it breaks free.
Tags
A tangle of dead branches knotted into the rough shape of a body, sprouted from soil poisoned by a deeper corruption. It stands motionless among ordinary undergrowth until something warm passes near, then unfolds on splintered limbs and claws at it with a dozen sharpened twigs.
Vampire Familiar
Attacks
Tags
A living thrall bought with a taste of undying blood, half in love with the master it serves and half terrified of it. It scales sheer walls without a sound and slips a blade between the ribs of anyone who threatens the coffin, buying its own eventual reward one killing at a time.
Venomous Snake
Attacks
Moves
- Venom
The snake lands a quick bite and holds, working venom into the wound. One creature within reach makes a Power save (DC 2): on a miss it takes 1d4+2 poison and the poison fogs its senses, leaving it impaired; on a weak hit it takes half damage instead.
Violet Fungus
Attacks
Moves
- Rotting Grasp
A frond presses long against a creature within reach +2; on a hit it deals 1d4+2 necrotic necrotic and the flesh softens and sloughs, leaving the target weakened as the rot spreads.
Tags
A cluster of livid purple stalks, easily taken for a harmless bracket of toadstools until it leans toward passing flesh. Where its fronds brush skin the tissue softens and sloughs, and the fungus swells fat on what it rots away.
Vulture
Attacks
Tags
Warhorse Skeleton
Attacks
Tags
A charger stripped to its rattling frame, still saddled and still willing, carrying dead riders across the field at a gallop that never slows. It does not tire and it does not shy, and its iron-shod bones come down on the fallen without pause.
Warrior Infantry
Attacks
Tags
A rank-and-file soldier drilled in the spear-and-shield wall. On their own they are unremarkable, but shoulder to shoulder with the rest of the line they become genuinely dangerous.
Weasel
Attacks
Tags
Zombie
Attacks
Tags
A corpse walking on rot and hunger, arms reaching, mouth working on nothing. It shrugs off wounds that would fell the living and keeps coming, slow and mindless, long after it should have fallen for good.