World of Warcraft 5e Monster Guide 3.2 PDF
World of Warcraft 5e Monster Guide 3.2 PDF
World of Warcraft 5e Monster Guide 3.2 PDF
Monster Guide
Version 3.2
―See your world through my eyes. A universe so vast as to be immesurable – incomprehensable even to your greatest
minds.‖
- Alagon the Observer
This conversion is of the much-loved World of Warcraft Role Playing Game monsters, as for 5th edition of
Dungeons and Dragons.
Credits
HOUSE RULES CONVERSION Djmove, Arrius Nideal
5TH EDITION CORE RULES Wizards of the Coast (a subsidiary of Hasbro)
WARCRAFT INSPIRATION AND Blizzard Entertainment Inc.
SETTING
CONTRIBUTORS Mcgeneral, Big Mac, grimm, Jimbob, pagnabros, Neiven, as well as all the commenters
on the Warcraft 5e thread on The Piazza and the Discord server
Discord Server: https://discord.gg/XntzQC8
This work is purely recreational, and is not intended to contest and/or derive any commercial benefit in any way, shape, or form
from any Wizards of the Coast or Blizzard Entertainment products (the D&D 5th Edition Roleplaying game, and product identities
including but not limited to Warcraft., World of Warcraft., World of Warcraft: The Role-Playing Game; all descriptive text of any
creature, spell, magic item, artifact, or NPC listing; any elements of the Warcraft setting, including but not limited to capitalized
names, names of artifacts, beings, characters, countries, creatures, geographic locations, gods, historic events, magic items,
organizations, songs, and spells; any and all stories, storylines, plots, thematic elements, and dialogue; and all artwork, symbols,
designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, symbols, or graphic designs), and use of this is non-
commercial in purpose, and appeal to the ‗Fair Use‘ intent of copyright infringement laws.
1
Contents
5E RPG CONVERSION ..1 Cloud Serpent Fire .............................. 51
Credits ...........................1 Adolescent .................. 29 Water .......................... 55
Introduction ..........................5 Cloud Serpent Adult.. 29 Earth............................ 58
A ............................................9 Cloud Serpent Ancient Elven Dragonhawk Rider60
Abomination .....................9 .................................... 29 Dragonhawk................ 60
Acolyte ...............................9 Couatl Introduction ....... 30 Elven Blood Mage Hero . 61
Ancients Introduction ... 10 Couatl Adolescent ...... 30 Elven Priest ..................... 62
Ancient ....................... 10 Couatl Adult .............. 30 Elven Sorceress ............... 62
Ancient, Tree of Life.. 11 Couatl Ancient ........... 30 Elven Spell Breaker ......... 63
Treant, Minor ............ 12 Combat Armor, Gnomish Eredar Warlock ............... 64
Treant, Lesser ............. 13 ........................................ 31 F ........................................... 65
Treant, Moderate Core Hound Introduction Faceless Ones (N‘raqi) .... 65
(Ancient Protector) .... 13 ........................................ 31 Faceless Trickster ........ 65
Treant, Greater (Ancient Core Hound Ancient . 32 Faceless Terror ............ 65
Defender) ................... 13 Core Hound, Two Faceless General ......... 66
Treant, Major (Ancient headed ........................ 32 Faerie Dragon ................. 67
Guardian) ................... 14 Core Hound ............... 33 Felguard........................... 67
Avatar of Vengeance ...... 14 Crowd Pummeler 9-60 ... 33 Felguard Trooper ........ 68
Spirit of Vengeance.... 15 C'Thrax ........................... 34 Felguard Elite .............. 68
B .......................................... 16 D.......................................... 35 Fel Hound ....................... 68
Beastmen ........................ 16 Dinosaurs........................ 35 Felsteed ........................... 69
Beastman Thrall ......... 17 Devilsaur ..................... 35 Forgotten One ................ 70
Beastman Butcher ...... 17 Devilsaur King ............ 36 Forsaken Apothecary ...... 71
Banshee .......................... 17 Diemetradon .............. 36 Forsaken Dark Ranger
Basilisk ............................ 18 Pterrordax ................... 37 Hero ................................ 72
Battle Chicken ............... 19 Raptor ......................... 37 Frost Wyrm ..................... 73
Black Ooze ..................... 19 Ravasaur ..................... 37 Furbolg Introduction ...... 74
Bloodpedals Introduction Stegodon ..................... 38 Furbolgs as Characters74
........................................ 20 Threshadon ................ 39 Furbolg Tribesman ..... 75
Bloodpedal Trapper ... 20 Dragons........................... 39 Furbolg, Corrupted .... 75
Bloodpedal Lasher ..... 21 Aspects ........................ 39 G .......................................... 75
Bog Beast ........................ 21 Dreadlord (Nathrezim) ... 42 Giant Bat......................... 75
Broken Stalker................ 22 Dwarven Driver .............. 43 Bat Rider ..................... 76
C ......................................... 22 Gyrocopter.................. 43 Giant, Frost ..................... 76
Carrion Grub ................. 22 Siege Engine ............... 44 Frost Giant, Elder ....... 76
Cenarion (Children of Submarine .................. 44 Giant, Mountain............. 77
Cenarius) Introduction .. 23 Dwarven Gryphon Rider 45 Giant, Sea........................ 78
Children of Cenarius. 23 Gryphon ..................... 45 Giant Scorpid ................. 78
Centaur ...................... 23 Dwarven Mountain King Goblin Shredder ............. 79
Dryad .......................... 24 Hero ................................ 46 Golem, Stone .................. 80
Grovekeeper ............... 25 Dwarven Mortar Engineer Guardian of Ancient Kings
Chimaera ........................ 26 ........................................ 47 ......................................... 81
Clockwork Creations ..... 26 Dwarven Rifleman ......... 47 H .......................................... 81
Clockwork Goblin ..... 26 E .......................................... 48 Harpy............................... 81
Clockwork Pest .......... 27 Elemental Introduction.. 48 Hippogryph ..................... 82
Cloud Serpent General Elemental (Base) Hippogryph Rider....... 83
Introduction ................... 27 .................................... 48 Human Archmage Hero . 83
Air ............................... 48 Archmage‘s Warhorse 83
2
Human Footman ........... 84 Naga Introduction ........ 103 Quilbeast .......................125
Human Guard................ 84 Naga as Characters ... 104 Quilboar Introduction..125
Human Peasant .............. 84 Naga Anomaly Hero 104 Quilboar Geomancer126
Human Knight ............... 85 Naga Myrmidon ....... 105 Quilboar Packmaster 126
Knight‘s Warhorse ..... 86 Naga Sea Witch Hero Quilboar Raider ........126
Human Paladin Hero .... 86 .................................. 105 R ........................................127
I ........................................... 87 Naga Siren ................ 106 Revenant .......................127
Imp Introduction ........... 87 Naga Tube Worm......... 107 Rip Tire .........................128
Imp ............................. 87 Nerubean ...................... 107 S .........................................129
Imp, Fel ...................... 87 Nerubean Carrion Beetle Saber Cat.......................129
Infernal Introduction..... 88 .................................. 107 Saber Cat, Adolescent
Infernal, Lesser........... 88 Nerubean Crypt Fiend ...................................129
Infernal, Greater ........ 89 .................................. 108 Saber Cat, Adult .......129
K.......................................... 90 Nerubean Crypt Lord Salamander ...................130
Kobold Introduction...... 90 Hero .......................... 108 Salamander, Adult ....130
Kobold Geomancer ... 90 Nerubean Seer .......... 109 Salamander, Ancient 130
Kobold Laborer .......... 91 Nerubean Spiderling Lightning Lizard .......130
Kobold Taskmaster .... 91 Swarm ....................... 110 Sasquatch ......................130
Kodo Beast ..................... 91 Nerubean Worker .... 110 Jungle Stalker ............131
Kodo Rider................. 92 Night Elf Archer ........... 111 Yeti ............................131
K'thir............................... 92 Night Elf Druid ............ 111 Wendigo (Greater Yeti)
K'thir Deeplord .......... 92 Night Elf Glaive Thrower ...................................131
K‘thir Spawn .............. 93 ...................................... 112 Satyr Introduction ........131
L .......................................... 93 Night Elf Huntress ....... 113 Satyrs as Characters ..132
Legion Doomguard Huntress‘s Nightsaber Satyr Scout ................132
Introduction ................... 93 .................................. 113 Satyr Dreadbringer ...133
Doomguard Warrior.. 94 Night Elf Warden Hero114 Scourge Death Knight
Doomguard Champion O ....................................... 115 Hero ..............................133
.................................... 94 Obsidian Destroyer ...... 115 Death Knight‘s
Doomguard Elder ...... 95 Obsidian Statue ............ 116 Warhorse ..................134
Legion Succubus/Incubus Ogres ............................. 116 Scourge Gargoyle ..........134
........................................ 95 Ogres as Characters .. 116 Scourge Ghoul ..............135
M ......................................... 96 Ogre Tribesman ....... 117 Scourge Lich Hero ........135
Magnataur ...................... 96 Ogre Mage ................ 117 Scourge Necromancer...136
Makrura Prawn .............. 97 Orc Blademaster Hero . 118 Scourge Shade ...............137
Mana Surge .................... 98 Orc Demolisher ............ 118 Shadowfiend .................137
Mana Wyrm Introduction Orc Grunt ..................... 119 Silithid Introduction ....138
........................................ 98 Orc Kodo Rider ............ 119 Silithid Colossus Hero
Mana Wyrm Adult..... 98 Orc Peon....................... 119 ...................................139
Mana Wyrm Ancient . 99 Orc Raider .................... 120 Silithid Giant Wasp..140
Meat Wagon ................. 100 Raider‘s Dire Wolf ... 120 Silithid Larva.............140
Mechanostrider ............ 101 Orc Shaman.................. 121 Silithid Queen ..........140
Murloc Introduction .... 101 Ozumat ......................... 121 Silithid Reavers .........141
Murloc as Characters 102 P ........................................ 123 Silithid Scarab...........142
Murloc Nightcrawler 102 Pit Lord (Annihilan) Silithid Wasp ............142
Murloc Stalker ......... 102 Introduction ................. 123 Silithid Wasp Swarm 142
Mur‘gul ......................... 103 Pit Lord Hero ........... 123 Snap Dragon .................142
Mur‘gul Deep Mage . 103 Pit Lord Primordial .. 124 Spirit Wolf ....................143
N ....................................... 103 Q ....................................... 125
3
Storm Crow Introduction Undead Hexer Spirit .... 150 Wyvern ..........................158
...................................... 143 V ........................................ 151 Orc Wind Rider .......158
Storm Crow Adolescent Voidwalker.................... 151 Templates ..........................160
.................................. 143 Vrykul Introduction ..... 152 Ancient, Corrupted ......160
Storm Crow Adult ... 144 Vrykul Crewman ...... 152 Demonic........................160
T ........................................ 144 Vrykul Raider ........... 152 Skeletal ..........................160
Tallstrider ..................... 144 Vrykul Mystic ........... 153 Mechanized ...................160
Hawkstrider .............. 144 Iron Vrykul ............... 153 Homunculus .................161
Tauren Spirit Walker ... 144 W....................................... 154 Spirit ..............................161
Tauren Warrior ............ 145 Wildkin ......................... 154 Tainted/Fel ...................161
Tuskarr ......................... 145 Wisp .............................. 154 Void Beast .....................162
Trogg ............................ 146 Wolf .............................. 155 Zombie ..........................162
Troll Headhunter ......... 146 Wolf, Frost ............... 155 Factions .............................164
Troll Shadow Hunter Hero Wolf, Frost, Greater . 155 The Undead Scourge ....164
...................................... 147 Wyrmkin Introduction 156 The Alliance ..................164
Troll Witch Doctor ...... 148 Wyrmkin Fighter ...... 156 The Horde.....................164
Turbo-Trike .................. 149 Wyrmkin Flametongue Changelog .........................165
Turret, Gnomish .......... 150 .................................. 157
U ....................................... 150 Wyrmkin Scalebane . 157
4
Introduction
Monsters in the World of Warcraft RPG act as monsters from normal 5e, with the following distinctions.
SPELLCASTING
A monster with the Spellcasting class feature has a caster level and mana points, which it uses to cast its
spells of 1st level and higher (as explained in the Player's Handbook and Core Rulebook). The caster level is
also used for any cantrips included in the feature. The monster usually treats its highest mental ability score
as its chosen spellcasting ability score.
The monster has a list of spells known or prepared from a particular class. The list might also include spells
from a feature in that class. If a creature only has access to cantrips, it does not spend mana to activate its
cantrips, nor does it have an active mana pool unless it had another reason (such as being a fiend).
For the purposes of the creature‘s mana pool, they have the proficiency bonus appropriate to their hit dice,
not to their Challenge.
Innate Spellcasting increases the creature‘s mana pool by the maximum spell level accessible, just as normal
spellcasting.
5
For instance, a magic missile‘s damage is halved against a squad unless it is cast from a 2nd level slot,
and if all 5 missiles target the same squad. This applies to healing effects as well. A Charm Person spell
must be cast from a 5th level slot to affect a squad (targets 5 creatures). A troop always counts as if it
makes one attack for every two creatures within it for the purposes of effects added to an attack
(damage dice from poison is similarly increased, and a wolf pack‘s bite can knock a troop of humanoids
down if of equal or smaller size than the pack), while their Pack Tactics trait allows them advantage
against any creature they confront so long as the troop is maintained.
Add Troop Attack and Calculate Accuracy. Besides their normal attack, troops have a special troop attack. This
represents the grouped efforts of all the component units in the troop making attacks over their turn in the
round, and does not require an attack roll. It instead has an accuracy score, which is compared against the
targets‘ AC (see the Troop Accuracy table below). The accuracy score is equal to 8 + the troop‘s bonus to
attack (or to-hit modifier). It is affected normally as attack bonuses by cover and other effects.
In the case of ranged attacks, this troop attack is resolved as a volley. A troop‘s volley attack damages all
creatures in an area equal to the size the troop occupies (each medium-sized soldier deals damage in a 5x5
foot square). This is not treated as an area effect, but acts as a normal troop attack (accuracy-based).
6
Troop Accuracy
Accuracy to AC Effect
Equal to or greater than AC by less than 5 points Deals weapon damage
Equal to or greater than AC by more than 5 points1 Deals weapon damage plus half (150%)
Equal to or less than AC by less than 5 points2 Deals half weapon damage (50%)
Accuracy increases by 5 if the troop would have advantage (such as attacking while hidden), and decreases
by 5 if having disadvantage (such as shooting against concealment). If the troop is at half hit points, they
automatically decrease accuracy by 5 points.
Whenever you make a troop attack, roll 1d20. On a roll of 20, the accuracy of the troop attack increases by
10 for that attack. If the component creature would land a critical hit on a lower result, then the dice result
is what counts for this purpose instead.
1 For every 5 points above AC, the weapon damage increases again. For instance, exceeding the target‘s AC
by 10 doubles the weapon damage.
2 For each 5 points below AC, the weapon damage is reduced again from half to quarter. If less than the
target‘s AC by 11 points or more, the attack deals no damage.
For instance, a squad of skeletons has an accuracy score of 12 (8 + 4) with their short bows. Attempting a
ranged troop attack (volley) against an ancient red dragon, they compare their accuracy with the dragon‘s
AC of 22 for a difference of 10 points, dealing one-quarter their normal damage (6 instead of 27). If further
disadvantaged by any way (such as by being at half hit points or less, or by the dragon having cover), their
accuracy drops to 7, making the dragon take no damage from the attack.
Note. For the purposes of damage threshold (such as attacking ships or objects that require a minimum
amount of damage to lose hit points), refer to the individual damage dealt by a component creature instead
of the troop attack.
For instance, a sailing ship has a damage threshold of 15, making it immune to damage of an individual
soldier. Although when grouped as a troop, guards deal 22 damage, the individual damage (or 4) is what is
compared against the damage threshold.
7
Harpy Shrill of Harpies Quilbeast Parcel of Quilbeasts
Hippogryph Wing of Hippogryphs Quilboar Sonder of Quilboars
Human Footmen Squad of Footmen Revenant As elementals
Human Guard Squad of Guards Satyr Skulk of Satyr
Human Peasant Town Militia Gargoyle Wing of Gargoyles
Human Knight March of Knights Ghoul Scourge of Ghouls
Imp Conflagration of Imps Necromancer Dark Council
Kobold (all) Nest of Kobolds Shade Whisper of Shades
Kodo Beast Herd of Kodo Silithid (wasp, scarab) Swarm of Silithid
Doomguard (champion) Legion of Doom Storm Crow Murder of Crows
Succubus/Incubus Harem (both ways) Tallstrider Pride of Tallstriders
Makrura Prawn Cackle of Makrura Tauren Spirit Walker Congress of Seers
Mana Surge Mana Storm Tauren Warrior Rumble of Warriors
Mana Wyrm Cluster of Wyrms Tuskarr Huddle of Tuskarr
Murloc Pod of Murlocs Trogg Horde of Troggs
Naga Host of Naga Troll Headhunter Band of Headhunters
Nerubean Web of Nerubians Troll Witch Doctor Pondering of Voodoo
Night Elf Archer Squad of Archers Undead Hexer Spirit Voodoo Messengers
Night Elf Druid Circle of Druids Voidwalker March of Voidwalkers
Night Elf Huntress Skulk of Huntresses Vrykul Band of Vrykul
Ogres Torment of Ogres Wildkin Circle of Wildkin
Orc Grunt Horde of Grunts Wisp Glimmer of Wisps
Orc Peon Orc Burrowers Wolf Pack of Wolves
Orc Raider Pack of Raiders Wyvern Wing of Wyverns
Orc Shaman Spirit-Council
In the case of the swarm or troop being the standard (or extremely common), the statistics will also be
provided.
8
A Hit 12 (2d8 + 3) slashing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 10
Abomination ft., one target.
―Us hear and obey.‖ Hit 10 (2d6 + 3) bludgeoning damage, and the
Large undead, lawful evil creature is exposed to the Undead Plague disease.
Armor Class 12 (Natural Armor) Spiked Chain. Melee Weapon Attack: +7 to hit,
Hit Points 105 (10d10 + 50) reach 20 ft., one target.
Speed 20 ft. Hit 8 (1d8 + 3) slashing damage, and the target
STR AGI STA INT SPI CHA must succeed on a DC 15 Strength check or else
17 (+3) 6 (-2) 20 (+5) 3 (-4) 6 (-2) 5 (-3) be pulled 10 feet toward to the abomination.
Saving Throws Str +5, Spi +3
Skills Perception +0 Abominations are undead monstrosities created
Damage Resistances bludgeoning, piercing by combining many different corpses. They are
Damage Immunities cold, fel, poison slow of body and mind, but tough and strong —
Condition Immunities poisoned, exhaustion excellent troops for the Scourge and the
Senses darkvision 60 ft., passive Perception 10 Forsaken. Disease spreads about them in visible
Languages Common, Necril, Low Common clouds, but their enchantments ensure that, while
(understands but doesn‘t speak so much) they rot, they remain horribly alive.
Challenge 4 (1,100 XP) Abominations are some of the most powerful
Traits undead creatures in Azeroth. The Forsaken use
Cannibalize. The abomination can consume the them to guard Undercity, and the Scourge
corpse of any natural creature. Eating a creature employs them in a similar role. While not speedy,
takes a minute, allowing the abomination to they are excellent at staying in one area and
expend hit dice to restore hit points. A natural pounding anyone who gets close, or keeping
creature may be cannibalized once before their quick creatures pinned down.
corpse becomes unusable.
Hook Handler. The abomination can use the
spiked chain weapon in one hand without Acolyte
penalties. ―I wish only to serve.‖
Undead Fortitude. If damage reduces the Medium humanoid (human), lawful evil
abomination to 0 hit points, it can make a Armor Class 10
Stamina saving throw with a DC of 5 + the Hit Points 7 (2d8 - 2)
damage taken, unless the damage is holy or from Mana Points 17 (14 + 2 + 1)
a critical hit. On a success, the abomination Speed 30 ft.
drops to 1 hit point instead. STR AGI STA INT SPI CHA
Plagued Air. The abomination emits an airborne 11 (+0) 11 (+0) 9 (-1) 13 (+1) 15 (+2) 12 (+1)
cloud of the Undead Plague in a 5-foot radius, Skills Medicine +4, Religion +3
centered on him. Creatures that breathe the air Senses passive Perception 10
directly must make a saving throw as if infected Languages Common, Necril
or risk acquiring the disease. Covering the nose Challenge 1/4 (50 XP)
and mouth and skin grants characters advantage Traits
on this check. The DC is 5 points lower than Death Can Wait. The acolyte has advantage on
normal. all death saving throws.
ACTIONS Spellcasting. The acolyte is a 1st level spellcaster.
Multiattack. The abomination makes two Its spellcasting ability is Spirit (spell save DC 12,
attacks, and can exchange any one of the two +4 to hit with spell attacks). The acolyte has the
attacks with a spiked chain attack. following spells (2) prepared from the priest spell
Cleaver. Melee Weapon Attack: +7 to hit, reach 10 list:
ft., one target Cantrips (1 mana): light, smite
9
1st level (5 mana): bane, death coil Trees of Life are so ancient in age, that many of
ACTIONS them were present in the War of the Ancients.
Dagger. Melee or Ranged Weapon Attack: +2 to hit, Having been instrumental in supporting the
reach 5 ft. or ranged 20/60 ft., one target. forces of life against the Burning Legion, they
Hit: 2 (1d4) piercing damage. serve as advisors when demon lore is involved.
Unarmed Strike. Melee Weapon Attack: +0 to hit,
reach 5 ft., one target. Treants. Treants are powerful, ancient trees and
Hit: 1 bludgeoning damage. more primitive forms of the wise ancients that
served under Cenarius in ages past. Treants
Acolytes are human beings who have given resemble large moving trees with faces. Over
themselves over to the power of Ner‘Zhul and the time, treants also grow to be ancient protectors.
Scourge. These bitter, fanatical men and women Ancient protectors, given time, morph into full
will stop at nothing to promote the Lich King‘s ancients.
will and maintain the secrecy and dominance of They are closely affiliated with druids, and are
the Cult of the Damned. They view their own often seen accompanying powerful druids and
deaths and the possibility of becoming undead as keepers of the grove. Many treants were driven
their ultimate rewards for their service to mad during the Third War. The destruction of
Ner‘Zhul. the forests, as well as demonic corruption, has
An acolyte can be cast into a Scourge sacrificial driven them to lash out at anyone that
pit to become a shade, so long as it is blessed by approaches. Pandaren brewers have, on rare
the Lich King. A shade is born by casting the occasions, infused their drinks with core-wood,
essence seal spell (heightened to level 2) on acolyte which adds a breezy autumn flavor to their brews.
willingly sacrificing himself in the Sacrificial Pit, Treants are often summoned when a druid
and then casting the Bind spell (level 2) to prepares Conjure Plants (called in that case the
maintain link to conjurer. Force of Nature spell), animating temporary
The statistics of the Scourge Shade is below. treants from normal trees.
The one maintaining the connection is usually a Depending on the focus of the Conjure spell, the
necromancer of influence in the Scourge, as a treant looks different; treants formed out
Shade is an excellent scout, so long as they don‘t ashwood trees are differently colored than treants
pass a hallowed area or get detected by an Alarm conjured from pine or oak.
spell. A treant summon that is made permanent by the
This ritual cannot be undone or reversed by Bind spell usually has their form changing with
anything short of a wish spell or divine the seasons, leaves coloring red in fall, and
intervention (or similar abilities). budding in spring. This often has a minor
influence on the treant‘s disposition.
Ancients Introduction Ancient
Ancients are some of the most important
Gargantuan plant, neutral good
creatures in night elf society. They resemble
Armor Class 11 (natural armor)
sentient trees, but their wisdom and insight are
Hit Points 201 (13d20 + 65)
almost unparalleled. Many of them are thousands
Speed 10 ft.
of years old. They assist their night elf allies with
STR AGI STA INT SPI CHA
guidance, education (particularly in the druidic
23 (+6) 6 (-2) 21 (+5) 15 (+2) 16 (+3) 15 (+2)
arts), and protection — they are large and
Damage Vulnerabilities fire
powerful, and are protectors of the forest. They
Damage Resistances bludgeoning, psychic,
are large enough to carry night elves, and some
poison, piercing, lightning
are so enormous that night elves make their
Condition Immunities blinded, deafened,
homes in them.
exhaustion, petrified
10
Senses blindsight 60 ft., passive Perception 13 Rock. Ranged Weapon Attack: +10 to hit, range
Languages Understands Common, Druidic, and 60/180 ft., one target.
Elven, but can only speak Druidic and Elven Hit: 22 (3d10 + 6) bludgeoning damage.
(very) slowly. Animate Trees (3/Day). The ancient magically
Challenge 11 (7,200 XP) animates one or two trees it can see within 60
Traits feet of it. These trees have the same statistics as a
Ancient’s Ability. The ancient gains a different lesser treant, except they have Intelligence and
ability according to its focus (Lore, War, and Charisma scores of 1, they can't speak, and they
Wind). have only the Slam action option. An animated
Ancient of Lore. Ancients of Lore have the tree acts as an ally of the ancient. The tree
spellcasting ability of a Druid equal to its remains animate for 1 day or until it dies; until
hit dice (caster level 13). The DC of its the ancient dies or is more than 120 feet from
spells and abilities is equal to 15. They the tree; or until the ancient takes a bonus action
have 20 mana points, and use druidic to turn it back into an inanimate tree. The tree
spellcasting. then takes root if possible.
Ancient of War. Ancients of War have the
protective fighting style of the Warrior Ancient, Tree of Life
class, as well as the following benefits Gargantuan plant, neutral good
from the Champion martial archetype: Armor Class 12 (natural armor)
Improved Critical 19-20, and Defense for Hit Points 314 (17d20 + 136)
+1 to armor. Mana Points 40 (25 + 6 + 9)
Ancient of Wind. Ancients of Lore have Speed 10 ft.
the spellcasting ability of a priest equal to STR AGI STA INT SPI CHA
its level (13). The DC of its spells is equal 26 (+8) 6 (-2) 26 (+8) 18 (+4) 25 (+7) 19 (+4)
to 15. They have 20 mana points, and Saving Throws Str +14, Sta +14, Spi +13
use priestly spellcasting. Skills Nature +11
Siege Monster. The ancient deals double damage Damage Vulnerabilities fel, fire
to objects and structures. Damage Resistances bludgeoning, piercing
Consume Tree. The ancient may consume a tree Condition Immunities blinded, deafened,
within reach that is smaller than it as a full- exhaustion, petrified
minute action, regaining regeneration of 5 hit Senses blindsight 60 ft., passive Perception 17
points per round for one minute, up to its Languages Understands Common, Druidic, and
maximum hit points. Elven, but can only speak Druidic and Elven
Root. The ancient can root itself in soil or (very) slowly.
ground that allow its roots to spread as an action. Challenge 17 (18,000 XP)
While rooted, the ancient protector‘s speed is 0, Traits
gains a +2 bonus to AC, advantage to any saving Consume Tree. The ancient may consume a tree
throw versus an effect that would move it from its within reach that is smaller than it as a full-
position and can detect how deep water is and minute action, regaining regeneration of 5 hit
how healthy the nature is in a distance of 100 points per round for one minute, up to its
feet. While rooted and throwing a rock, it adds maximum hit points.
one dice of extra damage. Legendary Resistance (3/rest). If the tree of life
ACTIONS fails a saving throw, it can choose to succeed
Multiattack. The ancient makes two slam attacks. instead.
Slam. Melee Weapon Attack: +10 to hit, reach 10 Magic Resistance. The tree of life has advantage
ft., one target. on saving throws against spells and other magical
Hit: 19 (3d8 + 6) bludgeoning damage. effects. This does not apply against fire or fel
damage.
11
Siege Monster. The tree of life deals double
damage to objects and structures. LEGENDARY ACTIONS
Root. The ancient of life can root itself in soil or The tree of life can take 3 legendary actions,
ground that allow its roots to spread as an action. choosing from the options below. Only one
While rooted, the ancient protector‘s speed is 0, legendary action option can be used at a time and
gains a +2 bonus to AC, advantage to any saving only at the end of another creature‘s turn. The
throw versus an effect that would move it from its tree of life regains spent legendary actions at the
position and can detect how deep water is and start of its turn.
how healthy the nature is in a distance of 100 Detect. The tree of life makes a Spirit
feet. (Perception) check.
Spellcasting. The Tree of Life is a 17th level Slam Attack. The tree of life makes a slam attack.
spellcaster. Their spellcasting ability is Spirit Nature's Blessing (Costs 2 Actions and 4 mana
(spell save DC 21, +13 to hit with spell attacks). points). Each living creature within 90 feet of the
The tree of life has the following spells (24) tree of life magically regains 20 (3d8 + 7) hit
prepared from the druid spell list: points (including the tree of life).
Cantrips (0 mana): druidcraft, frostbite, guidance,
gust, thorn whip, wrath Treant, Minor
1st level (0 mana): absorb elements, conjure fey, Medium plant, unaligned
create or destroy water, entangling roots, mark of Armor Class 14 (natural armor)
the wild (or inner fire), rejuvenation (1 mana) Hit Points 22 (3d8 + 9)
2nd level (1 mana): animate plants (treants), aura Speed 20 ft.
of thorns (retribution aura), barkskin, beast STR AGI STA INT SPI CHA
sense, warding wind 16 (+3) 10 (+0) 16 (+3) 8 (-1) 13 (+1) 9 (-1)
3rd level (2 mana): wind wall, cyclone, slumber Damage Vulnerabilities fire
4th level (3 mana): detonate mana Damage Resistances bludgeoning, piercing
5th level (4 mana): teleportation circle, tranquility, Condition Immunities blinded, deafened,
geas exhaustion, petrified
6th level (5 mana): heroes‘ feast, wall of thorns Senses passive Perception 11
7th level (7 mana): regenerate Languages Understands Common, Druidic, and
8th level (8 mana): mirage arcana, sunburst Elven, but can only speak Druidic and Elven
9th level (9 mana): foresight (very) slowly.
ACTIONS Challenge 1 (200 XP)
Multiattack. The ancient makes two slam attacks. Traits
Slam. Melee Weapon Attack: +14 to hit, reach 15 Consume Tree. The treant may consume a tree
ft., one target. within reach that is smaller than it as a full-
Hit: 30 (4d10 + 8) bludgeoning damage. minute action, regaining regeneration of 5 hit
Animate Trees (3/Day). The ancient magically points per round for one minute, up to its
animates one or two trees it can see within 60 maximum hit points.
feet of it. These trees have the same statistics as a Meld into Woods. The treant may use 10 feet of
lesser treant, except they have Intelligence and movement to meld into a tree that is at least one
Charisma scores of 1, they can't speak, and they size category larger than it. While melded, the
have only the Slam action option. An animated treant seems as part of the tree, and is
tree acts as an ally of the ancient. The tree indistinguishable. It can leave the tree with 10
remains animate for 1 day or until it dies; until feet of movement.
the ancient dies or is more than 120 feet from ACTIONS
the tree; or until the ancient takes a bonus action Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
to turn it back into an inanimate tree. The tree one target.
then takes root if possible. Hit: 6 (1d6 + 3) slashing damage.
12
Traits
Treant, Lesser False Appearance. While the ancient protector
Medium plant, unaligned remains motionless, it is indistinguishable from
Armor Class 14 (natural armor) an inanimate tree.
Hit Points 60 (8d8 + 24) Consume Tree. The ancient protector may
Speed 20 ft. consume a tree within reach that is smaller than
STR AGI STA INT SPI CHA it as a full-minute action, regaining regeneration
18 (+4) 10 (+0) 17 (+3) 8 (-1) 13 (+1) 9 (-1) of 5 hit points per round for one minute, up to
Damage Vulnerabilities fire its maximum hit points.
Damage Resistances bludgeoning, piercing Root. The ancient protector can root itself in soil
Condition Immunities blinded, deafened, or ground that allow its roots to spread as an
exhaustion, petrified action. While rooted, the ancient protector‘s
Senses passive Perception 11 speed is 0, gains a +2 bonus to AC, and
Languages Understands Common, Druidic, and advantage to any saving throw versus an effect
Elven, but can only speak Druidic and Elven that would move it from its position. While
(very) slowly. rooted and throwing a rock, it adds one dice of
Challenge 3 (700 XP) extra damage, and can detect how deep water is
Traits and how healthy the nature is in a distance of
Consume Tree. The treant may consume a tree 100 feet.
within reach that is smaller than it as a full- ACTIONS
minute action, regaining regeneration of 5 hit Multiattack. The treant makes two claw attacks.
points per round for one minute, up to its Claw. Melee Weapon Attack: +8 to hit, reach 10
maximum hit points. ft., one target
False Appearance. While the treant remains Hit: 12 (2d6 + 5) slashing damage.
motionless, it is indistinguishable from an Rock. Ranged Weapon Attack: +8 to hit, range
inanimate tree. 30/60 ft., one target
ACTIONS Hit: 16 (2d10 + 5) bludgeoning damage. The
Multiattack. The treant makes two claw attacks. treant must be rooted to use this ability.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Ancient protectors guard night elven villages.
Hit: 7 (1d6 + 4) slashing damage.
Treant, Greater (Ancient Defender)
Treant, Moderate (Ancient Protector) Large plant, unaligned
Large plant, unaligned Armor Class 15 (natural armor)
Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48)
Hit Points 76 (9d10 + 27) Speed 15 ft.
Speed 15 ft. STR AGI STA INT SPI CHA
STR AGI STA INT SPI CHA 22 (+6) 9 (-1) 18 (+4) 10 (+0) 15 (+2) 11 (+0)
20 (+5) 9 (-1) 17 (+3) 9 (-1) 14 (+2) 10 (+0) Damage Vulnerabilities fire
Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing
Damage Resistances bludgeoning, piercing Condition Immunities blinded, deafened,
Condition Immunities blinded, deafened, exhaustion, petrified
exhaustion, petrified Senses blindsight 30 ft., passive Perception
Senses passive Perception 12 Languages Understands Common, Druidic, and
Languages Understands Common, Druidic, and Elven, but can only speak Druidic and Elven
Elven, but can only speak Druidic and Elven (very) slowly.
(very) slowly. Challenge 7 (2,600 XP)
Challenge 5 (1,800 XP) Traits
13
Siege Monster. The ancient deals double damage Consume Tree. The ancient guardian may
to objects and structures. consume a tree within reach that is smaller than
Consume Tree. The treant may consume a tree it as a full-minute action, regaining regeneration
within reach that is smaller than it as a full- of 5 hit points per round for one minute, up to
minute action, regaining regeneration of 5 hit its maximum hit points.
points per round for one minute, up to its Root. The ancient guardian can root itself in soil
maximum hit points. or ground that allow its roots to spread as an
Root. The ancient defender can root itself in soil action. While rooted, the ancient guardian‘s
or ground that allow its roots to spread as an speed is 0, gains a +2 bonus to AC, advantage to
action. While rooted, the ancient defender‘s any saving throw versus an effect that would
speed is 0, gains a +2 bonus to AC, advantage to move it from its position and can detect how
any saving throw versus an effect that would deep water is and how healthy the nature is in a
move it from its position and can detect how distance of 100 feet. While rooted and throwing
deep water is and how healthy the nature is in a a rock, it adds one dice of extra damage.
distance of 100 feet. While rooted and throwing ACTIONS
a rock, it adds one dice of extra damage. Multiattack. The treant makes two attacks.
ACTIONS Claw. Melee Weapon Attack: +11 to hit, reach 10
Multiattack. The treant makes two attacks. ft., one target
Claw. Melee Weapon Attack: +9 to hit, reach 10 Hit: 17 (3d6 + 7) slashing damage.
ft., one target Rock. Ranged Weapon Attack: +8 to hit, range
Hit: 13 (2d6 + 6) slashing damage. 50/100 ft., one target
Rock. Ranged Weapon Attack: +9 to hit, range Hit: 23 (3d10 + 7) bludgeoning damage.
30/60 ft., one target
Hit: 17 (2d10 + 6) bludgeoning damage. There are few ancient guardians in the world,
and they often spend few years before becoming
Ancient defenders guard night elven military full-blown ancients.
installations near critical positions, such as the
World Tree. Avatar of Vengeance
Medium fiend (shadow), lawful evil
Treant, Major (Ancient Guardian) Armor Class 13
Huge plant, unaligned Hit Points 55 (10d8 + 10)
Armor Class 16 (natural armor) Speed 0 ft., fly 40 ft. (hover)
Hit Points 154 (13d12 + 70) STR AGI STA INT SPI CHA
Speed 10 ft. 12 (+1) 17 (+3) 13 (+1) 12 (+1) 15 (+2) 17 (+3)
STR AGI STA INT SPI CHA Saving Throws Spi +4, Cha +4
24 (+7) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) Skills Intimidate +6, Stealth +5, Perception +5
Damage Vulnerabilities fire Damage Vulnerabilities holy
Damage Resistances bludgeoning, piercing Damage Resistances fel, cold, poison;
Condition Immunities blinded, deafened, bludgeoning, piercing, and slashing from
exhaustion, petrified nonmagical weapons
Senses blindsight 30 ft., passive Perception 13 Condition Immunities blinded, deafened,
Languages Understands Common, Druidic, and exhaustion, petrified, poisoned
Elven, but can only speak Druidic and Elven Senses darkvision 60 ft., passive Perception 15
(very) slowly. Languages Understands the languages in life, but
Challenge 9 (5,000 XP) speaks it in reverse (DC 15 Intelligence or Spirit
Traits saving throw understands)
Siege Monster. The ancient deals double damage Challenge 3 (700 XP)
to objects and structures. Traits
14
Awaken Vengeful. By touching a corpse, the Avatars of vengeance seek to slay all living
avatar of vengeance can create a spirit of creatures that harmed it in an effort somehow to
vengeance that joins it on its quest for righting bring peace to itself. It bears no feelings of guilt
wrongs for up to 24 hours, or until the task is or remorse or pity, and its task very seriously,
complete (whichever comes sooner). This can be treating all beings with equal disregard and
done at will, but an avatar of vengeance cannot sparing none that get in its way. It makes full use
have more than twenty active spirits of of its incorporeal nature, moving through walls,
vengeance. Only one spirit of vengeance can be ceilings, and floors as it attacks.
created from a single corpse, which must have No one knows exactly how Avatars of Vengeance
died either betrayed, in battle, or any situation form. Some claim that when a person with a
where the DM decides it may have lingering great need for vengeance dies, their spirit
desire for vengeance. The statistics of the spirit of becomes an avatar of vengeance. This story
vengeance are described below. cannot be true, though, as avatars of vengeance
Incorporeal Movement. The avatar of vengeance are not undead creatures. Rather, they are beings
can move through other creatures and objects as composed of the raw energy of vengeance and
if they were difficult terrain. It takes 5 (1d10) vendetta; they are revenge given physical form
arcane damage if it ends its turn inside an object. from the Void, summoned up by negative
Limited Telepathy. The avatar of vengeance can emotions.
magically transmit simple messages and images to Avatars of vengeance are rarely encountered
any creature within 120 feet of it, so long as the naturally. They are born of a terrible wrong or
creature is its conjurer, quarry, or one of the bitter emotional state, and are sometimes
allies of both parties. This ability is usually used summoned when a hurt victim receives (or sends
to intimidate its quarry or remind them of an evil out) a Call for vengeance.
deed it has committed. When an individual seeks vengeance with all of
This form of telepathy doesn‘t allow the receiving their will, they may inadvertently bring to life an
creature to telepathically respond. avatar of vengeance. The spirit has a will of its
Unrelenting Hunter. The avatar can use a bonus own — even if the individual who created it
action to Dash, but only to approach its quarry or remits their hate. The spirit does not stop until it
travel towards it. It also has advantage on any claims vengeance upon the perpetrator of the act
Spirit (Perception) checks against its quarry. that caused its creation.
Vengeful Tracker. The avatar knows the distance
to and direction of any creature against which it Spirit of Vengeance
seeks revenge, even if the creature and the Medium fiend (shadow), lawful evil
revenant are on different planes of existence. If Armor Class 12
the creature being tracked by the revenant dies, Hit Points 16 (3d8 + 3)
the revenant knows. If conjured by conjure fiend, Speed 30 ft.
it can track the target of its caster, but only up to STR AGI STA INT SPI CHA
10 miles. Otherwise, she knows only its general 11 (+0) 14 (+2) 12 (+1) 9 (-1) 9 (-1) 11 (+0)
direction. Skills Intimidation +2, Stealth +3
ACTIONS Damage Vulnerabilities holy
Multiattack. The avatar of vengeance makes two Damage Resistances fel, cold, poison;
melee attacks. bludgeoning, piercing, and slashing from
Moonglaive. Melee Weapon Attack: +6 to hit, nonmagical weapons
reach 5 ft., one target. Senses passive Perception 9
Hit: 6 (1d6 + 3) piercing damage, plus 7 (2d6) Languages Understands the languages in life, but
shadow damage. If the target is a creature against speaks it in reverse (DC 15 Intelligence or Spirit
which the avatar has designated as its quarry, the saving throw understands).
target takes an extra 14 (4d6) damage. Challenge 1/2 (100 XP)
15
ACTIONS
Multiattack. The vengeful makes two melee Variant Beastmen
attacks. Each beastman gains different powers depending
Moonglaive. Melee Weapon Attack: +4 to Hit, on its type. With the Beastman Butcher, the
reach 5 ft., one target ability DCs and attack rolls increase by 2 points
Hit: 5 (1d6 + 2) piercing damage. If the target is a each, and the beak and gore attacks add another
creature against which the spirit has designated as dice of damage.
its quarry, the target takes an extra 7 (2d6)
damage. PIG
Charge. If the beastman moves at least 20 ft.
Spirits of Vengeance are creatures that form straight toward a target and then hits it with a
when an avatar of vengeance slays a humanoid. Slam attack on the same turn, the target takes an
In some ways, spirits of vengeance are like lesser extra 3 (1d6) damage of the same weapon type. If
versions of avatars of vengeance — they are fixated the target is a creature, it must succeed on a DC
on one thought: revenge. Unlike avatars, a spirit 14 Strength saving throw or be knocked prone.
of vengeance contains bits of humanoid soul REACTIONS
mingled with the dark energies that animate it. Relentless. This acts as the relentless warrior talent
The avatar of vengeance that created the spirit is of the same name.
treated as if it charmed the spirit. Spirits of
vengeance do not speak, but they do utter things RAVEN
that seem like words, reverberated and spoken in Dread Ambusher. The beastman gains a bonus
reverse. their initiative rolls equal to its Spirit modifier.
Spirits of vengeance possess little of the cunning Also, the start of its first turn of each combat
of the avatar that created them. When encounter, its speed increases by 10 feet, which
uncontrolled, they move toward living creatures lasts until the end of that turn.
and hack them apart. Some spirits target specific Mimicry. The beastman can mimic any sounds it
creatures particularly deserving of vengeful heard, including voices. This talent extends to
judgment, ignoring innocents. The weapon of a handwriting (if the beastman learned how to read
spirit of vengeance is a shadowy extension of and write). A creature that hears the beastman‘s
itself. Their weapons can take many forms; most imitation or sees a forgery can tell they are
resemble either the weapon of the avatar that imitations with a successful Spirit (Insight) check
created them or the weapons of the living or Intelligence (Investigation) check, respectively
creatures from which they were summoned. The against a DC of 13.
above statistics block assumes a Moonglaive ACTIONS
(shortsword). Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target.
B Hit: 7 (1d6 + 4) piercing damage.
Beastmen STAG
Beastmen are grotesque beings found in Drustvar Horned Charge. If the beastman moves at least
that resemble humanoid/beast hybrids. They 20 ft. straight toward a target and then hits it
appear to be stitched together out of corpses of with a Gore attack on the same turn, the target
humans and animals. Their origin is unknown, takes an extra 3 (1d6) damage of the same
but some theorize to be mutants or homunculi weapon type. If the target is a creature, it must
who achieved an independent presence. succeed on a DC 14 Strength saving throw or be
Beastmen can have weapons grafted onto them. pushed 10 feet and fall prone.
One of their arms can be grafted with any melee ACTIONS
one-handed or light weapon with a successful DC
10 Spirit (Medicine) check.
16
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., hit point, but only up to half the creature‘s
one target. maximum hit points (or 51 hit points).
Hit: 7 (1d6 + 4) piercing damage. Rend and Tear. If the beastman succeeds on two
weapon attacks succeed against the same target, it
Beastman Thrall may also attempt a third slam attack.
Medium humanoid (homunculus), chaotic ACTIONS
neutral Multiattack. The beastman makes two weapon
Armor Class 13 (Natural Armor) attacks.
Hit Points 65 (10d8 + 20) Claw. Melee Weapon Attack: +8 to hit, reach 10
Speed 30 ft. ft., one target.
STR AGI STA INT SPI CHA Hit: 12 (2d6 + 5) slashing damage.
18 (+4) 10 (+0) 15 (+2) 8 (-1) 17 (+3) 10 (+0) Slam. Melee Weapon Attack: +8 to hit, reach 10
Senses passive Perception 13 ft., one target.
Languages — Hit: 12 (2d6 + 5) bludgeoning damage.
Challenge 4 (1,100 XP)
Traits Banshee
Limited Regeneration. The beastman regains 5 ―Let my cries chill the living…‖
Hit Points at the start of its turn if its hit points Medium undead, chaotic evil
are below half maximum hit points, and above 1 Armor Class 12
hit point, but only up to half the creature‘s Hit Points 49 (11d8)
maximum hit points (or 32 hit points). Mana Points 25 (17 + 2 + 6)
Rend and Tear. If the beastman succeeds on two Speed 0 ft., fly 40 ft. (hover)
weapon attacks succeed against the same target, it STR AGI STA INT SPI CHA
may also attempt a third slam attack. 5 (-3) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
ACTIONS Saving Throws Spi +2, Cha +5
Multiattack. The beastman makes two weapon Damage Resistances acid, fire, lightning,
attacks. thunder; bludgeoning, piercing, and slashing
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., from nonmagical weapons
one target. Damage Immunities cold, shadow, poison
Hit: 7 (1d6 + 4) slashing damage. Condition Immunities exhaustion, frightened,
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., grappled, paralyzed, petrified, poisoned, prone,
one target. restrained
Hit: 7 (1d6 + 4) bludgeoning damage. Senses darkvision 60 ft., passive Perception 10
Languages Common, Elven, Necril
Beastman Butcher Challenge 4 (1,100 XP)
Large humanoid (homunculus), chaotic neutral Traits
Armor Class 14 (Natural Armor) Incorporeal Movement The banshee can move
Hit Points 102 (12d10 + 36) through other creatures and objects as if they
Speed 40 ft. were difficult terrain. She takes 5 (1d10) arcane
STR AGI STA INT SPI CHA damage if she ends her turn inside an object.
21 (+5) 8 (+0) 17 (+3) 7 (-2) 15 (+2) 10 (+0) Banshee Magic. The banshee may cast possession
Senses passive Perception 12 without a container. The soul and body of the
Languages — banshee effectively occupy the targeted creature.
Challenge 6 (2,300 XP) The banshee may leave the body, materializing its
Traits own after one round of leaving.
Limited Regeneration. The beastman regains 10 The banshee may also cast the Globe of
Hit Points at the start of its turn if its hit points Invulnerability spell and target any creature
are below half maximum hit points, and above 1 within 30 ft. to gain the benefits of the same
17
spell. If this effect targets an enemy, they may banshee‘s shrill shrieks can be heard as far as a
make a Spirit saving throw to negate this effect. mile.
Innate Spellcasting. The banshee is naturally
magical. The banhsee‘s spellcasting ability is Basilisk
Charisma (spell save DC 13, +5 to spell attacks).
Medium monstrosity, unaligned
The banshee can innately cast the following
Armor Class 15 (natural Armor)
spells, requiring no material components:
Hit Points 52 (8d8 + 16)
3rd level (4 mana): banshee‘s curse
Speed 20 ft.
4th level (5 mana): drain mana STR AGI STA INT SPI CHA
6th level (8 mana): antimagic shell (globe of 16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)
invulnerability), drain mana Senses darkvision 60 ft., passive Perception 9
ACTIONS Languages —
Horrifying Visage. Each non-undead creature Challenge 3 (700 XP)
within 60 feet of the banshee that can see her Traits
must succeed on a DC 13 Spirit saving throw or Petrifying Gaze. If a creature starts its turn
be frightened for 1 minute. A frightened target within 30 feet of the basilisk and the two of them
can repeat the saving throw at the end of each of can see each other, the basilisk can attempt to
its turns, with disadvantage if the banshee is petrify the target, forcing the creature to make a
within line of sight, ending the effect on itself on DC 12 Stamina saving throw. This does not
a success. If a target‘s saving throw is successful or require an action, but does require the basilisk be
the effect ends for it, the target is immune to the able to use actions (cannot be used while
banshee‘s Horrifying Visage for the next 24 incapacitated, stunned, etc. or if blinded). This
hours. can be done once per round, and may maintain
Shrill Shriek. Ranged Spell Attack: +5 to hit, range this state for one minute before requiring 1d4
30 ft., one target. minutes to recover. On a failed save, the target
Hit: 12 (5d4) thunder damage. This requires at creature is restrained as its flesh begins to harden.
least 1 mana in reserve for each d4. On a successful save, the creature isn't affected.
A creature restrained by this effect must make
Banshees were once elf women, returned to a another Stamina saving throw at the end of each
horrible, spectral existence. Their intangible of its turns. If it successfully saves three times, the
forms make them difficult to destroy, and they effect ends, and the creature is immune to the
have numerous spell-like abilities to cripple their current effect for the 1d4 minutes it takes for the
foes and protect their allies. Their most feared Basilisk to recover. If it fails three times, the
ability is that they can possess a living being, creature is turned to stone and is petrified until
taking over its body. When the Burning Legion freed by the greater restoration spell or other
and the Kaldorei clashed in the War of the magic.
Ancients, 10,000 years ago, many night elf A creature that isn‘t surprised can avert its eyes to
women fell. Their brutal murders returned them avoid the saving throw at the start of its turn. If it
as banshees, and for millennia they wandered the does so, it can‘t see the basilisk until the start of
world in lamentation, losing ever more of their its next turn, when it can avert its eyes again. If it
dwindling sanity. looks at the basilisk in the meantime, it must
Eventually, the Lich King, Ner‘zhul, learned of immediately make the save. If the basilisk sees its
their existence and recruited them into the reflection within 30 feet of it in bright light, it
Scourge. Banshees fought in the Third War mistakes itself for a rival and targets itself with its
alongside other undead, and when Arthas gaze. This otherwise acts as the Flesh to Stone spell.
attacked Quel‘Thalas, he found that he could ACTIONS
make banshees of high elves as well. The Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature.
18
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) Multiattack. The battle chicken can make two
poison damage. drill peck attacks.
Drill Peck. Melee Weapon Attack: +7 to hit, reach
Basilisks are heavily-armored, six-legged lizards 5 ft., one target.
which are related to the crocolisk. Basilisk Hit: 7 (1d4 + 5) piercing damage. The target must
stomachs are capable of dissolving nearly then succeed on a DC 14 Stamina saving throw
anything. Because of this, basilisks have a or bleed for 1 minute, losing 1 hit point per
fondness for eating crystals and rocks from the round. A bleeding creature can repeat the saving
area they inhabit. This not only makes their hides throw on each of its turns, ending the effect on
extremely hard, but gives them a unique power. itself on a success. The target automatically ends
They're best known for their ability to petrify a the condition if they receive at least 1 hit point of
person with their stare. Due to this, basilisk parts magical healing.
are often sought by mages and alchemists for
study. These powerful, enchanted creatures are Also known as the gnomish battle chicken, this
something of an anomaly throughout the land of tiny construct
Azeroth. The gnomish battle chicken is an oversized
mechanical chicken. It may look silly, but it is
Battle Chicken one tough customer. Starting an inert battle
Tiny construct, unaligned chicken involves cranking cranks, pushing
Armor Class 15 buttons, turning little knobs, and speaking into
Hit Points 65 (10d4 + 40) flared tubes. Once started the chicken obeys the
Speed 20 ft. voice commands of the individual who started it,
attacking his enemies and doing anything else he
STR AGI STA INT SPI CHA
asks. The chicken only understands simple
5 (-3) 21 (+5) 18 (+4) 3 (-4) 11 (+0) 1 (-5)
commands.
Skills Intimidation -3, Perception +3
A battle chicken costs 1,280 crafting points
Damage Immunities poison
(engineering) as a tiny construct of challenge 4
Condition Immunities charmed, exhaustion,
(or 32,000 gp). It has a malfunction rating of 1-5.
frightened, paralyzed, petrified, poisoned
It costs 426 crafting points (10,650 gp) to craft.
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its
creator but can't speak Black Ooze
Challenge 4 (1,100 XP) Huge ooze, unaligned
Traits Armor Class 5
Battle Squawk (1/long rest). The chicken casts Hit Points 136 (13d12 + 52)
the Abandonment Aura spell. Speed 20 ft., climb 20 ft.
Chicken Frenzy. The chicken has advantage on STR AGI STA INT SPI CHA
melee attack rolls whenever it is reduced to 10 hit 19 (+4) 3 (-4) 18 (+4) 1 (-5) 6 (-2) 1 (-5)
points or below. Damage Immunities acid, cold, lightning,
Winged Leap. The battle chicken‘s long jump is slashing
up to 10 feet and its high jump is up to 5 feet, Condition Immunities blinded, charmed,
with or without a running start. deafened, exhaustion, frightened, prone
Fuel (8 max). The battle chicken starts out with Senses blindsight 60 ft. (blind beyond this
eight fuel charges, and runs on a clockwork or radius), passive Perception 8
mechanical engine. It can be active for eight Languages –
hours until it needs to be recharged. Ten minutes Challenge 8 (3,900 XP)
of winding the mechanism's interior provide one Traits
charge for it. Amorphous. The black ooze can move through a
ACTIONS space as narrow as 1 inch wide without squeezing.
19
Corrosive Form. A creature that touches the animated the sludgy runoff there. Whatever their
black ooze or hits it with a melee attack while origins, black oozes now exist as monsters in their
within 5 feet of it takes 9 (2d8) acid damage. Any own right, requiring no outside influence to live
nonmagical weapon made of metal or wood that and reproduce (which they do by means of
hits the black ooze corrodes. After dealing asexual splitting).
damage, the weapon takes a permanent Black oozes prefer to remain underground,
cumulative -1 penalty to damage rolls. If its though a few venture out onto surrounding
penalty drops to -5, the weapon is destroyed. Non mountainsides. They do not appear to have any
magical ammunition made of metal or wood that sort of sentience, society, or ambition beyond
hits the black ooze is destroyed after dealing engulfing whatever they encounter.
damage. The black ooze can eat through 4-inch-
thick, non magical wood or metal in 1 round. Bloodpedals Introduction
Spider Climb. The black ooze can climb difficult
Bloodpetals are ambulatory plants that dwell in
surfaces, including upside down on ceilings,
the steamy jungles of the Un‘Goro Crater. They
without needing to make an ability check.
are covered in nasty thorns that exude a crippling
ACTIONS
toxin; although not terribly dangerous alone, they
Multiattack. The black ooze makes two
tend to use swarm tactics. Otherwise, not much is
pseudopod attacks.
known about these curious creatures, although
Pseudopod. Melee Weapon Attack: +7 to hit, reach
the Explorers‘ League produces a few reports.
10 ft., one target.
Colonies of bloodpetals, apparently always less
Hit: 11 (2d6 + 4) bludgeoning damage plus 22 than 30 in number, stake out a territory typically
(5d8) acid damage. In addition, non magical in some remote area where threats are at a
armor worn by the target is partly dissolved and minimum. They defend this area carefully while
takes a permanent and cumulative -1 penalty to new bloodpetal sprouts grow. A sprout remains
the AC it offers. The armor is destroyed if the immobile for several months before its legs fully
penalty reduces its AC to 10. develop.
REACTIONS Once a bloodpetal patch grows too large for
Split. When a black ooze that is Medium or larger nearby resources to support it, the creatures send
is subjected to lightning or slashing damage, it out scouts. These scouts range far and wide, and
splits into two new black oozes if it has at least 20 thus are usually the first bloodpetals a visitor to
hit points. Each new black ooze has hit points Un‘Goro encounters; interestingly, a scout avoids
equal to half the original black ooze's, rounded conflict and fights only to defend itself, giving the
down. New black oozes are one size smaller than illusion that bloodpetals aren‘t terribly aggressive,
the original black ooze. a fact that leads many explorers into trouble
when they encounter an actual patch and have
Black oozes form in the foul slag pits of mining their escape route cut off by the suddenly-animate
operations, given animation by mystic forces and flora.
freed to roam and consume. Black oozes possess a Bloodpetals typically stand about 5 feet high and
corrosive touch that metal; while their anatomy weigh about 100 pounds. They speak no
remains a mystery, they clearly seek to consume languages as far as anyone knows, although they
flesh as well. Some theorize that angry natural do seem capable of communicating with each
forces inhabited the original black oozes, other in some unknown manner.
animating the contaminated waste of mining
operations and using it to enact vengeance on the
miners. Others postulate that some miners,
Bloodpedal Trapper
Medium plant, unaligned
working far too deep in the ground, inadvertently
Armor Class 12 (natural armor)
operated in areas of powerful buried magic.
Hit Points 37 (5d8 + 15)
Mystic energy penetrated the miners‘ slag pits and
Speed 10 ft., climb 10 ft.
20
STR AGI STA INT SPI CHA Armor Class 16 (Natural Armor)
16 (+3) 14 (+2) 17 (+3) 2 (-4) 10 (+0) 10 (+0) Hit Points 90 (12d8 + 48)
Damage Vulnerabilities fire Speed 25 ft.
Condition Immunities blinded, deafened, STR AGI STA INT SPI CHA
exhaustion, petrified 22 (+6) 15 (+2) 18 (+4) 4 (-3) 10 (+0) 7 (-2)
Senses passive Perception 11 Skills Perception +3, Stealth +5
Challenge 2 (450 XP) Damage Vulnerabilities fire
Traits Damage Resistances lightning; bludgeoning,
False Appearance. While the bloodpedal trapper piercing, and slashing from nonmagical weapons
remains motionless, it is indistinguishable from Senses darkvision 60 ft., passive Perception 13
an inanimate plant. Languages –
ACTIONS Challenge 5 (1,800 XP)
Thorn. Melee Weapon Attack: +5 to hit, 5 ft., one Traits
target. Swamp Lord. The bog beast has advantage on
Hit: 6 (1d6 + 3) piercing damage. The target must Agility (Stealth) checks to move silently and hide
make a DC 13 Stamina saving throw, taking 10 within swamps, can ignore the movement penalty
(3d6) poison damage on a failed save, or half as from swamp difficult terrain, and can see through
much damage on a successful one. bog mists without disadvantage.
Hold Breath. The bog beast can hold its breath
Bloodpedal Lasher for 30 minutes.
Large plant, unaligned ACTIONS
Armor Class 13 (natural armor) Multiattack. The bog beast attacks twice with its
Hit Points 66 (7d10 + 28) claws
Speed 15 ft., climb 15 ft. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
STR AGI STA INT SPI CHA one target.
19 (+4) 15 (+2) 18 (+4) 2 (-4) 12 (+1) 10 (+0) Hit: 11 (1d8 + 6) slashing damage. If the target is
Damage Vulnerabilities fire Medium or smaller, it is either grappled (escape
Condition Immunities blinded, deafened, DC 17) and restrained until the grapple ends or
exhaustion, petrified pushed 10 feet away from the bog beast.
Senses passive Perception 11
Challenge 4 (1,100 XP) Bog beasts are large plant-like creatures, often
Traits found in temperate marshes of Azeroth. These
False Appearance. While the bloodpedal lasher massive plants may be mistaken for a thick clump
remains motionless, it is indistinguishable from of vegetation… if not for their vaguely humanoid
an inanimate plant. shapes and surprising mobility. As the name
Serrated Thorns. A bloodpetal lasher‘s thorn suggests, bog-beasts are massive, shambling
attacks are particularly vicious, dealing three monsters that are half plant and half beast. Not
times normal damage on a critical hit. much is known about these secretive lords of the
ACTIONS swamp, except that they are territorial and rather
Thorn. Melee Weapon Attack: +6 to hit, 10 ft., aggressive.
one target. Explorers have recorded stories of their immense
Hit: 11 (1d8 + 4) piercing damage. The target strength and resilience to harm. Bog-beasts are
must make a DC 14 Stamina saving throw, taking known to wander the Dustwallow Marsh, south
17 (5d6) poison damage on a failed save, or half of the Barrens. Bog-beasts use their strength to
as much damage on a successful one. slam into their enemies, crushing opponents'
defenses with their fists and whatever large
objects they can throw at them.
Bog Beast
Large plant, unaligned
21
Broken Stalker nonmagical weapon made of metal or wood that
hits the carrion grub corrodes. After dealing
―We will share our ways…‖
damage, the weapon takes a permanent
Medium humanoid (broken draenei), chaotic
cumulative -1 penalty to damage rolls. If its
Armor Class 13 (leather armor)
penalty drops to -5, the weapon is destroyed. Non
Hit Points 11 (2d8 + 2)
magical ammunition made of metal or wood that
Speed 30 ft.
hits the carrion grub is destroyed after dealing
STR AGI STA INT SPI CHA
damage. The carrion grub can eat through 4-inch-
10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
thick, non magical wood or metal in 1 round.
Skills Perception +3, Stealth +4
ACTIONS
Damage Resistances fel
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Senses darkvision 60 ft., passive Perception 13
Languages Eredun (uncorrupted) one target.
Traits Hit: 12 (2d6 + 5) bludgeoning damage plus 22
Sneak Attack (1/round). Whenever making a (5d8) acid damage. In addition, non magical
successful melee or ranged attack roll when armor worn by the target is partly dissolved and
having advantage, or when an allied unit is takes a permanent and cumulative -1 penalty to
adjacent to the enemy, the broken draenei adds 3 the AC it offers. The armor is destroyed if the
(1d6) extra damage to the roll. penalty reduces its AC to 10.
Adapter. Can always act in a surprise round, and Acid Spit. Ranged Weapon Attack: +8 to hit, range
has advantage versus weather effects. 30/60 ft., one target.
Challenge 1/8 (25 XP) Hit: 12 (2d6 + 5) acid damage. This attack also
ACTIONS corrodes as the Corrosive Form ability.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., Acid Breath (Recharge 5-6). The carrion grub
one target. exhales acid gas in a 60-foot cone. Each creature
Hit: 5 (1d6 + 2) slashing damage. in that area must make a DC 15 Stamina saving
throw, taking 31 (9d6) acid damage on a failed
Light Crossbow. Ranged Weapon Attack: +4 to hit,
save, or half as much damage on a successful one.
range 80/320 ft., loading, one target.
This attack also corrodes away 4 inches thick of
Hit: 6 (1d8 + 2) piercing damage.
wood or metal.
REACTIONS
C Death Throes. When the carrion grub dies, it
Carrion Grub explodes, and each creature within 15 feet of it
Huge beast, unaligned must make a DC 15 Stamina saving throw, taking
Armor Class 7 6d6 acid damage on a failed save, or half as much
Hit Points 126 (12d12 + 48) damage on a successful one.
Speed 20 ft., burrow 5 ft.
STR AGI STA INT SPI CHA Carrion grubs are disgusting worms that roam
21 (+5) 3 (-4) 18 (+4) 1 (-5) 4 (-3) 1 (-5) the Plaguelands searching for corpses to
Condition Immunities blinded, charmed, consume. They devour prey by gripping it in acid-
deafened, exhaustion, frightened, prone coated mandibles, dissolving it, and sucking it up
Senses blindsight 60 ft. (blind beyond this through their relatively tiny mouths. If they
radius), passive Perception 8 cannot find dead or dying creatures to feed upon,
Languages – any living flesh will do. Carrion grubs prefer
Challenge 8 (3,900 XP) mammals, but will dine on reptiles or fish — they
Traits are voracious eaters that can consume close to
Corrosive Form. A creature that touches the half their body weight in a day. They cannot
carrion grub or hits it with a melee attack while digest vegetable matter.
within 5 feet of it takes 9 (2d8) acid damage. Any
22
Carrion grubs roam only, and have appeared the Speed. Your base walking speed is 40 feet, and
Plaguelands there only in recent years. It is you are a quadruped. You have disadvantage on
unclear if they are the result of horrible climbing checks.
experiments by overzealous necromancers, or Darkvision. You have superior vision in dark and
simply a mutation created by the Scourge. Since dim conditions. You can see in dim light within
they pursue undead flesh as readily as the living, 60 feet of you as if it were bright light, and in
it seems unlikely anyone created them on darkness as if it were dim light. You can‘t discern
purpose. color in darkness, only shades of gray.
Carrion grubs move about haphazardly, Divine Blood. You gain proficiency with
constantly seeking food. If they detect suitable Perception and Athletics, and while you are
prey with their blindsense, they move to wearing medium, light or no armor, you gain +1
investigate, attacking rapaciously if the prey to Armor Class.
proves edible. If the food source moves out of Herb-lore. You have proficiency with the
blindsense range, the grub continues moving in Alchemy skill, though you use herbs to create
the same direction until it catches up, comes to mixtures. You can create herbal mixtures as if a
an obstacle, or detects another food source. 1st level alchemist. You have to store alchemical
Although grubs are stupid, their blindsense is formula in a formula book, which you may start
quite acute and they will not, for example, pursue out with at 1st level. If you later gain Alchemy,
prey over the edge of a cliff. If confronted by a you gain expertise in the skill instead.
foe that cannot be attacked, such as flying Languages. You can speak, read, and write
archers, the grub escapes by burrowing. A carrion Common and Druidic.
grub can wriggle its way only into soft earth, sand, Subrace. Three main subraces claim descent from
or materials of a similar consistency. the demigod Cenarius: dryads, his favored
Most carrion grubs are 6 to 8 feet long and weigh daughters; grovekeepers, his favored sons; and
300 to 500 pounds, although much larger centaurs, his bastard offspring.
specimens exist.
Centaur
Cenarion (Children of Cenarius) Centaurs are treated as a subrace of the Children
of Cenarius (see below).
Introduction Affiliation. Independent. The centaurs hate to
Children of Cenarius their dryad and grovekeeper kin, as well as the
The Children of Cenarius are the offspring of the night elves, their allies, the tauren (and their
demigod Cenarius, the child of the moon- allies). Even the demonic Legion cannot tame the
goddess Elune. His children either share in night furious and empty spirit of the Centaurs.
elven culture, or (in the case of centaurs) Size. Centaurs range between 7 to 8 feet tall and
profusely refuse the culture and wish to tear it average between 700 pounds to 1 ton. Your size
down. is Large.
Ability Score Increase. Your Strength score
Traits increases by 2.
Ability Score Increase. Your Agility score Charge. If moving at least 30 feet straight toward
increases by 1. a target, the next hit deals extra damage equal to
Type. All offspring of Cenarius are fey creatures, 1d6 per two Hit Dice.
not humanoids. They are immune to effects that Natural Weapons. You can treat your hooves as
specify humanoids. natural weapons. They deal 2d4 bludgeoning
Age. Offspring of Cenarius typically reach damage.
adulthood around a hundred to two hundred
years old, and some (such as the Grovekeepers) Night elves claim that centaur are the bastard
are immortal. children of the demigod Cenarius. Despite their
23
origins, these primitive, barbaric horsemen are grovekeepers go to war, many dryads tag along for
the embodiment of savagery. the ride.
Centaur tribes terrorize the Barrens of Kalimdor Size. Dryads range between 6 to 7 feet tall and
and ransack the indigenous peoples‘ villages and average between 300 to 500 pounds. Your size is
cities. They have an especially violent hatred of Medium.
tauren, who return the racial animosity with Ability Score Increase. Your Charisma score
fervor. Centaur have little in common with their increases by 2.
cousins, dryads and keepers of the grove. While it Abolish Magic. You may touch a target as a
is unknown how these creatures came to be, melee spell attack and replicate the effects of
centaur prove to be a thorn in both night elf and Dispel Magic, with an effective spell level equal to
tauren sides. half your hit dice. This may be used once per day
per point of Charisma modifier (minimum 1).
Cenarion Centaur Outrunner Spell Resistance. You are exceptionally resistant
―To battle!‖ to spells and spell-like abilities, and have
Large monstrosity (centaur), lawful evil advantage versus all spells that allow for spell
Armor Class. 13 (natural armor) resistance.
Hit Points 45 (6d10 + 12)
Speed 50 ft. Cenarion Dryad Fawn
STR AGI STA INT SPI CHA ―For the trees!‖
18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0) Medium fey (dryad), chaotic good
Skills Athletics +6, Perception +3, Survival +3 Armor Class 15 (natural armor)
Senses passive Perception 13 Hit Points 33 (6d8 + 6)
Languages Elven, Low Common, Sylvan Speed 40 ft.
Challenge 2 (450 XP) STR AGI STA INT SPI CHA
Traits 11 (+0) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 18 (+4)
Charge. If the centaur moves at least 30 feet Skills. Perception +3, Survival +3, Persuasion +6
straight toward a target and then hits it with a Senses Passive Perception 13
battleaxe or hoof attack on the same turn, the Languages Common, Elven, Sylvan
target takes an extra 7 (2d6) damage of the same Challenge 2 (200 XP)
damage type. Traits
ACTIONS Spell Resistance. The dryad has advantage on all
Multiattack. The centaur makes two attacks: one saving throws against spells that allow for spell
with its battleaxe and one with its hooves or two resistance. She is immune to spells of level 2 or
with its longbow. lower.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ACTIONS
ft., one target. Abolish Magic (4/rest). The dryad may touch a
Hit: 13 (2d8 + 4) slashing damage. target as a melee spell attack and replicate the
Hooves. Melee Weapon Attack: +6 to hit, reach 5 effects of Dispel Magic, with an effective spell
ft., one target. level equal to 3. If the spell‘s level is higher than
Hit: 9 (2d4 + 4) bludgeoning damage. 3, roll d20 check with +4, against a DC of 10 +
Longbow. Ranged Weapon Attack: +4 to hit, range spell level to dispel the effect. The dryad could
150/600 ft., one target. spend two uses instead of one to make the ability
Hit: 11 (2d8 + 2) piercing damage. at a range of 30 feet.
Javelin. Melee or Ranged Weapon Attack: +6 to hit,
Dryad reach 5 ft. or range 30/120 ft., one target
Affiliation. Independent or Alliance. The dryads Hit: 5 (1d6 + 2) piercing damage, plus 1d6 poison
aid the night elves so long as it is in the best damage. The target must succeed against a DC 13
interests of the lands. When their brothers, the
24
Stamina saving throw or be poisoned for one addition, you have advantage on saving throws
minute. against plants that are magically created or
Hooves. Melee Weapon Attack: +6 to hit, reach 5 manipulated to impede movement, such those
ft., one target. created by the entangle spell. If you ever take
Hit: 3 (1d6) bludgeoning damage. enough levels in druid to gain Land‘s Stride, you
may grant this bonus as a 30-foot aura to your
Dryads are daughters of the demigod Cenarius. allies.
They monitor the health of Kalimdor‘s forests, Nature Resistance. You have advantage on saving
ever watchful against the depredations of evil throws against poison, and you have resistance
magic. Acting as teachers, healers, and playmates against poison and lightning damage.
to the Kaldorei, dryads rally to fight those who
encroach upon their forests, and serve the wilds Cenarion Keeper of the Grove Hero
with unwavering faith and a joyous smile. ―Who threatens the wilds?‖
Large fey (grovekeeper), lawful neutral
Grovekeeper Armor Class 15 (natural armor)
The enchanted keepers of the grove are the Hit Points 71 (11d8 + 22)
favored sons of Cenarius. Like their dryad sisters, Mana Points 27 (19 + 3 + 5)
the keepers protect the woodlands from harm. Speed 40 ft.
Though they typically remain within the sacred STR AGI STA INT SPI CHA
Moonglade of Mount Hyjal, the keepers have 14 (+2) 16 (+3) 14 (+2) 12 (+1) 19 (+4) 14 (+2)
been seen in other forests throughout Kalimdor. Damage Resistances lightning, poison
They are quick to heed the call to arms whenever Skills. Perception +8, Survival +8, Persuasion +7
there is a threat to the natural order. Senses Passive Perception 18
Affiliation. Independent or Alliance. The grove- Languages Common, Elven, Sylvan
keepers staunchly aid the night elves and preserve Challenge 7 (2,600 XP)
the forests, rivers, and wild lands of Kalimdor. Traits
When the demons‘ taint spreads in the world, Land, Lord, and Master. With an action, the
grove-keepers awaken, rouse their night elven keeper of the grove may emit a 20-foot aura that
druid students, and hurry to repel the invaders allows for all allies to move without penalty in
before they can do too much harm. natural nonmagical difficult terrain. They also
Size. Grove-keepers range between 7 to 8 feet tall take no damage from thorns, spines, or similar
and average between 800 pounds to 1 ton. Your hazards, and have advantage against spells that
size is Large. replicate such effects.
Ability Score Increase. Your Spirit score Healing Lore. With a bonus action, the keeper of
increases by 2. the grove may alter the target of an active sigil
Barbed Whip. You gain the Thorn Whip cantrip spell. The spell‘s effects take place at the new
if you don‘t already have it, and always have it target‘s turn as usual.
prepared if you do, with the following Extended Growth. The maximum duration of
differences: Casting it never costs mana; its reach healing sigil spells is doubled, and he gains
improves to 50 feet, and it can pull or push a advantage on the roll to maintain a sigil spell.
creature up to 15 feet from you. It also deals an Seed of Life. The keeper of the grove may cast
extra 1d6 damage. any druidic spell as a seed, keeping the spell‘s
Land, Lord, and Master. Moving through effects latent until discharged with a mental
nonmagical difficult terrain costs you no extra command (costs no action). Until the spell is
movement. You can also pass through discharged, the keeper can sense the relative
nonmagical plants without being slowed by them health of the target of this ability. This can be
and without taking damage from them if they used at will, but a single given creature can
have thorns, spines, or a similar hazard. In benefit only once every 24 hours.
25
Spellcasting. The keeper of the grove is an 11th against being blinded, charmed, deafened,
level spellcaster. His spellcasting ability is Spirit frightened, stunned, or knocked unconscious.
(spell save DC 16, +6 to hit with spell attacks). ACTIONS
The keeper of the grove has the following spells Multiattack. The Chimaera makes two attacks:
(14) prepared from the druid spell list: one with its bite on each head, or with its claws.
Cantrips (0 mana): move earth, druidcraft, When its magic breath is available, it can use the
guidance, thorn whip (free) breath in place a bite.
1st level (2 mana): entangling roots, rejuvenation, Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
faerie fire, speak with animals one creature.
2nd level (3 mana): gust of wind, moonbeam, Hit: 11 (2d6 + 4) piercing damage.
thorns aura (retribution aura), barkskin (free) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
3rd level (4 mana): speak with plants, plant growth one target.
(free) Hit: 11 (2d6 + 4) slashing damage.
4th level (6 mana): dominate beast, grasping vine, Magic Breath (Recharge 5–6). The Chimaera
divination spits a torrent of corrosive acid or fire in a 15-foot
5th level (7 mana): tranquility, commune with cone. Each creature in that area must make a DC
nature, dream (free) 15 Agility saving throw, taking 31 (7d8) acid or
6th level (8 mana): heal fire damage on a failed save, or half as much
ACTIONS damage on a successful one.
Barbed Whip (0 mana). Ranged Spell Attack: +6
to hit, reach 50 feet, one target. This huge creature has two reptilian heads that
Hit: 14 (4d6) piercing damage, and the creature is operate independently. Its forelimbs unfold into
pulled or pushed 15 feet in any direction. a pair of mighty wings, and it clutches at rocky
Hooves. Melee Weapon Attack: +6 to hit, reach 5 outcrops and great trees with its powerful hind
ft., one target. legs. Its deep purple scales gleam in the
Hit: 9 (2d6 + 2) bludgeoning damage. moonlight.
Wisp Amulet. The wearer of this amulet may Chimaera are strong allies of the night elves,
transform into a wisp for up to 1 minute. This is protecting the forests and the great tree
a polymorph effect. This property of the amulet Nordrassil from danger. They are highly reclusive,
can‘t be used again until the next sundown. The sentient creatures, but do not possess the ability
DM has the wisp‘s statistics. to speak. They strive foremost to protect the
Equipment. Wisp amulet balance of nature.
Chimaera hate seeing any natural races or
creatures being harmed or oppressed. Those who
Chimaera victimize such creatures under the chimaera‘s
Large dragon, unaligned protection will soon find a chimaera‘s wrath to be
Armor Class 14 (natural Armor) very formidable.
Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 60 ft.
STR AGI STA INT SPI CHA Clockwork Creations
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0) Clockwork Goblin
Skills Perception +8 Small construct, unaligned
Senses darkvision 60 ft., passive Perception 18 Armor Class 14 (armor plating)
Languages Draconic, and understands Elven but Hit Points 13 (2d8 + 4)
cannot speak it Speed 25 ft.
Challenge 6 (2,300 XP) STR AGI STA INT SPI CHA
Traits 10 (+0) 16 (+3) 14 (+2) 3 (-4) 11 (+0) 1 (-5)
Two-Headed. The Chimaera has advantage on Challenge 1/2 (100 XP)
Spirit (Perception) checks and on saving throws Traits
26
Constructed Mind. Mechanized creatures do not Senses darkvision 60 ft., passive Perception 10
have a true mind, but are instead programmed to Languages understands the languages of its
perform certain actions congruent with those of creator but can't speak
similar natural creatures. Thus, instead of Animal Challenge 1/4 (50 XP)
Handling checks, a creature handling or riding a Traits
mechanized animal makes checks with engineer‘s Potent Injection (1/long rest). If the pest hits a
tools. Its new form is immune to all living creature with its stinger, it can inject a larger dose
creature-specific effects. It also consumes 1 charge of poison. The target must succeed on a DC 12
(energy type determined by the creator) every Stamina saving throw or become poisoned for 1
hour of activity. It may remain latent, and hour. It can use better-grade poisons than normal
activate on a trigger to save charges. if the user provides it (requires an action per
Fuel (8 max). The clockwork goblin starts out poison to set up).
with eight fuel charges, and runs on a Fuel (8 max). The clockwork pest starts out with
combustion engine, consuming one vial of eight fuel charges, and runs on a clockwork or
phlogiston per hour. The hull‘s capacity is equal mechanical engine. It can be active for eight
to 8 vials of phlogiston. hours until it needs to be recharged. Ten minutes
ACTIONS of winding the mechanism's interior provide one
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., charge for it.
one target. ACTIONS
Hit: 5 (1d4 + 3) bludgeoning damage. Stinger. Melee Weapon Attack: +5 to hit, reach 5
Explode. The clockwork goblin explodes, dealing ft., one target.
9 (2d8) concussive damage in a 10-foot-sphere. Hit: 1 piercing damage, and the target must make
This destroys the clockwork goblin. a DC 10 Stamina saving throw, taking 5 (2d4)
ACTION poison damage on a failed save, or half as much
Death Throes. When reduced to 0 hit points or damage on a successful one.
dying, the clockwork goblin may attempt a
Strength saving throw against a DC of 10. If it A clockwork pest costs 20 crafting points
succeeds, it explodes. If the goblin used the (engineering) as a construct of challenge 1/2 (or
explode action already, it may roll the saving 500 gp). It has a malfunction rating of 1-2.
throw with disadvantage, but deals double It costs 6 crafting points (150 gp) to craft.
damage on a success. If it fails the saving throw, it
loses the reaction. Cloud Serpent Introduction
The origin of the cloud serpents are unknown.
A clockwork goblin costs 20 crafting points
They are, however, not part of the "whole Aspects
(engineering) as a construct of challenge 1/2 (or scene" and are not really related to the classic
500 gp). It has a malfunction rating of 1-2. Azerothian dragonflights. According to Loh-Ki,
It costs 6 crafting points (150 gp) to craft.
an otherworldly storm was summoned by Lei
Shen, the Thunder King, in his final moments,
Clockwork Pest and blanketed the Vale of Eternal Blossoms with
Tiny construct, unaligned rainfall and struck jagged spears of lightning into
Armor Class 14 (natural armor) the hills. With its final breath, the storm struck
Hit Points 7 (2d4 + 2) the center of the lake, igniting the very water
Speed 0 ft., fly 40 ft. itself. The lake burned with a crimson hue for
STR AGI STA INT SPI CHA many days. When the blaze subsided, a cloud
4 (-3) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 1 (-5) serpent hatchling could be seen flying around the
Damage Immunities poison center of the lake. Its scales sparked with storm
Condition Immunities charmed, exhaustion, and fire, and where it flew, great clouds formed
frightened, paralyzed, petrified, poisoned
27
in the sky. The pandaren named it Alani, the throw or ability check. Fortune points are
Stormborn. restored to full after a long rest.
One of Jiang's cloud serpent riders battling a The cloud dragon can allow a number of
Zandalari on a dinosaur. creatures equal to its Spirit modifier access to this
Thousands of years ago, the cloud serpents were feature, although they all spend from the same
feared as monsters and wild animals, both pool. The cloud dragon can deny good fortune to
cunning and dangerous. During the Zandalari save it to whoever it wishes, and knows who
Troll Wars, a century after the founding of the requests it and their degree of need.
Pandaren Empire, a young girl named Jiang took
a small cloud serpent named Lo into her care. CRIMSON
The Zandalari numbers were vast, and their bat Sensitivity to Nature (1/long rest). The crimson
riders fought in such a way the pandaren had no cloud serpent can cast the Commune with
counter to. Jiang and her cloud serpent friend Nature spell.
however swooped in, plucking the Zandalari from Strange Journey. The cloud serpent may
the bridge and striking down their bat riders. The designate a willing mortal creature to serve as its
war would still take many months to win, but this ward, so long as the two are within 1 mile of one
was the turning point. Soon Ji was training other another. Until the quest is done, the cloud
pandaren how to ride as she did, upon the backs serpent always knows the location of its ward, so
of other serpents. From that day forward, the long as they are both on the same plane. The
serpent became a symbol of hope to the pandaren cloud serpent can have only one ward active at
people, and the Order of the Cloud Serpent was any given time. This is usually used to find aid to
founded. Cloud serpents are wild and resolve quests the cloud serpent finds when
tempestuous by nature and, if mistreated, may communing with nature.
still grow to be that way as adults. But a cloud
serpent is not bound by its nature, no more than GOLDEN
any of the sapient races. Grace of Heaven. The cloud serpent may use
Cloud serpent eggs are rare and look like jewels, their bonus action to Dash. While doing dashing,
and were once worth their weight in solid gold. they have advantage on Agility saving throws, and
The serpents are known to lay their eggs in nests add +1 bonus to their AC for until the start of its
at only two places in Pandaria: on the beach of turn in the next round.
Shan'ze Dao off the coast of Townlong Steppes,
where the local wood sprites are known to steal JADE
them whenever they can, and on Windward Isle, Jade Flash. When the cloud dragon makes a
off the east coast of the Jade Forest. melee attack against a creature, it doesn‘t provoke
Cloud serpent eggs sell for 25,000 gp. Hatched opportunity attacks from that creature for the rest
cloud serpents usually have aversion to the idea of the turn, whether they hit or not.
of being sold, bonding with whoever they Furthermore, they may use a bonus action to
hatched to or take a liking to. perform the Bite attack.
28
Spirit saving throw against a DC of 20. If they Heavenly Resistance (1/Day). If the cloud
succeed, they can cast spells for that round as dragon fails a saving throw, it can choose to
normal. succeed instead.
ACTION
Cloud Serpent Adolescent Multiattack. The cloud dragon makes two
Large dragon, neutral good attacks.
Armor Class 15 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Hit Points 19 (3d10 + 3) one target.
Speed 30 ft., burrow 15 ft., fly 60 ft. (hover) Hit: 14 (2d10 + 3) piercing damage.
STR AGI STA INT SPI CHA Claw. Melee Weapon Attack: +5 to hit, reach 10
15 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 13 (+1) ft., one target.
Damage Resistances thunder, lightning Hit: 12 (2d8 + 3) piercing damage.
Saving Throws Agi +2, Sta +3, Spi +2, Cha +3 Storm Breath (Recharge 5-6). The cloud dragon
Skills Perception +3, Stealth +2 exhales lightning in a 40-foot-line that is 5 feet
Senses blindsight 10 ft., darkvision 60 ft., passive wide. Each creature in that line must make a DC
Perception 13 13 Agility saving throw, taking 21 (6d6) lightning
Languages Draconic damage on a failed save, or half as much damage
Challenge 1 (200 XP) on a successful one.
ACTION
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Cloud Serpent Ancient
one target. Huge dragon, neutral good
Hit: 7 (1d10 + 2) piercing damage. Armor Class 15 (natural armor)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit Points 126 (12d12 + 48)
one target. Speed 40 ft., fly 80 ft. (hover)
Hit: 6 (1d8 + 2) piercing damage. STR AGI STA INT SPI CHA
Storm Breath (Recharge 5-6). The cloud dragon 21 (+5) 14 (+2) 19 (+4) 13 (+1) 16 (+3) 17 (+3)
exhales lightning in a 20-foot-line that is 5 feet Damage Immunities thunder, lightning
wide. Each creature in that line must make a DC Damage Resistances acid, fire, cold
12 Agility saving throw, taking 14 (4d6) lightning Saving Throws Agi +5, Sta +7, Spi +6, Cha +6
damage on a failed save, or half as much damage Skills Perception +6, Stealth +5
on a successful one. Senses blindsight 30 ft., darkvision 120 ft.,
passive Perception 16
Cloud Serpent Adult Languages Draconic
Large dragon, neutral good Challenge 8 (3,900 XP)
Armor Class 15 (natural armor) Traits
Hit Points 52 (7d10 + 14) Heavenly Resistance (3/Day). If the cloud
Speed 40 ft., fly 60 ft. (hover) dragon fails a saving throw, it can choose to
STR AGI STA INT SPI CHA succeed instead.
17 (+3) 12 (+1) 15 (+2) 11 (+0) 14 (+2) 14 (+2) ACTION
Damage Resistances thunder, lightning Multiattack. The cloud dragon makes one attack
Saving Throws Agi +4, Sta +5, Spi +5, Cha +5 with its bite and two with its claws.
Skills Perception +5, Stealth +4 Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Senses blindsight 30 ft., darkvision 90 ft., passive one target.
Perception 15 Hit: 16 (2d10 + 5) piercing damage.
Languages Draconic Claw. Melee Weapon Attack: +8 to hit, reach 10
Challenge 5 (1,800 XP) ft., one target.
Traits Hit: 14 (2d8 + 5) piercing damage.
29
Storm Breath (Recharge 5-6). The cloud dragon Once it successfully works, it cannot be used
exhales lightning in a 60-foot-line that is 5 feet again until after a rest.
wide. Each creature in that line must make a DC
15 Agility saving throw, taking 45 (10d8) Couatl Adult
lightning damage on a failed save, or half as Large beast, unaligned
much damage on a successful one. Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Couatl Introduction Speed 5 ft., fly 40 ft. (hover), Swim 10 ft.
Couatl nest in trees and crags dotting the coasts STR AGI STA INT SPI CHA
of Azeroth. Some are venomous, some are 15 (+2) 17 (+3) 14 (+2) 7 (-2) 17 (+3) 6 (-3)
magical, some are both, and some are neither. Damage Resistances acid
Couatl occasionally disrupt magic, which makes Damage Immunities poison
some people think that they have an Condition Immunities poisoned
understanding or intelligence of it. This idea is Skills Perception +6
incorrect — couatl are nonsentient animals— Senses darkvision 60 ft., passive Perception 16
except for Couatl Ancients, which are alien- Challenge 5 (1,800 XP)
minded beings. Traits
Recently, naga have returned to the surface of Flyby. The Couatl doesn't provoke an
Azeroth and domesticated couatl. The naga breed opportunity attack when it flies out of an enemy's
these tamed couatl in order to optimize the reach.
lethality of their venom and train them to be Magic Resistance. The Couatl has advantage on
fiercely loyal to their naga masters. saving throws against spells and other magical
effects.
Couatl Adolescent ACTIONS
Multiattack. The Couatl can make a bite attack
Medium beast, unaligned
and a poison spit. It can exchange any of the
Armor Class 13 (natural armor)
attacks for a dispelling touch.
Hit Points 27 (5d8 + 5)
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Speed 5 ft., fly 30 ft. (hover)
STR AGI STA INT SPI CHA one target.
15 (+2) 14 (+2) 12 (+1) 7 (-2) 12 (+1) 6 (-3) Hit: 10 (2d6 + 3) piercing damage. The target
Damage Resistances poison must make a DC 13 Stamina saving throw, taking
Skills Perception +3 14 (4d6) poison damage on a failed save, or half
Senses passive Perception 13 as much damage on a successful one.
Challenge 2 (450 XP) Poison Spit. Ranged Weapon Attack: +6 to hit,
ACTIONS range 30/60 ft., one target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 14 (4d6) poison damage.
one target. Dispelling Touch (3/rest). The Couatl can touch
Hit: 5 (1d6 + 2) piercing damage. The target must an ongoing spell effect, casting the Dispel Magic
make a DC 11 Stamina saving throw, taking 7 spell.
(2d6) poison damage on a failed save, or half as
much damage on a successful one. Couatl Ancient
Poison Spit. Ranged Weapon Attack: +4 to hit, Huge beast, chaotic
range 30/60 ft., one target. Armor Class 17 (natural armor)
Hit: 7 (2d6) poison damage. Hit Points 95 (10d12 + 30)
Dispelling Touch (1/rest). The Couatl can touch Speed 5 ft., fly 60 ft. (hover), Swim 30 ft.
an ongoing spell effect. Roll a d20. On a result of STR AGI STA INT SPI CHA
11 or higher, this Couatl can cast Dispel Magic. 17 (+3) 20 (+5) 17 (+3) 10 (+0) 18 (+4) 10 (+0)
30
Damage Resistances acid; bludgeoning, piercing, Condition Immunities blinded, deafened,
and slashing from nonmagical weapons exhaustion, frightened, paralyzed, petrified,
Damage Immunities poison poisoned
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 6
Skills Perception +7 Languages —
Senses darkvision 60 ft., passive Perception 17 Challenge 1 (200 XP)
Challenge 7 (2,900 XP) Traits
Traits Mecha. This construct may be controlled by
Flyby. The Couatl doesn't provoke an sitting in the compartment, but only if the user is
opportunity attack when it flies out of an enemy's of Small or smaller size. When in the
reach. compartment, the user may use their action to
Innate Magic. The Couatl‘s weapon attacks are access the construct‘s attack (or multiattack), and
magical. move with the construct‘s speed. Any damage
Magic Resistance. The Couatl has advantage on taken by the construct is divided between the
saving throws against spells and other magical user and the construct itself.
effects. Fuel (8 max). The combat armor starts out with
Limited Telepathy. Using telepathy, the Couatl eight fuel charges, and runs on a steam engine,
can magically communicate with any other consuming four pounds of coal per hour. The
Couatl or naga (or creature of elven descent) hull‘s capacity is equal to thirty-two pounds of
within 60 feet of it. coal.
ACTIONS ACTIONS
Multiattack. The Couatl can make two attacks. It Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
can exchange any of the attacks for a dispelling one target.
touch. Hit: 5 (1d6 + 2) bludgeoning damage.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Customization. The crafter may choose one of
Hit: 15 (3d6 + 5) piercing damage. The target the below two features for free to customize the
must make a DC 14 Stamina saving throw, taking armor.
14 (4d6) poison damage on a failed save, or half Multiattack. The armor makes two melee
as much damage on a successful one. If a target‘s attacks.
hit points is reduced to 0 this way, they are Quick Startup. The combat armor takes
unconscious but stable for 24 hours. one round to activate.
Poison Spit. Ranged Weapon Attack: +8 to hit,
range 30/60 ft., one target. This combat armor may be commanded as a suit
Hit: 21 (6d6) poison damage. if the creature is of medium size, or a mecha if
Dispelling Touch (3/rest). The Couatl can touch small size or smaller. The combat armor is fueled
an ongoing spell effect, casting the Dispel Magic by a tank of oil or a battery compartment (eight
spell. charges, regardless), and it consumes one charge
every hour.
Combat Armor, Gnomish A combat armor costs 80 crafting points
(engineering) to construct as a construct of
Medium construct (mecha), unaligned
challenge 1 (or 2,000 gp).
Armor Class 18 (natural Armor)
It costs 26 crafting points (650 gp) to craft.
Hit Points 33 (6d8 + 6)
Speed 25 ft.
STR AGI STA INT SPI CHA Core Hound Introduction
14 (+2) 11 (+0) 13 (+1) 3 (-4) 11 (+0) 1 (-5) Core hounds use simple tactics, attacking the
Skills -4 Perception most obviously threatening target first. They will
Damage Immunities poison, psychic typically attempt an improved grab or bull rush to
31
push their target into nearby lava. A core hound restrained. The core hound ancient has two
with flaming breath takes hold of a victim before heads, each of which can hold one creature.
using its flaming breath, thus preventing the Hysteric Howl. Each creature of the core
victim from escaping the effect. Core hounds hound‘s choice that is within 60 feet of it and
grow and gain power throughout their lives. able to hear it must succeed on a DC 11 Spirit
They come in two varieties, the much more saving throw or become frightened for 1 minute.
common, and larger, two-headed variant, and the A creature can repeat the saving throw at the end
smaller one-headed variant. The latter are used by of each of its turns, ending the effect on itself on
the Dark Iron dwarves as racial mounts. a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune
When harvested, core hound leather is usually to the core hound‘s Hysteric Howl for the next
used to make infusions focused on fire. It 24 hours.
provides 20% extra value of materials for leather- Lava Breath (Recharge 5-6). The core hound
worked materials. ancient regurgitates a torrent of lava in a 30-foot
cone. Each creature in that area must make a DC
Core Hound Ancient 17 Agility saving throw, taking 63 (18d6) fire
Huge elemental, unaligned damage on a failed save, or half as much damage
Armor Class 16 on a successful one. A creature restrained by the
Hit Points 190 (20d10 + 80) core hound ancient has disadvantage to their
Speed 40 ft. saving throw against this ability.
STR AGI STA INT SPI CHA The lava that affects the area deals half as much
22 (+6) 10 (+0) 18 (+4) 3 (-4) 16 (+3) 6 (-2) damage at the beginning of the core hound‘s turn
Skills Perception +8 in the round (halved with a successful Stamina
Damage Vulnerabilities cold saving throw with the same DC), and then
Damage Immunities fire rapidly cools, becoming part of the terrain.
Condition Immunities burning
Senses darkvision 120 ft., passive Perception 18 Ancient core hounds are of the first generation
Languages Kalimag sired of Magmadar, the sire of the race.
Challenge 13 (10,000 XP) Magmadar himself is has a Strength score of 25
Traits and a Charisma score of 15 (adjust attack,
Fire Aura. A creature that touches the core damage, and DC for grappling appropriately, and
hound ancient or hits it with a melee attack while the DC for Hysteric Howl becomes 15 instead of
within 10 feet of takes fire damage equal the core 11).
hound‘s bite damage (minus its Strength or
Agility). Core Hound, Two headed
Two-Headed. The core hound has advantage on Large elemental, unaligned
Spirit (Perception) checks and on saving throws Armor Class 14
against being blinded, charmed, deafened, Hit Points 60 (8d8 + 24)
frightened, stunned, or knocked unconscious. Speed 40 ft.
ACTIONS STR AGI STA INT SPI CHA
Multiattack. The core hound makes two bite 19 (+4) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 6 (-2)
attacks, one with each head. The core hound can Skills Perception +5
replace either attacks with a Hysteric Howl attack. Damage Vulnerabilities cold
Bite. Melee Weapon Attack: +11 to hit, reach 10 Damage Immunities fire
ft., one target. Condition Immunities burning
Hit: 19 (3d8 + 6) piercing damage, plus 10 (3d6) Senses darkvision 120 ft., passive Perception 15
fire damage and the target is grappled (escape DC Languages Kalimag
19). Until this grapple ends, the target is Challenge 3 (200 XP)
32
Traits 22 (+6) 9 (-1) 17 (+3) 3 (-4) 13 (+1) 6 (-2)
Fire Aura. A creature that touches the core Skills Perception +3, Insight +3
hound or hits it with a melee attack while within Senses passive Perception 10
5 feet of takes fire damage equal the core hound‘s Languages Common, plus any languages its
bite damage (minus its Strength or Agility). creator knows
Two-Headed. The core hound has advantage on Challenge 4 (1,100 XP)
Spirit (Perception) checks and on saving throws Traits
against being blinded, charmed, deafened, Attuned Core. The crowd pummeler‘s slam
frightened, stunned, or knocked unconscious. attacks are treated as magical.
ACTIONS Crowd Control. If the crowd pummeler moves at
Multiattack. The core hound makes two bite least 20 feet straight toward a creature and then
attacks. hits it with a slam attack on the same turn, that
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., target must succeed on a DC 12 Strength saving
one target. throw or be knocked prone. If the target is prone,
Hit: 8 (1d8 + 4) piercing damage, plus 7 (2d6) fire the crowd pummeler can make one slam attack
damage. against it as a bonus action.
Fuel (8 max). The crowd pummeler starts out
Core Hound with eight arcane charges, and runs on an arcane
Medium elemental, unaligned engine. It can be active for eight hours until it
Armor Class 12 needs to be recharged.
Hit Points 39 (6d8 + 12) Flash Bombs. The crowd pummeler can hold up
Speed 40 ft. to eight flash bombs, and suffers no chance of
STR AGI STA INT SPI CHA malfunction when using them.
15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2) ACTIONS
Skills Perception +5, Stealth +4 Multiattack. Can make two slam attacks. It can't
Damage Resistances fire make both attacks against the same target. The
Condition Immunities burning crowd pummeler may throw a flash bomb in
Senses darkvision 120 ft., passive Perception 15 place of an attack.
Languages Kalimag Slam. Melee Weapon Attack: +8 to hit, reach 10
Challenge 1 (200 XP) ft., one target.
ACTIONS Hit: 18 (3d8 + 5) bludgeoning damage.
Multiattack. The core hound makes two bite REACTIONS
attacks. Crowd Tactics. If the crowd pummeler is struck by
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., a creature within reach that the pummeler didn‘t
one target. attack on its previous round, the pummeler can
Hit: 5 (1d6 + 2) piercing damage, plus 3 (1d6) fire make a single slam attack against them.
damage.
Crowd Pummelers (Model 9–60) are cheap and
easy to maintain constructs made for sentry duty.
Crowd Pummeler 9-60 Patrolling the streets of Gnomeregan, Crowd
―Curfew instituted in this sector. Citizens, return to Pummelers bash anything they notice that
your homes.‖ violates the laws programmed into them. Since
Huge construct, unaligned Gnomeregan‘s fall, most are programmed to
Armor Class 12 attack anything that is not a leper gnome.
Hit Points 76 (8d12 + 24) Crowd Pummelers recognize and speak
Mana Pool 0 (maximum 8, consumes 1 mana Common, but answer to only to the correct
point per hour of activation) technological codes.
Speed 40 ft.
STR AGI STA INT SPI CHA
33
Before Gnomeregan‘s fall, crowd pummelers Limited Immortality. If reduced to 0 hit points,
warned violators and protestors aloud, giving the C‘thrax must succeed on a DC 21 Stamina
them a short time to halt their offences, and kept saving throw. If it succeeds, it falls into a
their targets stable after a beating, but now all catatonic state for 30 days instead of dying. After
they shout is ―Intruder!‖ or ―Stop resisting!‖ the 30th day passes, it regains 1 hit point and
before charging and pummeling the unfortunate awakens. If buried in a place without air (but not
victim to death. underwater), it does not awaken until exposed to
A crowd pummeler 9-60 costs 2,560 crafting air or water. If it fails the saving throw, it dies.
points (engineering) as a huge construct of Regeneration. The C‘thrax regains 10 Hit Points
challenge 4 (or 64,000 gp). It has a malfunction at the start of its turn if it has at least 1 hit point.
rating of 1-5. Shadow Sight. Magical darkness doesn't impede
It costs 853 crafting points (21,325 gp) to craft. the void beast‘s darkvision.
ACTIONS
C'Thrax Multiattack. The C‘thrax makes four weapon
attacks. The C‘thrax can exchange any one
Huge aberration (void), neutral evil
weapon attack in the round with a Shadow Blast.
Armor Class 19 (natural armor)
Claw. Melee Weapon Attack: +12 to hit, reach 10
Hit Points 250 (20d12 + 120)
ft., one target.
Speed 50 ft.
STR AGI STA INT SPI CHA Hit: 17 (3d6 + 7) slashing damage. If the target is
25 (+7) 8 (-1) 23 (+6) 16 (+3) 18 (+4) 15 (+2) Large or smaller, the target is grappled (escape
Saving Throws Str +12, Sta +11, Spi +9, Cha +7 DC 17). Until this grapple ends, the target is
Skills Intimidation +7, Insight +9, Persuasion +7 restrained. The C‘thrax has two claws, each two
Damage Resistances cold, fel, fire, psychic of which can grapple one target.
Damage Immunities poison, shadow Pincer. Melee Weapon Attack: +12 to hit, reach 10
Condition Immunities confusion, poisoned ft., one target.
Senses darkvision 60 ft., passive Perception 14 Hit: 17 (3d6 + 7) piercing damage. If the C‘thrax
Languages Shath‘yar, telepathy 120 ft. spends a bonus action as part of a successful
Challenge 16 (15,000 XP) attack, the target must succeed on a Strength
Traits saving throw against a DC of 21 or else be
Aggressive. The C‘thrax use a bonus action Dash, knocked back 10 feet. This is a strike effect.
but only to approach a hostile creature. Shadow Blast. Ranged Spell Attack: +9 to hit,
Corrupt Life. The C‘thrax can corrupt living range 40 ft., one target.
beings into becoming void creatures. This Hit: 20 (8d4) shadow damage. This does not
requires killing a target and 1 minute of contact require mana in reserve.
with its corpse. The target is allowed a DC 17 Shadow Volley (Recharge on 5-6). The C‘thrax
Spirit saving throw to avoid this fate. If they fail can release five Shadow Blasts at any number of
two saving throws out of three, they are returned enemies within range of the ability, or focus them
to life at 1 hit point, and gain the Void Beast on one target. This attack cannot deal increased
template or become a homunculus (DM‘s damage on a target affected by Binding Shadows.
discretion). Once done, this ritual cannot be Binding Shadows (Recharge on 3-6). Ranged Spell
undone or reversed by anything short of a wish Attack: +9 ro hit, range 40 ft., one target.
spell or divine intervention (or similar abilities). Hit: 77 (14d10) shadow damage, and the target‘s
Magic Resistance. The C‘thrax has advantage on speed is reduced to 0 for 1 minute. The target
saving throws against spells and other magical can spend an action to free itself. So long as a
effects. creature‘s speed is 0, the C‘thrax‘s Shadow Blast
Might of the Void. Weapon attacks are treated as deals triple damage against them. If the C‘thrax
magical. misses with this attack, it can spend a hit dice to
heal itself.
34
Charm. The C‘thrax targets one humanoid it can isolated rainforests in the great sea, or in lands
see within 30 feet of it. If the target can see the where trolls are found.
C‘thrax,, it must succeed on a DC 17 Spirit Trolls have a special kinship with dinosaurs, and
saving throw against this magic or be charmed by although it does not as close as the ties that bind
the C‘thrax. The charmed target regards the gryphon and wildhammer dwarf, they remain
C‘thrax as a trusted friend to be heeded and close to one another.
protected. Although the target isn't under the
C‘thrax‘s control, it takes its requests or actions Devilsaur
in the most favorable way it can. Huge beast, unaligned
Each time the C‘thrax or the C‘thrax's Armor Class 13 (Natural Armor)
companions do anything harmful to the target, it Hit Points 105 (10d12 + 40)
can repeat the saving throw, ending the effect on Speed 50 ft.
itself on a success. Otherwise, the effect lasts 24 STR AGI STA INT SPI CHA
hours or until the C‘thrax is destroyed, is on a 25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)
different plane of existence than the target, or Skills Perception +4
takes a bonus action to end the effect. Senses passive Perception 14
REACTIONS Challenge 8 (3,900 XP)
Darkness Falls. The C‘thrax can use Binding Traits
Shadows as a reaction against any creature that Fearsome Charge. When the devilsaur uses its
successfully deals damage to it. action to Dash, they can use a bonus action to
make one bite attack at the end of it. If it moves
C'Thraxxi (singular C'Thrax) are monstrous at least 10 feet in a straight line immediately
warbringers far larger and more resilient than before taking this bonus action, they gain a +5
other lesser n'raqi. They seem to usually serve as bonus to the attack‘s damage roll.
protectors within places of great importance to ACTIONS
the Old Gods, and as commanders and generals Multiattack. The devilsaur makes two attacks:
of the Old Gods' forces. one with its bite and one with its tail. It can't
The C'Thrax Warlord Zon'ozz was one of the two make both attacks against the same target.
faceless generals that led the assault on Wyrmrest Bite. Melee Weapon Attack: +10 to hit, reach 10
Temple during the final battle against Deathwing. ft., one target.
C'Thraxxi possess arthropod-like features, along Hit: 33 (4d12 + 7) piercing damage. If the target
with great strength and brutal intellect. They are is a Medium or smaller creature, it is grappled
capable of warping mind and body, turning (escape DC 18). Until this grapple ends, the
creatures into corrupted versions of themselves by target is restrained, and the devilsaur can't bite
suffusing them with void magic, or by flesh- another target
warping them into unthought-of creatures. Tail. Melee Weapon Attack: +10 to hit, reach 10
Even after what mortals might consider death, ft., one target.
C'Thraxxi can still slowly regain their energy and Hit: 20 (3d8 + 7) bludgeoning damage.
return to life through external help. The
Twilight's Hammer made one such attempt to This giant lizard walks on two powerfully muscled
awaken Zakajz, and trolls have in the past hind legs. Two stunted, taloned forelimbs stretch
succeeded to do so via blood rituals such as those out before it, and rows of bloodstained teeth fill
that awakened Kith'ix and Mythrax. its maw. The devilsaur takes its name from its
vicious, relentless attacks, during which it utterly
D savages its victims to death. The devilsaur uses its
bite to assault its prey, and its powerful hind legs
Dinosaurs and sheer size allow it to chase down almost any
Dinosaurs exist in Azeroth either in ancient
chosen prey.
primeval forests and jungles, such as on the
35
Despite the ferocity of this ill-tempered beast, target is restrained, and the devilsaur king can't
hunters prize its tough but supple hide and often bite another target
seek it out. Devilsaurs can grow to heights Tail. Melee Weapon Attack: +12 to hit, reach 10
exceeding thirty feet and can weigh almost ft., one target.
sixteen tons. Females tend to be smaller and Hit: 21 (3d8 + 8) bludgeoning damage.
lighter than males, but are even more aggressive.
In a reversal of most creatures‘ natural gender This terrifying specimen includes devilsaurs as
roles, a female devilsaur abandons her eggs as King Mosh or King Krush, and other terrors.
soon as she lays them; male devilsaurs can
identify a clutch of eggs they've fathered by scent, Diemetradon
and will protect that clutch until the eggs hatch. Huge beast, unaligned
The devilsaur uses its intimidating speed to Armor Class 14 (natural armor)
charge prey as soon as they are within range. It Hit Points 85 (9d12 + 27)
typically targets the smallest creatures in a pack Speed 30 ft., swim 30 ft.
first, closing its powerful jaws over them and STR AGI STA INT SPI CHA
lifting them off the ground. The devilsaur mauls 21 (+S) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (- 2)
its prey, biting and shaking until it or the enemy Skills Stealth +5, Perception +3
stops moving, swallows, and then moves on to Senses passive Perception 13
the next target. Badly wounded devilsaurs have Languages –
been known to flee, sometimes carrying Challenge 5 (1,800 XP)
opponents with them. Traits
Hold Breath. The Diemetradon can hold its
Devilsaur King breath for 30 minutes.
Huge beast, unaligned Razor Crest. The razor-sharp crests along a
Armor Class 13 (Natural Armor) diemetradon‘s back prove a good defense against
Hit Points 172 (15d12 + 75) those who get too close. Anyone grappling a
Speed 50 ft. diemetradon takes 2d6 points of slashing damage
STR AGI STA INT SPI CHA per round.
27 (+8) 10 (+0) 21 (+5) 2 (-4) 12 (+1) 9 (-1) Stability. The diemetradon‘s powerful legs and
Skills Perception +4 low body make it exceptionally stable. It has
Senses passive Perception 14 advantage on saving throws and checks rolled
Challenge 9 (5,000 XP) against being tripped, pushed, or moved against
Fearsome Charge. When the devilsaur king uses its will.
its action to Dash, it can use a bonus action to ACTIONS
make one bite attack at the end of it. If he moves Multiattack. The Diemetradon makes two
at least 10 feet in a straight line immediately attacks: one with its bite and one with its tail.
before taking this bonus action, he gains a +5 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
bonus to the attack‘s damage roll. one target.
ACTIONS Hit: 21 (3d10 + 5) piercing damage, and the
Multiattack. The devilsaur king makes two target is grappled (escape DC 16). Until this
attacks: one with its bite and one with its tail. It grapple ends, the target is restrained, and the
can't make both attacks against the same target. Diemetradon can't bite another target.
Bite. Melee Weapon Attack: +12 to hit, reach 10 Tail. Melee Weapon Attack: +8 to hit, reach 10 ft.,
ft., one target. one target not grappled by the Diemetradon.
Hit: 34 (4d12 + 8) piercing damage. If the target Hit: 14 (2d8 + 5) bludgeoning damage. If the
is a Medium or smaller creature, it is grappled target is a creature, it must succeed on a DC 16
(escape DC 20). Until this grapple ends, the Strength saving throw or be knocked prone.
36
The diemetradon — one of the strongest STR AGI STA INT SPI CHA
predators in the Un‘Goro Crater — stalks its prey 15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+l) 6 (-2)
and rips it apart without mercy. This creature Skills Perception +3, Stealth +5
uses both its squat, strong legs tipped with sharp Senses passive Perception 13
claws and its wickedly fanged mouth to great Languages –
advantage, tearing apart its prey without a second Challenge 1 (200 XP)
thought. Traits
Pounce. If the raptor moves at least 20 feet
Pterrordax straight toward a creature and then hits it with a
Large beast, unaligned claw attack on the same turn, that target must
Armor Class 16 (natural armor) succeed on a DC 12 Strength saving throw or be
Hit Points 59 (7d10 + 21) knocked prone. If the target is prone, the raptor
Speed 10 ft., fly 90 ft. can make one bite attack against it as a bonus
STR AGI STA INT SPI CHA action.
16 (+3) 20 (+5) 17 (+3) 2 (-4) 16 (+3) 7 (-2) Rend and Tear. If the raptor succeeds on a bite
Skills Perception +5 attack, it may attempt a claw attack as part of the
Senses darkvision 60 ft., passive Perception 15 same attack. If the claw attack succeeds, it may
Languages – also attempt a third claw attack. It cannot make
Challenge 4 (1,100 XP) more than 3 total attacks per round, including
Traits the bite from the Pounce feature.
Keen Sight. The pterrordax has advantage on ACTIONS
Spirit (Perception) checks that rely on sight. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
ACTIONS one target.
Multiattack. The pterrordax can make two Hit: 6 (ld8 + 2) piercing damage.
attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
one creature. Hit: 6 (ld8 + 2) slashing damage.
Hit: 12 (2d6 + 5) piercing damage.
The raptor can be used as a mount for medium
Pterrordax soar through the air, using their keen creatures, and is the favored racial mounts of
predator‘s senses to satisfy their taste for fresh trolls.
meat. These fierce creatures stand as tall as a
horse and weigh up to 1,500 pounds. Their Ravasaur
pigmentation ranges from moss green to deep Large beast, unaligned
emerald. While weaker than other dinosaurs, Armor Class 14 (natural armor)
pterrordax possess great agility. Hit Points 45 (7d8 + 14)
Pterrordax prefer to hunt alone; normally, Speed 40 ft.
adventurers encounter them in pairs only during STR AGI STA INT SPI CHA
mating season, a two-week period in the 17 (+3) 14 (+2) 15 (+2) 4 (-3) 14 (+2) 6 (-2)
springtime. Pterrordax may form flights when Skills Perception +4, Stealth +5
their breeding grounds are threatened by a strong Senses passive Perception 14
foe, but disband once they eliminate the threat. Languages –
Challenge 3 (700 XP)
Raptor Pounce. If the ravasaur moves at least 20 feet
Medium beast, unaligned straight toward a creature and then hits it with a
Armor Class 13 (natural armor) claw attack on the same turn, that target must
Hit Points 26 (4d8 + 8) succeed on a DC 13 Strength saving throw or be
Speed 40 ft. knocked prone. If the target is prone, the
37
ravasaur can make one bite attack against it as a Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,
bonus action. one target.
ACTIONS Hit: 12 (2d8 + 3) piercing damage. The target
Multiattack. The ravasaur can make two attacks, must make a DC 12 Stamina saving throw, taking
only one of which can be a bite. 7 (2d6) poison damage on a failed save, or half as
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., much damage on a successful one.
one target. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit: 12 (2d8 + 3) piercing damage. one target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 10 (2d6 + 3) slashing damage. The target
one target. must make a DC 12 Stamina saving throw, taking
Hit: 10 (2d6 + 3) slashing damage. 3 (1d6) poison damage on a failed save, or half as
much damage on a successful one.
The ravasaurs of Un'Goro are large, raptor-like
dinosaurs who're highly intelligent, volatile, and Stegodon
have a sense or code of conduct. Lar'korwi is the Huge beast, unaligned
most dangerous. In Taur-ahe, its name means Armor Class 17 (natural armor)
"Sharp Claw," but that does not do him justice. Hit Points 114 (13d12 + 39)
The ravasaurs of Zandalar are more distinct from Speed 20 ft.
raptors than the Un'Goro breed are, with crests STR AGI STA INT SPI CHA
of feathers on their heads and tails. 22 (+6) 9 (- 1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)
Ravasaurs may be common throughout other Senses passive Perception 10
lands than just Un'Goro, as they are common Languages –
troll companions alongside raptors. Challenge 7 (2,900 XP)
The females produce an awful smell from a gland Traits
in their heads that allow males to know they are Trampling Charge. If the Stegodon moves at
ready to breed. least 20 feet straight toward a creature and then
hits it with a gore attack on the same turn, that
Venomhide target must succeed on a DC 13 Strength saving
The venomhide ravasaurs are extremely deadly, throw or be knocked prone. If the target is prone,
with poisonous blood, poisonous spit and even the Stegodon can make one stomp attack against
poisonous skin. Attempting to mount one it as a bonus action.
without first building up a resistance to their ACTIONS
toxins will result in death only a few hours later. Gore. Melee Weapon Attack: +9 to hit, reach 5
Venomhide ravasaurs are cousins to normal ft., one target.
ravasaurs. They act identical except for the Hit: 24 (4d8 + 6) piercing damage.
following. Stomp. Melee Weapon Attack: +9 to hit, reach 5
ft., one prone creature.
Damage Resistances poison Hit: 28 (4d10 + 6) bludgeoning damage.
Traits Tail. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Venomous Hide. The hide of this ravasaur one target.
carries a contact poison, in which case bare skin Hit: 19 (3d8 + 6) bludgeoning damage.
contact with it deals 1d6 points of poison damage REACTIONS
once touched, and again for every hour of Tail Slap. If the Stegodon is attacked by a creature
contact until washed off. it didn‘t attack during the last round, it can make
ACTIONS one tail attack against it.
Multiattack. The ravasaur can make two attacks,
only one of which can be a bite. Stegodons are short-tempered, aggressive, but
herbivorous dinosaurs. Easily irritated, they
38
attack trespassers on sight, but rarely venture Dragons
from their territories. They consume vast
quantities of plant matter and grow angry when Aspects
logging, mining, and other such activities disturb The aspects of Azeroth are dragons bestowed
their food sources. upon with the blessing of the god-like titans. Five
aspects rule Azeroth‘s powers.
Before they were dragons, the Aspects were proto-
Threshadon dragons. They stood united against a bloodthirsty
Large beast, unaligned
monster who threatened their race, the Father of
Armor Class 16 (natural armor)
Dragons known as Galakrond.
Hit Points 76 (9d10 + 27)
After the ordering of Azeroth, Keeper Tyr, the
Speed 20 ft., swim 50 ft.
greatest titan-forged warrior, stood against
STR AGI STA INT SPI CHA
Galakrond and with the help of five powerful
19 (+4) 15 (+2) 16 (+3) 4 (-3) 13 (+1) 4 (-3)
and intelligent proto-dragons - Alexstrasza,
Skills Perception +3, Stealth +5
Malygos, Neltharion, Nozdormu and Ysera - that
Senses darkvision 120 ft., passive Perception 17
held dominion over their brethren, they defeated
Languages –
the massive Father of Dragons.
Challenge 5 (1,800 XP)
Traits
Alexstrasza the Life-Binder – the red leviathan
Blood Frenzy. The threshadon has advantage on
chosen by the titan Eonar to safeguard all living
melee attack rolls against any creature that
creatures on the world.
doesn't have all its hit points, so long as the
Nozdormu the Timeless One – the massive
creature is in water.
bronze dragon chosen by the titan Aman'Thul to
Hold Breath. The threshadon can hold its breath
guard time itself and police the ever-spinning
for 4 hours.
pathways of fate and destiny.
ACTIONS
Ysera the Awakened, formerly the Dreamer –
Multiattack. The threshadon makes two attacks,
Alexstrasza's younger sister, chosen by the titan
but only one bite per round.
Eonar to watch over the growing wilds of the
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
world from her verdant realm, the Emerald
one target. Dream.
Hit: 13 (2d8 + 4) piercing damage. Malygos the Spell-Weaver – the blue dragon
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., originally chosen by Norgannon as the guardian
one target. of magic and hidden arcanum.
Hit: 11 (2d6 + 4) slashing damage. Neltharion the Earth Warder (now known as
Deathwing the Destroyer) – the mighty black
Though it resides primarily in the water, a wyrm chosen by Khaz'goroth and given dominion
threshadon breathes only air. A threshadon has a over the earth and the deep places of the world.
total length of some 15 feet, including a tail He was driven mad by the whispers of the Old
about half as long as the main portion of its Gods and managed to drive the blue dragonflight
body, and weighs about 1,000 pounds. Observers to near extinction.
who see only its head or tail might easily mistake
it for a massive serpent. Onyxia, Spawn of Deathwing
A threshadon is aggressive and attacks virtually Huge dragon, chaotic evil
anything it notices. The creature is strong, fast, Armor Class 19 (natural armor)
and highly maneuverable, able to turn quickly Hit Points 229 (17d12 + 119)
and lunge at prey. When hunting, it travels with Mana Points 30 (20 + 6 + 4)
its head out of the water, snapping down quickly Speed 40 ft., fly 80 ft., swim 40 ft.
to seize prey. STR AGI STA INT SPI CHA
26 (+8) 10 (+0) 25 (+7) 16 (+3) l3 (+1) 20 (+5)
39
Saving Throws Agi +6, Spi +7, Sta + 13, Cha + absorbed or borne by the new form (her choice).
11 In a new form, Onyxia retains her alignment, hit
Skills Perception + l3, Stealth +6 points, Hit Dice, ability to speak, proficiencies,
Damage Immunities fire Legendary Resistance, lair actions, and
Damage Resistances acid, shadow Intelligence, Spirit, and Charisma scores, as well
Condition Immunities burning as this action. Her statistics and capabilities are
Senses blindsight 60 ft., darkvision 120 ft., otherwise replaced by those of the new form,
passive Perception 23 except any class features or legendary actions of
Languages Common, Draconic, Dwarven, Elven, that form.
Orcish, Troll Frightful Presence. Each creature of Onyxia's
Challenge 17 (18,000 XP) choice that is within 120 feet of her and aware of
Traits her must succeed on a DC 19 Spirit saving throw
Amphibious. Onyxia can breathe air and water. or become frightened for 1 minute. A creature
Deep Breath. Onyxia can draw in her breath as can repeat the saving throw at the end of each of
an action. This allows her to roll 3d6. On a roll its turns, ending the effect on itself on a success.
of 5-6 with any of them, her Fire Breath ability is If a creature's saving throw is successful or the
recharged. effect ends for it, the creature is immune to
Legendary Resistance (3/Day). If Onyxia fails a Onyxia‘s Frightful Presence for the next 24
saving throw, she can choose to succeed instead. hours.
Innate Spellcasting. Onyxia‘s innate spellcasting Fire Breath (Recharge 5-6). Onyxia exhales fire
ability is Charisma (spell save DC 19, +11 to spell in a 60-foot cone. Each creature in that area must
attacks). Onyxia can innately cast the following make a DC 21 Agility saving throw, taking 63
spells, requiring no material components: (18d6) fire damage on a failed save, or half as
Cantrips (0 mana): fire bolt, produce flame much damage on a successful one.
1st level (3 mana): charm person LEGENDARY ACTIONS
2nd level (5 mana): detect thoughts, nondetection, Onyxia can take 3 legendary actions, choosing
suggestion from the options below. Only one legendary
3rd level (6 mana): fireball action option can be used at a time and only at
4th level (7 mana): globe of invulnerability the end of another creature's turn. Onyxia
ACTIONS regains spent legendary actions at the start of her
Multiattack. Onyxia can use her Frightful turn.
Presence. She then makes three attacks: one with Detect. Onyxia makes a Spirit (Perception) check.
her bite and two with her claws. Tail Attack. Onyxia makes a tail attack.
Bite. Melee Weapon Attack: +14 to hit, reach 10 Wing Attack (Costs 2 Actions). Onyxia beats her
ft., one target. wings. Each creature within 10 feet of Onyxia
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) must succeed on a DC 22 Agility saving throw or
fire damage. take 15 (2d6 + 8) bludgeoning damage and be
Claw. Melee Weapon Attack: + 14 to hit, reach 5 knocked prone. Onyxia can then fly up to half
ft., one target. her flying speed.
Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ONYXIA’S LAIR
ft., one target. Onyxia's lair is in a volcanic cave in Dustwallow
Hit: 17 (2d8 + 8) bludgeoning damage. Marsh. The floor of the main cavern is just solid
Change Shape. Onyxia magically polymorphs enough that Onyxia can sit on it normally
into a humanoid or beast that has a challenge without cracking the floor and revealing the lava
rating no higher than her own, or back into her below.
true form. She reverts to its true form if she dies. She has over one hundred eggs in her clutch, but
Any equipment she is wearing or carrying is her mate is unknown. If an egg is ready to hatch,
40
it spawns a black dragon wyrmling (who can
breathe fire instead of acid). Onyxia is the daughter of Deathwing and his
Onyxia‘s lair is also protected by black Prime Consort Sintharia and the temporary
dragonflight wyrmkin. broodmother of the black dragonflight on
Azeroth.
LAIR ACTIONS Long ago, Onyxia drove the Stonemaul ogres
On initiative count 20 (losing initiative ties), from the caves in Dragonmurk, not with any
Onyxia takes a lair action to cause one of the specific ill will, but merely for a place to raise her
following effects; Onyxia can't use the same effect numerous children, who would then leave to
two rounds in a row: infest the Wyrmbog. She and her children
Magma erupts from a point on the ground became known for terrorizing any travelers who
Onyxia can see within 120 feet of it, creating strayed too close to her home.
a 20-foot-high, 5-foot-radius geyser. Each Though Onyxia has been sighted traveling to and
creature in the geyser's area must make a DC from Blackrock Mountain in Eastern Kingdoms,
15 Agility saving throw, taking 21 (6d6) fire her main lair is located in a fiery cave below the
damage on a failed save, or half as much Dragonmurk in Kalimdor, a dismal swamp
damage on a successful one. located within Dustwallow Marsh. She is guarded
A tremor shakes the lair in a 60-foot radius there by her kin, the remaining members of the
around Onyxia. Each creature other than insidious black dragonflight. There also her
Onyxia on the ground in that area must brood of new eggs is hidden, awaiting
succeed on a DC 15 Agility saving throw or maturation. Should anyone ever threaten Onyxia
be knocked prone. within her lair — within distance of her precious
Volcanic gases form a cloud in a 20-foot- eggs — her wrath would be terrible beyond
radius sphere centered on a point Onyxia can comprehension.
see within 120 feet of her. The sphere
spreads around corners, and its area is lightly Plans
obscured. It lasts until initiative count 20 on After carefully calculating her plans for many
the next round. Each creature that starts its years, she entered into a pact with her elder
turn in the cloud must succeed on a DC 13 brother, Nefarian, to take over for their missing
Stamina saving throw or be poisoned until father and gain control of the entire flight. To
the end of its turn. While poisoned in this this end, she had begun manipulating many
way, a creature is incapacitated. mortals and dragons alike to her own ends and
wielded considerable political power over many
REGIONAL EFFECTS groups.
The region in Dustwallow Marsh where Onyxia Since Deathwing's departure, his eldest children
has her lair is warped by her magic, which creates have risen to lead their brethren and recoup their
the following effects: failing numbers. Deathwing's eldest son, the
The land within 6 miles of the lair takes malicious and cunning Nefarian, has claimed the
twice as long as normal to traverse, since the burning fortress of Blackrock Spire as his aerie.
plants grow thick and twisted, and the There, aided by his loyal dragonspawn, he
swamps are thick with reeking mud. subverted the remaining Blackrock Clan and
Water sources within 1 mile of the lair are ensnared the black dragons not already under his
supernaturally fouled. Enemies of Onyxia control.
that drink such water regurgitate it within One of Nefarian's mightiest supporters is his
minutes. younger sister, Onyxia. A clever, highly intelligent
Fog lightly obscures the land within 6 miles black dragon, she delights in corrupting the
of the lair. mortal races by meddling in their political affairs.
If Onyxia dies, vegetation remains as it has To this end, she takes on various humanoid
grown, but other effects fade over 1d10 days. forms and uses her charm and power to influence
41
delicate matters between the different races. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Onyxia has even assumed an alias once used by one target.
her father: the title of the royal House Prestor. Hit: 8 (1d8 + 4) slashing damage. Instead of
Though Onyxia is relatively small for a black dealing damage, the dreadlord can grapple the
dragon of her age, she shares the same powers target (escape DC 18).
and abilities as the rest of her terrible flight. Her Charm. The dreadlord targets one humanoid it
searing breath weapon can melt both stone and can see within 30 feet of it. If the target can see
iron. Her physical attacks, whether bites, scrapes the dreadlord, it must succeed on a DC 15 Spirit
or tail lashes, are lightning quick and nearly saving throw against this magic or be charmed by
unstoppable. When cornered, Onyxia is fond of the dreadlord. The charmed target regards the
taking flight and blasting her troublesome prey dreadlord as a trusted friend to be heeded and
from above. protected. Although the target isn't under the
dreadlord's control, it takes the dreadlord's
Dreadlord (Nathrezim) requests or actions in the most favorable way it
Large fiend (demon), chaotic evil can.
Armor Class 16 (natural armor) Each time the dreadlord or the dreadlord's
Hit Points 144 (17d8 + 68) companions do anything harmful to the target, it
Mana Points 28 (18 + 5 + 5) can repeat the saving throw, ending the effect on
Speed 30 ft., Fly 60 ft. (hover) itself on a success. Otherwise, the effect lasts 24
STR AGI STA INT SPI CHA hours or until the dreadlord is destroyed, is on a
18 (+4) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 18 (+4) different plane of existence than the target, or
Saving Throws Agi +9, Spi +7, Cha +9 takes a bonus action to end the effect.
Skills Perception +7, Stealth +9
Damage Resistances fel; bludgeoning, piercing, Dreadlords, masters of trickery, deceit, and guile,
and slashing from nonmagical weapons take pride in the fiendish destruction they have
Senses darkvision 120 ft., passive Perception 17 wrought on Azeroth. Affiliated with the Burning
Languages All non-restricted languages, and Legion for centuries, the dreadlords — also
Eredun. termed Nathrezim — acted as commanders of
Challenge 13 (10,000 XP) undead legions during the Burning Legion‘s
Traits second invasion, slaughtering thousands with
Spellcasting. The dreadlord is a 9th level their unnatural hordes. The dreadlords lost much
spellcaster. Its spellcasting ability is Intelligence power when several of their most influential
(spell save DC 15, +7 to hit with spell attacks). members fell to the Forsaken armies under
The dreadlord has the following spells (13) Sylvanas Windrunner‘s banner. Now the
prepared from the warlock spell list: dreadlords seem almost a myth, a story told to
Cantrips (0 mana): friends, prestidigitation, fire frighten children. People feel safer when they
bolt, minor illusion think the dreadlords a remote tale; some instead
comfort themselves with the lie that the great
1st level (2 mana): animate undead, conjure fiend,
Varimathras is the only surviving dreadlord.
false life
More practical sorts know that evil never truly
2nd level (3 mana): detect thoughts, invisibility
dies and that just because they cannot see
3rd level (5 mana): gaseous form, sleep (9d8),
something does not mean it is not there.
major image
Dreadlords invariably stay behind the scenes and
4th level (6 mana): polymorph, drain life
effect change through proxies. Adventurers might
5th level (7 mana): conjure fiend (lesser infernal), go their whole lives and never realize a dreadlord
carrion swarm, vampiric aura, teleportation circle has acted against them in countless, seemingly
ACTIONS unrelated ways. Only after much exertion and
Multiattack. The dreadlord makes two claw investigation do the heroes uncover the
attacks. dreadlord behind a plot. Even then, the task of
42
tracking and slaying a dreadlord can overwhelm Hit Points 26 (4d8 + 8)
the most competent hunter of evil. Dreadlords Speed 0 ft., fly 60 ft.
live in heavily fortified lairs or march at the STR AGI STA INT SPI CHA
center of an army. 14 (+2) 18 (+4) 14 (+2) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities poison, psychic
Dwarven Driver Condition Immunities blinded, deafened,
frightened, paralyzed, petrified, poisoned
―They’ll never hear me coming!‖ (Clunk, clunk)
Senses passive Perception 6
Medium humanoid (bronzebeard dwarf), lawful
Languages –
good
Challenge 1 (200 XP)
Armor Class 13 (chain shirt)
Traits
Hit Points 19 (3d8 + 6)
Anti-Earth Capacity. As a bonus action, the
Speed 25 ft.
gyrocopter driver may launch land-to-earth
STR AGI STA INT SPI CHA
rockets stored in the vehicle. The attack roll is
12 (+1) 14 (+2) 14 (+2) 13 (+1) 13 (+1) 9 (-1)
instead equal to the cannon‘s own, though may
Skills engineer‘s tools +5, stealth +5
only target an earthbound creature. By default, it
Damage Resistances poison
has 3 default rockets. Each deals 7 (2d6) damage
Senses darkvision 60 ft., passive Perception 13
concussive in a 10-foot-sphere on point of impact,
Languages Common, Dwarven
with an Agility save to half damage, with a range
Challenge 1 (200 XP)
of 120/360 feet. It can use better-grade rockets
Traits
than normal if the driver provides it (requires an
Cunning Action (Driver). The driver may, as a
action per rocket to set up).
bonus action, hide, dash, disengage, or make an
Burst of Speed. As a bonus action, the
attack with his Gyrocopter.
gyrocopter can move again.
ACTIONS
Fuel (8 max). The gyrocopter starts out with eight
Heavy Wrench. Melee or Ranged Weapon Attack:
fuel charges, and runs on a gas engine,
+3 to hit, reach 5 ft. or ranged 20/60 ft., one
consuming one pint of gas per hour. The hull‘s
target.
capacity is equal to eight pints of gas.
Hit: 3 (1d4 + 1) bludgeoning damage.
ACTIONS
Heavy Grenade. Ranged Weapon Attack: Agility
Ram. Melee Weapon Attack: +4 to hit, range 5 ft.,
save 12 halves, malfunction 1-3, 30/60 ft., 10-foot
one creature, object, or structure.
radius sphere.
Hit: The target takes 9 (2d6 + 2) bludgeoning
Hit: 10 (3d6) concussive damage.
damage.
REACTIONS
Flak Cannon. Ranged Weapon Attack (Malfunction
Stoneform (1/rest). When the dwarf takes damage,
1-3): +6 to hit, range 200/800 ft., one creature,
they can roll 1d12 + 2, and can reduce the
object, or 10-foot-area.
damage by that total. If the damage exceeds any
Hit: 15 (2d8 + 6) piercing damage.
ongoing bleed damage he takes, he ends the
effect as well.
The gyrocopter is the ultimate airborne scout
vehicle.
The ingenious dwarven engineers, taking a nod
The gyrocopters are small but versatile flying
from their inventive gnomish cousins, construct,
machines that can cover great distances at speed
and drive the powerful war machines of the
and evade enemy ground forces. Though the
Alliance of all types, covering air (gyrocopters),
contraptions are somewhat rickety, they are
land (siege engines), and sea (submarines).
armed with mounted cannons and bombs, and
piloted by the daring – if not insane – dwarven
Gyrocopter drivers.
Large construct (vehicle), unaligned
Armor Class 14 (light armor plating)
43
A gyrocopter costs 120 crafting points hull‘s capacity is equal to thirty-two pounds of
(engineering) as a large construct of challenge 1 coal.
(or 3,000 gp), and may carry up to two medium- Siege Weapon. The siege engine deals double
sized units. It has a malfunction rating of 1-2. damage to structures, but half to creatures with
It costs 40 crafting points (1,000 gp) to craft. its ram and cannon attacks.
The flak cannon is a common heavy firearm, and ACTIONS
can be exchanged for more damage. Ram. Melee Weapon Attack: +6 to hit, range 5 ft.,
one creature, object, or structure.
Siege Engine Hit: The target takes 13 (2d8 + 4) bludgeoning
Huge construct (vehicle), unaligned siege damage.
Armor Class 18 (plate armor plating) Cannon. Ranged Weapon Attack, Malfunction 1: +4
Hit Points 76 (8d12 + 24) to hit, range 200/800 ft., one creature, object, or
Speed 25 ft. structure
STR AGI STA INT SPI CHA Hit: The target takes 22 (4d8 + 4) bludgeoning
19 (+4) 14 (+2) 16 (+3) 1 (-5) 3 (-4) 1 (-5) damage.
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, The sturdy Dwarven siege engines (otherwise
frightened, paralyzed, petrified, poisoned known as steam tanks) are recent additions to the
Senses passive Perception 6 Alliance forces. The stalwart dwarven drivers have
Languages – been known to ram enemy structures at high
Challenge 4 (1,100 XP) speeds, and reduce whole fortifications to dust
Traits under the siege engine‘s wheels. The massive
Anti-Air Capacity. As a bonus action, the siege cannon is nothing to scoff at, either, and its
engine driver may launch land-to-air rockets cloud of steam before going into a destructive
stored in the vehicle. The attack roll is instead charge is well-remembered in the nightmares of
equal to the cannon‘s own, though may only military commanders.
target a flying or airborne creature. By default, it With the siege engine‘s thick hull, damage
has 3 default rockets. Each deals 7 (2d6) damage resistances, and anti-airborne capabilities, these
concussive in a 10-foot-sphere on point of impact, steel vehicles have been the bane of many who
with an Agility save to half damage, with a range called the Alliance foes.
of 120/360 feet. It can use better-grade rockets A siege engine costs 2,560 crafting points
than normal if the driver provides it (requires an (engineering) to construct as a huge construct of
action per rocket to set up). challenge 4 (or 64,000 gp), and may carry up to
Charge. If the siege engine moves at least 30 feet four medium-sized creatures within it. It has a
straight toward a target and then hits it with a malfunction rating of 1-5.
ram attack on the same turn, the target takes an It costs 853 crafting points (21,325 gp) to craft.
extra 10 (3d6) bludgeoning damage. The siege The cannon is an uncommon heavy firearm
engine may count a previous round‘s movement modified for reliability, and can be exchanged for
as if it contributed to the total movement, so long the below rare firearm.
as it remains on a single direction.
Explosive Shells. The siege engine can use its Field Cannon (Malfunction 1-2). Ranged Weapon
cannon to throw explosives that have the solid Attack: +4 to hit, range 200/800 ft., one creature,
coating modification. Upon impact, the object, or structure.
explosives blow up, adding to the damage of the Hit: The target takes 31 (6d8 + 4) bludgeoning
cannon. damage.
Fuel (8 max). The siege engine starts out with
eight fuel charges, and runs on a steam engine, Submarine
consuming four pounds of coal per hour. The Large construct (vehicle), unaligned
44
Armor Class 14 (light armor plating) ―Death comes for ye!‖
Hit Points 26 (4d8 + 8) Medium humanoid (wildhammer dwarf), chaotic
Speed 0 ft., swim 60 ft. good
STR AGI STA INT SPI CHA Armor Class 13 (Studded Leather)
14 (+2) 18 (+4) 14 (+2) 1 (-5) 3 (-4) 1 (-5) Hit Points 28 (5d8 + 6)
Damage Immunities poison, psychic Speed 25 ft.
Condition Immunities blinded, deafened, STR AGI STA INT SPI CHA
frightened, paralyzed, petrified, poisoned 16 (+3) 12 (+1) 16 (+3) 7 (-2) 14 (+2) 10 (+0)
Senses passive Perception 6 Skills Intimidation +2, Perception +4
Languages – Senses darkvision 60 ft., passive Perception 14
Challenge 1 (200 XP) Languages Common, Dwarven, Troll
Traits Challenge 2 (450 XP)
Underwater Capacity. As a bonus action, the Traits
submarine driver may launch torpedoes stored in Favored Enemy (troll and orc). The dwarf gains
the vehicle. This can only target underwater +2 to damage rolls against trolls and orcs, and has
creatures. By default, it has 3 torpedoes. Each advantage to checks against them.
deals 7 (2d6) damage concussive in a 10-foot- Brave. This unit has advantage against fear
sphere on point of impact, with an Agility save to effects.
half damage, with a range of 120/360 feet. It can ACTIONS
use better-grade torpedoes than normal if the Storm Hammer. Melee Weapon Attack: +5 to hit,
driver provides it (requires an action per rocket to reach 5 ft. or ranged 20/60 feet, one target
set up). Hit: 7 (1d8 + 3) bludgeoning damage, plus 2
Fuel (8 max). The submarine starts out with eight thunder damage. The hammer returns to the
fuel charges, and runs on a gas engine, gryphon rider after being used.
consuming one pint of gas per hour. The hull‘s REACTIONS
capacity is equal to eight pints of gas. Stoneform (1/rest). When the dwarf takes damage,
ACTIONS they can roll 1d12 + 3, and can reduce the
Ram. Melee Weapon Attack: +4 to hit, range 5 ft., damage by that total. If the damage exceeds any
one creature, object, or structure. ongoing bleed damage he takes, he ends the
Hit: The target takes 9 (2d6 + 2) bludgeoning effect as well.
damage. Equipment. Storm Hammer
The submarine is a small but versatile underwater Brave, serious, and quite vicious, the
vehicle that can bypass sieges, outmaneuver ships, Wildhammer clan‘s Gryphon Riders serve the
and fight underwater dangers. Alliance are advanced scouts and lightning-
Though the contraptions are somewhat rickety, powered aerial powerhouses. Armed with
they are armed with waterproof rockets and deep mystical storm hammers, they take to the skies on
sea mines, and piloted by the audacious – if not the backs of their steadfast gryphons to fight the
senseless – dwarven drivers. threats that plague the banner of the Alliance of
A submarine costs 150 (crafting points Lordaeron.
(engineering) to construct as a large construct of All gryphon riders carry Storm Hammers. See
challenge 1 (120 base, 30 for air supply, or 3,750 equipment for more details.
gp), and may carry up to two medium-sized units,
and enough air to sustain them for four hours. It Gryphon
has a malfunction rating of 1-2. Large beast, true neutral
It costs 50 crafting points (1,250 gp) to craft. Armor Class 13
Hit Points 59 (7d10 + 21)
Dwarven Gryphon Rider Speed 30 ft., fly 80 ft.
45
STR AGI STA INT SPI CHA damage he takes by 3 points, and gains 2 extra
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1) reactions. The stance ends if he chooses to end it
Skills Perception +3 or if he moves more than half your normal speed.
Senses passive Perception 13 When executing a melee attack of opportunity
Languages – while under the effects of this stance, he pushes
Challenge 2 (450 XP) the target 10 feet on a successful attack roll.
Traits Titanic Spark. The mountain king is a 5th level
Keen Sight. The gryphon has advantage on Spirit spellcaster. His spellcasting ability is Intelligence
(Perception) checks that rely on sight. (spell save DC 12, +4 to hit with spell attacks).
ACTIONS The mountain king has the following spells (7)
Multiattack. The gryphon makes two attacks, one prepared from the mage spell list. He does not
with its beak and one with its talons. need to concentrate on the Stoneskin spell.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., Cantrips (0 mana): blade ward, mending, true
one target. strike
Hit: 8 (1d8 + 4) piercing damage. 1st level (4 mana): feather fall, shield, thunderwave
Talons. Melee Weapon Attack: +6 to hit, reach 5 2nd level (5 mana): arcane lock, enlarge/reduce,
ft., one target. shatter
Hit: 11 (2d6 + 4) slashing damage. 3rd level (6 mana): glyph of warding, stoneskin
ACTIONS
Dwarven Mountain King Hero Multiattack. The mountain king makes three
melee attacks. When landing a critical hit with a
―For Khaz Modan!‖
slashing weapon, the target's speed is reduced to
Medium humanoid (bronzebeard dwarf), lawful
half for 1 hour or until the damage dealt is fully
good
healed. If made with a bludgeoning weapon, the
Armor Class 18 (plate)
target must succeed on a Strength saving throw
Hit Points 93 (11d10 + 33)
(DC 15). On a failed saving throw, they are
Mana Points 20 (14 + 3 + 3)
stunned for 1 round.
Speed 25 ft.
Arcanite Reaper. Melee Weapon Attack: +7 to hit,
STR AGI STA INT SPI CHA
reach 5 ft., one target.
19 (+4) 11 (+1) 16 (+3) 14 (+2) 11 (+0) 10 (+0)
Saving Throws Str +7, Sta +6 Hit: 8 (1d8 + 4) slashing damage. This weapon
Damage Resistance poison deals double damage to objects.
Skills athletics +7, mason‘s tools +5, smithing Warhammer. Melee Weapon Attack: +7 to hit,
tools +5 reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 10 Hit: 8 (1d8 + 4) bludgeoning damage.
Languages Common REACTIONS
Challenge 7 (2,900 XP) Stoneform (1/rest). When the dwarf takes damage,
Traits they can roll 1d12 + 3, and can reduce the
Fighting Style (Two-Weapon Fighting). When damage by that total. If the damage exceeds any
the mountain king engages in two-weapon ongoing bleed damage he takes, he ends the
fighting, he can add his ability modifier to the effect as well.
damage of the second attack. Equipment. Arcanite Reaper
Warrior Talent. The mountain king has the
following warrior talents. The DC for the talents The mountain kings, or thanes as they are known
is 15. in Khaz Modan, are the mightiest dwarven
Thunderclap, Heroic Throw warriors under the mountain. Wielding both
Stance of the Mountain. The mountain king enchanted warhammers and battleaxes, these
may enter a stance with a bonus action. So long fierce fighters live to test themselves against
as the stance was in effect, he reduces the physical worthy opponents.
46
Unconcerned with their race's preoccupation requires it to cool down for one round, and
with mechanical devices and mining precious consumes one cylinder or vial of gas.
minerals, Mountain Kings live only for battle. Heavy Grenade. Ranged Weapon Attack: Agility
Dedicated to safeguarding the Alliance which save 12 halves, malfunction 1-3, 30/60 ft., 10-foot
saved their kingdom during the Second War, the radius sphere.
mountain Kings can be counted upon to rally Hit: 10 (3d6) concussive damage. This damage is
behind any banner that stands between freedom doubled for structures and objects, and halved
and the ever looming shadow of evil. for creatures.
If the threat is dangerous enough, they invoke REACTIONS
their titanic spark to become an avatar of battle Stoneform (1/rest). When the dwarf takes damage,
(by casting the enlarge and stoneskin spells) and they can roll 1d12 + 2, and can reduce the
wade into battle, shouting battle cries. damage by that total. If the damage exceeds any
He usually carries enough material components ongoing bleed damage he takes, he ends the
for three castings of Stoneskin. effect as well.
Equipment. The mortar team typically has a
Dwarven Mortar Engineer cache of six mortar shells, twelve cylinders of oil,
―Mortar combat!‖ and two heavy grenades that may be turned into
Medium humanoid (bronzebeard dwarf), lawful mines.
good
Armor Class 14 (studded leather) This red-bearded and nearly bald dwarf has a
Hit Points 32 (5d8 + 10) waterproof pack of explosives at his back, and
Speed 25 ft. hauls with him a curious-looking bronze
STR AGI STA INT SPI CHA telescope.
12 (+1) 14 (+2) 14 (+2) 13 (+1) 13 (+1) 9 (-1) Typically accompanied by another who aids him
Skills engineer‘s tools +5, stealth +5 in combat and carrying items, the mortar
Damage Resistances poison engineer is armed with a mortar device that helps
Senses darkvision 60 ft. passive Perception 13 him throw bombs from an improved range.
Languages Common, Dwarven Carrying mortar shells to blast apart enemy
Challenge 2 (450 XP) structures, anti-personnel grenades that target
Traits clusters of troops, and the ability to turn both
Cunning Action (tinker). The mortar engineer explosives into mines, this tinker is a very
may, as a bonus action, hide, dash, disengage, effective support unit.
make a sleight of hand check, disarm a trap or
open a lock with thieves‘ tools, or make use of Dwarven Rifleman
any object. ―Shoot ta’ kill!‖
ACTIONS Medium humanoid (bronzebeard dwarf), lawful
Handaxe. Melee or Ranged Weapon Attack: +4 to good
hit, reach 5 ft. or ranged 20/60, one target. Armor Class 15 (chain shirt)
Hit: 4 (1d6 + 1) slashing damage. Hit Points 26 (4d8 + 8)
Heavy Grenade. Ranged Weapon Attack: Agility Mana Points 15 (12 + 2 + 1)
save 12 halves, malfunction 1-3, 30/60 ft., 10-foot Speed 25 ft.
radius sphere. STR AGI STA INT SPI CHA
Hit: 10 (3d6) concussive damage. 11 (+0) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 9 (-1)
Mortar. Gadget, Malfunction 1-3. Skills engineer‘s tools +5, stealth +5
Use: The engineer may make use of his mortar to Damage Resistances poison
add 90 feet to the range of any explosive, with an Senses darkvision 60 ft., passive Perception 13
arc 30 feet high. Each use of the mortar device Languages Common, Dwarven
Challenge 1 (200 XP)
47
Traits Each point in CR performs the following:
Natural Explorer. The rifleman is an expert on Increases the elemental‘s hit dice by 2
their local terrain (typically arctic or mountain). (increasing hit points appropriately).
He is not slowed by difficult terrain, can move Grants the elemental +2 attribute points.
stealthily at normal pace, is always alert to danger, At CR 5, 10, 15, and 20, the elemental
forages double as much food as normal, and can increase their size category
knows the exact number, sizes, and how long a At CR 3, the elemental gains Multiattack
tracked quarry remained in an area.
ACTIONS Bracers. Elementals and a few rare creatures (like
Boomstick. Ranged Weapon Attack (Malfunction 1- voidwalkers) gain bracers when bound with the
3): +6 to hit, range 200/800; capacity 2 bullets, Bind spell. Without these bracers, the creature is
one target. compelled to return to its plane of origin as the
Hit: 11 (2d8 + 2) piercing damage. Banish spell (unless the realm they are in is
Handaxe. Melee or Ranged Weapon Attack: +4 to closely attuned to their plane of origin). The
hit, reach 5 ft. or ranged 20/60, one creature. Banish spell‘s DC is 20.
Hit: 4 (1d6 + 1) slashing target. If the elemental succeeds on the saving throw
REACTIONS three times, it is acclimated to the realm, and can
Stoneform (1/rest). When the dwarf takes damage, remain as it is.
they can roll 1d12 + 2, and can reduce the Bracers possess hit points equal to a quarter of
damage by that total. If the damage exceeds any the maximum hit points the creature has.
ongoing bleed damage he takes, he ends the Destroying a single bracer has no effect on a
effect as well. creature.
Equipment. Besides his normal equipment, a
rifleman typically carries one horn of powder and General Elemental (Base)
two bullet pouches Medium elemental, neutral
Armor Class 12
This dwarf has a long white beard and wears a Hit Points 9 (2d8)
blue, hooded cloak. He carries a long rifle against Speed 30 ft.
his shoulder and a scowl on his face. STR AGI STA INT SPI CHA
A rifleman‘s tactics are fairly basic; find a nice 10 (+0) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 7 (-2)
corner into which he can survey as much of the Damage Resistances bludgeoning, piercing, and
surrounding area without being spotted as slashing from nonmagical weapons
possible, plot an escape route, and wait for his Damage Immunities Poison
target to walk into his sights. The dwarven Condition Immunities exhaustion, grappled,
rifleman is a native of the Ironforge clans who paralyzed, petrified, poisoned, prone, restrained,
specializes in use of the long rifle. Typically unconscious
climbing their way into a good vantage point, Senses darkvision 60 ft., passive Perception 10
then rain death upon their enemy from above. Languages Kalimag
Challenge 1 (200 XP)
E ACTIONS
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Elemental Introduction one target.
Elementals have many types. Each type has Hit: 4 (1d8) bludgeoning damage.
different bonuses that are applied to the above
template. Air
Elementals gain special powers depending on Gains the following traits
their origins. Increasing the elemental‘s CR and Speed 0 ft., fly 90 ft. (hover)
attributes increases the strength of said powers. Attributes +2 STR, +4 AGI, +2 STA
48
Damage Resistances thunder, lightning; Air Form. The elemental can enter a hostile
bludgeoning, piercing, and slashing from creature‘s space and stop there. It can move
nonmagical weapons through a space as narrow as 1 inch wide without
Traits squeezing.
Air Form. The elemental can enter a hostile ACTIONS
creature‘s space and stop there. It can move Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
through a space as narrow as 1 inch wide without one target.
squeezing. Hit: 6 (1d8 + 2) bludgeoning damage.
ACTIONS Whirlwind (Recharge 4–6). Each creature in the
Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving
elemental‘s space must make a Strength saving throw (DC 12). On a failure, a target takes 13
throw (DC 8 + proficiency + Agility or Strength). bludgeoning damage, and is flung up 10 feet
On a failure, a target takes bludgeoning damage away from the elemental in a random direction
as if the elemental struck them with two slam and knocked prone. If the creature is larger than
attacks, and is flung up a number of feet away the elemental, they are not moved, but are still
from the elemental in a random direction equal knocked prone if they fail their saving throw.
to 5 feet per hit dice and knocked prone. If the If a thrown target strikes an object, such as a wall
creature is larger than the elemental, they are not or floor, they take damage as if falling. If the
moved, but are still knocked prone if they fail target is thrown at another creature, that creature
their saving throw. must succeed on a DC 10 Agility saving throw or
If a thrown target strikes an object, such as a wall take the same damage and be knocked prone. If
or floor, they take damage as if falling. If the the saving throw is successful, the target only
target is thrown at another creature, that creature takes 6 (1d8 + 2) damage, and isn‘t flung away or
must succeed on a DC 10 Agility saving throw or knocked prone.
take the same damage and be knocked prone. If
the saving throw is successful, the target takes Air Elemental, Lesser
damage as if hit by only one slam, damage and Medium elemental, neutral
isn‘t flung away or knocked prone. Armor Class 15
Hit Points 35 (6d8 + 8)
Air Elemental, Minor Speed 0 ft., fly 90 ft. (hover)
Medium elemental, neutral STR AGI STA INT SPI CHA
Armor Class 14 12 (+1) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 7 (-2)
Hit Points 11 (2d8 + 2) Damage Resistances thunder, lightning;
Speed 0 ft., fly 90 ft. (hover) bludgeoning, piercing, and slashing from
STR AGI STA INT SPI CHA nonmagical weapons
12 (+1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 7 (-2) Damage Immunities poison
Damage Resistances thunder, lightning; Condition Immunities exhaustion, grappled,
bludgeoning, piercing, and slashing from paralyzed, petrified, poisoned, prone, restrained,
nonmagical weapons unconscious
Damage Immunities poison Senses darkvision 60 ft., passive Perception 10
Condition Immunities exhaustion, grappled, Languages Kalimag
paralyzed, petrified, poisoned, prone, restrained, Challenge 3 (700 XP)
unconscious Traits
Senses darkvision 60 ft., passive Perception 10 Air Form. The elemental can enter a hostile
Languages Kalimag creature‘s space and stop there. It can move
Challenge 1 (200 XP) through a space as narrow as 1 inch wide without
Traits squeezing.
ACTIONS
49
Multiattack. The elemental makes two slam Slam. Melee Weapon Attack: +8 to hit, reach 10
attacks ft., one target.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 14 (2d8 + 5) bludgeoning damage.
one target. Whirlwind (Recharge 4–6). Each creature in the
Hit: 7 (1d8 + 3) bludgeoning damage. elemental‘s space must make a Strength saving
Whirlwind (Recharge 4–6). Each creature in the throw (DC 16). On a failure, a target takes 28
elemental‘s space must make a Strength saving (4d8 + 10) bludgeoning damage, and is flung up
throw (DC 13). On a failure, a target takes 15 to 50 feet away from the elemental in a random
(2d8 + 6) bludgeoning damage, and is flung up to direction and knocked prone. If the creature is
30 feet away from the elemental in a random larger than the elemental, they are not moved,
direction and knocked prone. If the creature is but are still knocked prone if they fail their saving
larger than the elemental, they are not moved, throw.
but are still knocked prone if they fail their saving If a thrown target strikes an object, such as a wall
throw. or floor, they take damage as if falling. If the
If a thrown target strikes an object, such as a wall target is thrown at another creature, that creature
or floor, they take damage as if falling. If the must succeed on a DC 10 Agility saving throw or
target is thrown at another creature, that creature take the same damage and be knocked prone. If
must succeed on a DC 10 Agility saving throw or the saving throw is successful, the target only
take the same damage and be knocked prone. If takes 14 (2d8 + 5) damage and isn‘t flung away or
the saving throw is successful, the target only knocked prone.
takes 7 (1d8 + 3) damage and isn‘t flung away or
knocked prone. Air Elemental, Greater
Large elemental, neutral
Air Elemental, Moderate Armor Class 18
Large elemental, neutral Hit Points 119 (14d10 + 42)
Armor Class 17 Speed 0 ft., fly 90 ft. (hover)
Hit Points 71 (10d10 + 16) STR AGI STA INT SPI CHA
Speed 0 ft., fly 90 ft. (hover) 12 (+1) 22 (+6) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
STR AGI STA INT SPI CHA Damage Resistances thunder, lightning;
12 (+1) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 7 (-2) bludgeoning, piercing, and slashing from
Damage Resistances thunder, lightning; nonmagical weapons
bludgeoning, piercing, and slashing from Damage Immunities poison
nonmagical weapons Condition Immunities exhaustion, grappled,
Damage Immunities poison paralyzed, petrified, poisoned, prone, restrained,
Condition Immunities exhaustion, grappled, unconscious
paralyzed, petrified, poisoned, prone, restrained, Senses darkvision 60 ft., passive Perception 10
unconscious Languages Kalimag
Senses darkvision 60 ft., passive Perception 10 Challenge 7 (2,900 XP)
Languages Kalimag Traits
Challenge 5 (1,800 XP) Air Form. The elemental can enter a hostile
Traits creature‘s space and stop there. It can move
Air Form. The elemental can enter a hostile through a space as narrow as 1 inch wide without
creature‘s space and stop there. It can move squeezing.
through a space as narrow as 1 inch wide without ACTIONS
squeezing. Multiattack. The elemental makes two slam
ACTIONS attacks.
Multiattack. The elemental makes two slam Slam. Melee Weapon Attack: +9 to hit, reach 10
attacks. ft., one target.
50
Hit: 15 (2d8 + 6) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the
Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving
elemental‘s space must make a Strength saving throw (DC 19). On a failure, a target takes 41
throw (DC 17). On a failure, a target takes 30 (6d8 + 14) bludgeoning damage, and is flung up
(4d8 + 12) bludgeoning damage, and is flung up to 100 feet away from the elemental in a random
to 70 feet away from the elemental in a random direction and knocked prone. If the creature is
direction and knocked prone. If the creature is larger than the elemental, they are not moved,
larger than the elemental, they are not moved, but are still knocked prone if they fail their saving
but are still knocked prone if they fail their saving throw.
throw. If a thrown target strikes an object, such as a wall
If a thrown target strikes an object, such as a wall or floor, they take damage as if falling. If the
or floor, they take damage as if falling. If the target is thrown at another creature, that creature
target is thrown at another creature, that creature must succeed on a DC 10 Agility saving throw or
must succeed on a DC 10 Agility saving throw or take the same damage and be knocked prone. If
take the same damage and be knocked prone. If the saving throw is successful, the target only
the saving throw is successful, the target only takes 20 (3d8 + 7) damage and isn‘t flung away or
takes 15 (2d8 + 5) damage and isn‘t flung away or knocked prone.
knocked prone.
Fire
Air Elemental, Major Gains the following traits.
Huge elemental, neutral Speed 50 ft.
Armor Class 19 Attributes +5 AGI, +4 STA
Hit Points 210 (20d12 + 80) Damage Vulnerabilities cold
Speed 0 ft., fly 110 ft. (hover) Damage Immunities fire, poison
STR AGI STA INT SPI CHA Condition Immunities burning, exhaustion,
12 (+1) 24 (+7) 18 (+4) 6 (-2) 10 (+0) 7 (-2) grappled, paralyzed, petrified, poisoned, prone,
Damage Resistances thunder, lightning; restrained, unconscious
bludgeoning, piercing, and slashing from Traits
nonmagical weapons Fire Touch. A creature that touches the
Damage Immunities poison elemental or hits it with a melee attack while
Condition Immunities exhaustion, grappled, within 5 feet of it, they take fire damage equal the
paralyzed, petrified, poisoned, prone, restrained, elemental‘s slam damage (minus its Strength or
unconscious Agility). If the elemental spends a bonus action as
Senses darkvision 60 ft., passive Perception 10 part of attacking, they can ignite the target. A
Languages Kalimag burning target takes the specified damage every
Challenge 11 (7,200 XP) round until put out.
Traits Fire Form. The elemental can move through a
Air Form. The elemental can enter a hostile space as narrow as 1 inch wide without squeezing.
creature‘s space and stop there. It can move In addition, the elemental can enter a hostile
through a space as narrow as 1 inch wide without creature‘s space and stop there. This ignites the
squeezing. target as if the elemental used its fire touch
ACTIONS ability.
Multiattack. The elemental makes two slam Illumination. The elemental sheds bright light in
attacks. a 30 foot radius and dim light in an additional 30
Slam. Melee Weapon Attack: +11 to hit, reach 15 feet.
ft., one target. Water Susceptibility. For every 5 feet the
Hit: 20 (3d8 + 7) bludgeoning damage. elemental moves in water, or for every gallon of
water splashed on it, it takes 1 cold damage.
51
ACTIONS Armor Class 16
The elemental‘s slam attack deals fire damage, Hit Points 36 (6d8 + 12)
not bludgeoning damage. Speed 50 ft.
STR AGI STA INT SPI CHA
Fire Elemental, Minor 10 (+0) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 7 (-2)
Medium elemental, neutral Damage Resistances bludgeoning, piercing, and
Armor Class 14 slashing from nonmagical weapons
Hit Points 13 (2d8 + 4) Damage Immunities fire, poison
Speed 50 ft. Condition Immunities burning, exhaustion,
STR AGI STA INT SPI CHA grappled, paralyzed, petrified, poisoned, prone,
10 (+0) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 7 (-2) restrained, unconscious
Damage Resistances bludgeoning, piercing, and Senses darkvision 60 ft., passive Perception 10
slashing from nonmagical weapons Languages Kalimag
Damage Immunities fire, poison Challenge 3 (700 XP)
Condition Immunities burning, exhaustion, Traits
grappled, paralyzed, petrified, poisoned, prone, Fire Touch. A creature that touches the
restrained, unconscious elemental or hits it with a melee attack while
Senses darkvision 60 ft., passive Perception 10 within 5 feet of it, they take 1d8 fire damage. If
Languages Kalimag the elemental spends a bonus action as part of
Challenge 1 (200 XP) attacking, they can ignite the target. A burning
Traits target takes the specified damage every round
Fire Touch. A creature that touches the until put out.
elemental or hits it with a melee attack while Fire Form. The elemental can move through a
within 5 feet of it, they take 1d8 fire damage. If space as narrow as 1 inch wide without squeezing.
the elemental spends a bonus action as part of In addition, the elemental can enter a hostile
attacking, they can ignite the target. A burning creature‘s space and stop there. This ignites the
target takes the specified damage every round target as if the elemental used its fire touch
until put out. ability.
Fire Form. The elemental can move through a Illumination. The elemental sheds bright light in
space as narrow as 1 inch wide without squeezing. a 30 foot radius and dim light in an additional 30
In addition, the elemental can enter a hostile feet.
creature‘s space and stop there. This ignites the Water Susceptibility. For every 5 feet the
target as if the elemental used its fire touch elemental moves in water, or for every gallon of
ability. water splashed on it, it takes 1 cold damage.
Illumination. The elemental sheds bright light in ACTIONS
a 30 foot radius and dim light in an additional 30 Multiattack. The elemental makes two slam
feet. attacks.
Water Susceptibility. For every 5 feet the Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
elemental moves in water, or for every gallon of one target.
water splashed on it, it takes 1 cold damage. Hit: 8 (1d8 + 4) fire damage plus ignite.
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., Fire Elemental, Moderate
one target. Large elemental, neutral
Hit: 6 (1d8 + 2) fire damage plus ignite (if using a Armor Class 17
bonus action). Hit Points 85 (10d10 + 30)
Speed 50 ft.
Fire Elemental, Lesser STR AGI STA INT SPI CHA
Medium elemental, neutral 10 (+0) 20 (+5) 17 (+3) 6 (-2) 10 (+0) 7 (-2)
52
Damage Resistances bludgeoning, piercing, and Condition Immunities burning, exhaustion,
slashing from nonmagical weapons grappled, paralyzed, petrified, poisoned, prone,
Damage Immunities fire, poison restrained, unconscious
Condition Immunities burning, exhaustion, Senses darkvision 60 ft., passive Perception 10
grappled, paralyzed, petrified, poisoned, prone, Languages Kalimag
restrained, unconscious Challenge 7 (2,900 XP)
Senses darkvision 60 ft., passive Perception 10 Traits
Languages Kalimag Fire Touch. A creature that touches the
Challenge 5 (1,800 XP) elemental or hits it with a melee attack while
Traits within 5 feet of it, they take 2d8 fire damage. If
Fire Touch. A creature that touches the the elemental spends a bonus action as part of
elemental or hits it with a melee attack while attacking, they can ignite the target. A burning
within 5 feet of it, they take 2d8 fire damage. If target takes the specified damage every round
the elemental spends a bonus action as part of until put out.
attacking, they can ignite the target. A burning Fire Form. The elemental can move through a
target takes the specified damage every round space as narrow as 1 inch wide without squeezing.
until put out. In addition, the elemental can enter a hostile
Fire Form. The elemental can move through a creature‘s space and stop there. This ignites the
space as narrow as 1 inch wide without squeezing. target as if the elemental used its fire touch
In addition, the elemental can enter a hostile ability.
creature‘s space and stop there. This ignites the Illumination. The elemental sheds bright light in
target as if the elemental used its fire touch a 30 foot radius and dim light in an additional 30
ability. feet.
Illumination. The elemental sheds bright light in Water Susceptibility. For every 5 feet the
a 30 foot radius and dim light in an additional 30 elemental moves in water, or for every gallon of
feet. water splashed on it, it takes 1 cold damage.
Water Susceptibility. For every 5 feet the ACTIONS
elemental moves in water, or for every gallon of Multiattack. The elemental makes two slam
water splashed on it, it takes 1 cold damage. attacks.
ACTIONS Slam. Melee Weapon Attack: +9 to hit, reach 10
Multiattack. The elemental makes two slam ft., one target.
attacks. Hit: 15 (2d8 + 6) fire damage.
Slam. Melee Weapon Attack: +4 to hit, reach 10
ft., one target. Fire Elemental, Major
Hit: 14 (2d8 + 5) fire damage plus ignite. Huge elemental, neutral
Armor Class 20
Fire Elemental, Greater Hit Points 230 (20d12 + 100)
Large elemental, neutral Speed 70 ft.
Armor Class 18 STR AGI STA INT SPI CHA
Hit Points 133 (14d10 + 56) 12 (+1) 25 (+7) 20 (+5) 6 (-2) 10 (+0) 7 (-2)
Speed 50 ft. Damage Resistances bludgeoning, piercing, and
STR AGI STA INT SPI CHA slashing from nonmagical weapons
10 (+0) 22 (+6) 19 (+4) 6 (-2) 10 (+0) 7 (-2) Damage Immunities fire, poison
Damage Resistances bludgeoning, piercing, and Condition Immunities burning, exhaustion,
slashing from nonmagical weapons grappled, paralyzed, petrified, poisoned, prone,
Damage Immunities fire, poison restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Kalimag
53
Challenge 11 (7,200 XP) within 5 feet of it, they take 2d8 fire damage. If
Traits the phoenix spends a bonus action as part of
Fire Touch. A creature that touches the attacking, they can ignite the target. A burning
elemental or hits it with a melee attack while target takes the specified damage every round
within 5 feet of it, they take 3d8 fire damage. If until put out.
the elemental spends a bonus action as part of Pure Flame. The fire damage dealt by the
attacking, they can ignite the target. A burning phoenix treats fire immunity as fire resistance,
target takes the specified damage every round and fire resistance as no resistance. The phoenix's
until put out. fire touch also harms itself, usually burning up
Fire Form. The elemental can move through a the phoenix in 9 rounds.
space as narrow as 1 inch wide without squeezing. Revivification. When reduced to 0 hit points,
In addition, the elemental can enter a hostile the phoenix is not considered dead or
creature‘s space and stop there. This ignites the unsummoned (if it is conjured). It falls to the
target as if the elemental used its fire touch ground and creates a bed of ash, where a glimmer
ability. reveals the phoenix egg. After three rounds, the
Illumination. The elemental sheds bright light in phoenix egg hatches, restoring the phoenix to full
a 30 foot radius and dim light in an additional 30 hit points and dispelling all negative effects they
feet. suffered. When in egg form, the phoenix has only
Water Susceptibility. For every 5 feet the one-eighth its maximum hit points (10 hit
elemental moves in water, or for every gallon of points), and its AC is 10. The egg retains any the
water splashed on it, it takes 1 cold damage. Fire Touch ability.
ACTIONS Illumination. The elemental sheds bright light in
Multiattack. The elemental makes two slam a 30 foot radius and dim light in an additional 30
attacks. feet.
Slam. Melee Weapon Attack: +11 to hit, reach 15 Water Susceptibility. For every 5 feet the
ft., one target. phoenix moves in water, or for every gallon of
Hit: 20 (3d8 + 7) fire damage. water splashed on it, it takes 1 cold damage.
ACTIONS
Phoenix Multiattack. The phoenix makes two attacks,
Large elemental, neutral either with the slam or the feathers, or both.
Armor Class 17 Slam. Melee Weapon Attack: +8 to hit, reach 10
Hit Points 85 (10d10 + 30) ft., one target.
Mana Points 13 (10 + 3) Hit: 14 (2d8 + 5) fire damage plus ignite.
Speed 0 ft., fly 110 (hover) Burning Feathers. Ranged Weapon Attack: area (5-
STR AGI STA INT SPI CHA foot-radius sphere), range 30/60 ft.
10 (+0) 20 (+5) 17 (+3) 6 (-2) 10 (+0) 7 (-2) Hit: 9 (2d8) fire damage. An Agility saving throw
Damage Resistances bludgeoning, piercing, and of 16 halves the damage. If attacking beyond
slashing from nonmagical weapons normal range, the saving throw is done with
Damage Immunities fire, poison advantage.
Condition Immunities burning, exhaustion,
grappled, paralyzed, petrified, poisoned, prone, A mystical being summoned from the fire-plane,
restrained, unconscious phoenixes are fire-birds that burn with such
Senses darkvision 60 ft., passive Perception 10 intensity that they burn even themselves.
Languages Kalimag Shedding burning feathers and searing all that
Challenge 5 (1,800 XP) they hate, phoenixes are remarkably resilient
Traits despite this, and when presumed killed, return to
Fire Touch. A creature that touches the life from the ashes.
elemental or hits it with a melee attack while
54
Water 12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2)
Gains the following traits. Damage Resistances acid; bludgeoning, piercing,
Speed 20 ft., swim 90 ft. and slashing from non-magical weapons
Armor Class +2 (natural armor) Damage Immunities poison
Attributes +2 STR, +2 AGI, +4 STA Condition Immunities exhaustion, grappled,
Damage Resistances acid; bludgeoning, piercing, paralyzed, petrified, poisoned, prone, restrained,
and slashing from non-magical weapons unconscious
Senses darkvision 60 ft., Tremorsense 60 ft. (only Senses darkvision 60 ft., tremorsense 60 ft. (only
in water) in water), passive perception 10
Traits Languages Kalimag
Water Form. The elemental can enter a hostile Challenge 1 (200 XP)
creature‘s space and stop there. It can move Traits
through a space as narrow as 1 inch wide without Water Form. The elemental can enter a hostile
squeezing. If it enters an ally‘s space and stops creature‘s space and stop there. It can move
there, it grants the ally three-quarters cover, but through a space as narrow as 1 inch wide without
inflicts concealment on the ally. squeezing. If it enters an ally‘s space and stops
Freeze. If the elemental takes cold damage, it there, it grants the ally three-quarters cover, but
partially freezes; its speed is reduced by 20 feet inflicts concealment on the ally.
until the end of its next turn. Freeze. If the elemental takes cold damage, it
ACTIONS partially freezes; its speed is reduced by 20 feet
Whelm (Recharge 4–6). Each creature in the until the end of its next turn.
elemental‘s space must make Strength saving ACTIONS
throw (DC 8 + proficiency + Agility or Strength) Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
as the elemental attempts to engulf them. On a one target.
failure, a target takes bludgeoning damage as if Hit: 5 (1d8 + 1) bludgeoning damage.
the elemental struck them with two slam attacks, Whelm (Recharge 4–6). Each creature in the
and is also grappled (only if the creature‘s size is elemental‘s space must make Strength saving
equal to or smaller than the elemental). Until this throw (DC 11) as the elemental attempts to
grapple ends, the target is restrained and trapped engulf them. On a failure, a target takes 11 (2d8
inside the elemental (and thus has no air). If the + 2) bludgeoning damage, and is also grappled
saving throw is successful, the target is pushed (only if the creature‘s size is equal to or smaller
out of the elemental‘s space, and takes damage as than the elemental). Until this grapple ends, the
if hit by only one slam attack. target is restrained and trapped inside the
The elemental can grapple one Medium creature elemental (and thus has no air). If the saving
or up to two Small or smaller creatures at one throw is successful, the target is pushed out of the
time. At the start of each of the elemental‘s turns, elemental‘s space, and takes only 5 (1d8 + 1)
each target grappled by it takes damage as if damage.
struck with a slam attack. A creature within 5 feet The elemental can grapple one Medium creature
of the elemental can pull a creature or object out or up to two Small or smaller creatures at one
of it by taking an action to make grapple check time. At the start of each of the elemental‘s turns,
against the elemental and succeeding. each target grappled by it takes 5 (1d8 + 1)
bludgeoning damage. A creature within 5 feet of
Water Elemental, Minor the elemental can pull a creature or object out of
Medium elemental, neutral it by taking an action to make grapple check
Armor Class 15 against the elemental and succeeding.
Hit Points 11 (2d8 + 4)
Speed 20 ft., swim 90 ft. Water Elemental, Lesser
STR AGI STA INT SPI CHA Medium elemental, neutral
55
Armor Class 15 it by taking an action to make grapple check
Hit Points 35 (6d8 + 8) against the elemental and succeeding.
Speed 20 ft., swim 90 ft.
STR AGI STA INT SPI CHA Water Elemental, Moderate
14 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Large elemental, neutral
Damage Resistances acid; bludgeoning, piercing, Armor Class 15
and slashing from non-magical weapons Hit Points 85 (10d10 + 30)
Damage Immunities poison Speed 20 ft., swim 90 ft.
Condition Immunities exhaustion, grappled, STR AGI STA INT SPI CHA
paralyzed, petrified, poisoned, prone, restrained, 18 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
unconscious Damage Resistances acid; bludgeoning, piercing,
Senses darkvision 60 ft., tremorsense 60 ft. (only and slashing from non-magical weapons
in water), passive perception 10 Damage Immunities poison
Languages Kalimag Condition Immunities exhaustion, grappled,
Challenge 3 (700 XP) paralyzed, petrified, poisoned, prone, restrained,
Traits unconscious
Water Form. The elemental can enter a hostile Senses darkvision 60 ft., tremorsense 60 ft. (only
creature‘s space and stop there. It can move in water), passive perception 10
through a space as narrow as 1 inch wide without Languages Kalimag
squeezing. If it enters an ally‘s space and stops Challenge 5 (1,800 XP)
there, it grants the ally three-quarters cover, but Traits
inflicts concealment on the ally. Water Form. The elemental can enter a hostile
Freeze. If the elemental takes cold damage, it creature‘s space and stop there. It can move
partially freezes; its speed is reduced by 20 feet through a space as narrow as 1 inch wide without
until the end of its next turn. squeezing. If it enters an ally‘s space and stops
ACTIONS there, it grants the ally three-quarters cover, but
Multiattack. The elemental makes two slam inflicts concealment on the ally.
attacks. Freeze. If the elemental takes cold damage, it
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., partially freezes; its speed is reduced by 20 feet
one target. until the end of its next turn.
Hit: 7 (1d8 + 3) bludgeoning damage. ACTIONS
Whelm (Recharge 4–6). Each creature in the Multiattack. The elemental makes two slam
elemental‘s space must make Strength saving attacks.
throw (DC 12) as the elemental attempts to Slam. Melee Weapon Attack: +7 to hit, reach 10
engulf them. On a failure, a target takes 15 (2d8 ft., one target.
+ 6) bludgeoning damage, and is also grappled Hit: 13 (2d8 + 4) bludgeoning damage.
(only if the creature‘s size is equal to or smaller Whelm (Recharge 4–6). Each creature in the
than the elemental). Until this grapple ends, the elemental‘s space must make Strength saving
target is restrained and trapped inside the throw (DC 15) as the elemental attempts to
elemental (and thus has no air). If the saving engulf them. On a failure, a target takes 26 (4d8
throw is successful, the target is pushed out of the + 8) bludgeoning damage, and is also grappled
elemental‘s space, and takes only 7 (1d8 + 3) (only if the creature‘s size is equal to or smaller
damage. than the elemental). Until this grapple ends, the
The elemental can grapple one Medium creature target is restrained and trapped inside the
or up to two Small or smaller creatures at one elemental (and thus has no air). If the saving
time. At the start of each of the elemental‘s turns, throw is successful, the target is pushed out of the
each target grappled by it takes 7 (1d8 + 3) elemental‘s space, and takes only 13 (1d8 + 4)
bludgeoning damage. A creature within 5 feet of damage.
the elemental can pull a creature or object out of
56
The elemental can grapple one Medium creature target is restrained and trapped inside the
or up to two Small or smaller creatures at one elemental (and thus has no air). If the saving
time. At the start of each of the elemental‘s turns, throw is successful, the target is pushed out of the
each target grappled by it takes 13 (1d8 + 4) elemental‘s space, and takes only 14 (1d8 + 5)
bludgeoning damage. A creature within 5 feet of damage.
the elemental can pull a creature or object out of The elemental can grapple one Medium creature
it by taking an action to make grapple check or up to two Small or smaller creatures at one
against the elemental and succeeding. time. At the start of each of the elemental‘s turns,
each target grappled by it takes 14 (1d8 + 5)
Water Elemental, Greater bludgeoning damage. A creature within 5 feet of
Large elemental, neutral the elemental can pull a creature or object out of
Armor Class 16 it by taking an action to make grapple check
Hit Points 133 (14d10 + 56) against the elemental and succeeding.
STR AGI STA INT SPI CHA
20 (+5) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 7 (-2) Water Elemental, Major
Damage Resistances acid; bludgeoning, piercing, Huge elemental, neutral
and slashing from non-magical weapons Armor Class 16
Damage Immunities poison Hit Points 210 (20d12 + 100)
Condition Immunities exhaustion, grappled, Speed 40 ft., swim 110 ft.
paralyzed, petrified, poisoned, prone, restrained, STR AGI STA INT SPI CHA
unconscious 22 (+6) 12 (+1) 20 (+5) 6 (-2) 10 (+0) 7 (-2)
Senses darkvision 60 ft., tremorsense 60 ft. (only Damage Resistances Acid; bludgeoning, piercing,
in water), passive perception 10 and slashing from non-magical weapons
Languages Kalimag Damage Immunities Poison
Challenge 7 (2,900 XP) Condition Immunities exhaustion, grappled,
Traits paralyzed, petrified, poisoned, prone, restrained,
Water Form. The elemental can enter a hostile unconscious
creature‘s space and stop there. It can move Senses darkvision 60 ft., tremorsense 60 ft. (only
through a space as narrow as 1 inch wide without in water), passive perception 10
squeezing. If it enters an ally‘s space and stops Languages Kalimag
there, it grants the ally three-quarters cover, but Challenge 11 (7,200 XP)
inflicts concealment on the ally. Traits
Freeze. If the elemental takes cold damage, it Water Form. The elemental can enter a hostile
partially freezes; its speed is reduced by 20 feet creature‘s space and stop there. It can move
until the end of its next turn. through a space as narrow as 1 inch wide without
ACTIONS squeezing. If it enters an ally‘s space and stops
Multiattack. The elemental makes two slam there, it grants the ally three-quarters cover, but
attacks. inflicts concealment on the ally.
Slam. Melee Weapon Attack: +8 to hit, reach 10 Freeze. If the elemental takes cold damage, it
ft., one target. partially freezes; its speed is reduced by 20 feet
Hit: 14 (2d8 + 5) bludgeoning damage. until the end of its next turn.
Whelm (Recharge 4–6). Each creature in the ACTIONS
elemental‘s space must make Strength saving Multiattack. The elemental makes two slam
throw (DC 16) as the elemental attempts to attacks.
engulf them. On a failure, a target takes 24 (4d8 Slam. Melee Weapon Attack: +10 to hit, reach 15
+ 10) bludgeoning damage, and is also grappled ft., one target.
(only if the creature‘s size is equal to or smaller Hit: 19 (3d8 + 6) bludgeoning damage.
than the elemental). Until this grapple ends, the
57
Whelm (Recharge 4–6). Each creature in the Damage Vulnerabilities thunder
elemental‘s space must make Strength saving Damage Resistances bludgeoning, piercing, and
throw (DC 18) as the elemental attempts to slashing from non-magical weapons
engulf them. On a failure, a target takes 39 (6d8 Damage Immunities acid, poison
+ 12) bludgeoning damage, and is also grappled Condition Immunities exhaustion, grappled,
(only if the creature‘s size is equal to or smaller paralyzed, petrified, poisoned, prone, restrained,
than the elemental). Until this grapple ends, the unconscious
target is restrained and trapped inside the Senses darkvision 60 ft., tremorsense 30 ft.
elemental (and thus has no air). If the saving Languages Kalimag
throw is successful, the target is pushed out of the Challenge 1 (200 XP)
elemental‘s space, and takes only 19 (3d8 + 6) Traits
damage. Earth Glide. The elemental can burrow through
The elemental can grapple one Medium creature non-magical, unworked earth and stone. While
or up to two Small or smaller creatures at one doing so, the elemental doesn‘t disturb the
time. At the start of each of the elemental‘s turns, material it moves through.
each target grappled by it takes 19 (3d8 + 6) Siege Monster. The elemental deals double
bludgeoning damage. A creature within 5 feet of damage to objects and structures.
the elemental can pull a creature or object out of ACTIONS
it by taking an action to make grapple check Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
against the elemental and succeeding. one target.
Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6)
Earth acid damage.
Gains the following traits.
Speed 30 ft., burrow 30 ft. Earth Elemental, Lesser
Armor Class +4 (natural armor) Medium elemental, neutral
Attributes +4 Strength, +4 Stamina Armor Class 14
Damage Resistances thunder; bludgeoning, Hit Points 45 (6d8 + 12)
piercing, and slashing from non-magical weapons Speed 30 ft., burrow 30 ft.
Damage Immunities acid, poison STR AGI STA INT SPI CHA
Senses darkvision 60 ft., tremorsense 30 ft. 16 (+3) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
Traits Damage Vulnerabilities thunder
Earth Glide. The elemental can burrow through Damage Resistances bludgeoning, piercing, and
non-magical, unworked earth and stone. While slashing from non-magical weapons
doing so, the elemental doesn‘t disturb the Damage Immunities acid, poison
material it moves through. Condition Immunities exhaustion, grappled,
Siege Monster. The elemental deals double paralyzed, petrified, poisoned, prone, restrained,
damage to objects and structures. unconscious
ACTIONS Senses darkvision 60 ft., tremorsense 30 ft.
Slam deals extra 1d6 acid, plus an additional 1d6 Languages Kalimag
per every 5 hit dice. Challenge 3 (700 XP)
Traits
Earth Elemental, Minor Earth Glide. The elemental can burrow through
Medium elemental, neutral non-magical, unworked earth and stone. While
Armor Class 14 doing so, the elemental doesn‘t disturb the
Hit Points 13 (2d8 + 4) material it moves through.
Speed 30 ft., burrow 30 ft. Siege Monster. The elemental deals double
STR AGI STA INT SPI CHA damage to objects and structures.
14 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 7 (-2) ACTIONS
58
Multiattack. The elemental makes two slam Damage Resistances bludgeoning, piercing, and
attacks. slashing from non-magical weapons
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., Damage Immunities acid, poison
one creature. Condition Immunities exhaustion, grappled,
Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) paralyzed, petrified, poisoned, prone, restrained,
acid damage. unconscious
Senses darkvision 60 ft., tremorsense 30 ft.
Earth Elemental, Moderate Languages Kalimag
Large elemental, neutral Challenge 7 (2,900 XP)
Armor Class 17 Traits
Hit Points 95 (10d10 + 40) Earth Glide. The elemental can burrow through
Speed 30 ft., burrow 30 ft. non-magical, unworked earth and stone. While
STR AGI STA INT SPI CHA doing so, the elemental doesn‘t disturb the
18 (+4) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 7 (-2) material it moves through.
Damage Vulnerabilities thunder Siege Monster. The elemental deals double
Damage Resistances bludgeoning, piercing, and damage to objects and structures.
slashing from non-magical weapons ACTIONS
Damage Immunities acid, poison Multiattack. The elemental makes two slam
Condition Immunities exhaustion, grappled, attacks.
paralyzed, petrified, poisoned, prone, restrained, Slam. Melee Weapon Attack: +9 to hit, reach 10
unconscious ft., one target.
Senses darkvision 60 ft., tremorsense 30 ft. Hit: 13 (2d8 + 4) bludgeoning damage plus 7
Languages Kalimag (2d6) acid damage.
Challenge 5 (1,800 XP)
Traits Earth Elemental, Major
Earth Glide. The elemental can burrow through Huge elemental, neutral
non-magical, unworked earth and stone. While Armor Class 20
doing so, the elemental doesn‘t disturb the Hit Points 250 (20d12 + 120)
material it moves through. Speed 50 ft., burrow 50 ft.
Siege Monster. The elemental deals double STR AGI STA INT SPI CHA
damage to objects and structures. 22 (+6) 25 (+7) 22 (+6) 6 (-2) 10 (+0) 7 (-2)
ACTIONS Damage Vulnerabilities thunder
Multiattack. The elemental makes two slam Damage Resistances bludgeoning, piercing, and
attacks. slashing from non-magical weapons
Slam. Melee Weapon Attack: +4 to hit, reach 10 Damage Immunities acid, poison
ft., one target. Condition Immunities exhaustion, grappled,
Hit: 13 (2d8 + 4) bludgeoning damage plus 7 paralyzed, petrified, poisoned, prone, restrained,
(2d6) acid damage. unconscious
Senses Darkvision 60 ft., tremorsense 30 ft.
Earth Elemental, Greater Languages Kalimag
Large elemental, neutral Challenge 11 (7,200 XP)
Armor Class 18 Traits
Hit Points 161 (14d10 + 84) Earth Glide. The elemental can burrow through
Speed 30 ft., burrow 30 ft. non-magical, unworked earth and stone. While
STR AGI STA INT SPI CHA doing so, the elemental doesn‘t disturb the
18 (+4) 10 (+0) 22 (+6) 6 (-2) 10 (+0) 7 (-2) material it moves through.
Damage Vulnerabilities thunder Siege Monster. The elemental deals double
damage to objects and structures.
59
ACTIONS Pike. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Multiattack. The elemental makes two slam one target.
attacks. Hit: 8 (1d10 + 3) piercing damage.
Slam. Melee Weapon Attack: +11 to hit, reach 15
ft., one creature. This high elf is resplendent in golden and blue
Hit: 19 (3d8 + 6) bludgeoning damage plus 14 armor, the helm worked in stylized wings above
(4d6) acid damage. each ear. He bears a specially-made pike, and pats
his majestic dragonhawk mount in preparation
Elven Dragonhawk Rider for battle.
Dragonhawk riders are elite aerial warriors. As
―Clear the skies!‖
warrior-magi, dragonhawk riders tend to stay
Medium humanoid (high elf), neutral good
above the battle, using their spells to befuddle
Armor Class 14 (chain shirt)
enemies and disable potentially dangerous foes. A
Hit Points 55 (10d10)
favorite tactic of dragonhawk riders is to cast fog
Mana Points 22 (15 + 2 + 2 + 3)
cloud over enemy battlements, rendering their
Speed 30 ft.
ranged attacks useless. Dragonhawk riders also
STR AGI STA INT SPI CHA
channel telekinesis to disable and bring down
12 (+1) 16 (+3) 10 (+0) 15 (+2) 14 (+2) 9 (-1)
flying opponents to their allies on the ground,
Skills Perception +4
charge in mid-air for great effect, and make use of
Senses darkvision 60 ft. passive Perception 14
their support spells to aid ground units.
Languages Common, Dwarven, Elven
Challenge 2 (450 XP)
Traits Dragonhawk
Finesse Pike. The dragonhawk rider can treat his Large beast, true neutral
pike as a finesse weapon. Armor Class 15 (natural armor)
Second Wind (1/rest). The dragonhawk rider Hit Points 39 (6d10 + 6)
may use his bonus action to regain 1d10 + 3 hit Speed 10 ft., fly 80 ft.
points. STR AGI STA INT SPI CHA
Aerial Shackles. The dragonhawk rider can cast 18 (+4) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
telekinesis and fog cloud as evocation spells. Skills Perception +4
ACTIONS Senses passive Perception 14
War Magic. Whenever the dragonhawk rider Languages Understands Common and Elven but
casts a cantrip, he may also make one weapon doesn't speak them
attack as a bonus action. Challenge 2 (450 XP)
Spellcasting. The dragonhawk rider is a 5th level Traits
spellcaster. His spellcasting ability is Intelligence Keen Sight. The dragonhawk has advantage on
(spell save DC 14, +6 to hit with spell attacks). Spirit (Perception) checks that rely on sight.
The dragonhawk rider has the following spells (7) ACTIONS
prepared from the mage spell list: Multiattack. The dragonhawk makes two attacks,
Cantrips (0 mana): fire bolt, gust, prestidigitation one with its beak and one with its talons.
(free) Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
1st level (5 mana): arcane missile, fog cloud, detect one target.
magic (free) Hit: 11 (2d6 + 4) piercing damage.
2nd level (6 mana): mana burn, gust of wind, mute Talons. Melee Weapon Attack: +6 to hit, reach 5
(free) ft., one target.
3rd level (7 mana): blizzard, counterspell, Hit: 8 (1d6 + 4) slashing damage.
telekinesis
ACTIONS This large, hawk-like creature is impressive. Its
feathers show brilliant streaks of blue and red on
60
its wings and tail, but its most remarkable feature deal both fire and fel damage gain an additional
is its head, which seems like a combination of 1d10 damage from either types (the Blood Mage‘s
eagle and dragon. Straight, colored horns that choice).
match its plumage sprout from the beast‘s head. Searing Magics (1/rest). The Blood Mage may
Dragonhawks are vicious flying predators. They target a creature with an action to make it more
are swift and deft., able to crack bones and pierce susceptible to his fire and fel magical damage. If
hides with their mighty beaks. They can be the target is immune to fire, it becomes resistant
trained as aerial mounts, and seem to have a to the damage. If it is resistant, it loses the
particular affinity with high elves. resistance. If it has no resistance, it becomes
Majestic and magnificent creatures, dragonhawks vulnerable. If it was previously vulnerable, it takes
and their elf riders, resplendent in lacquered triple damage.
dragonhide armor, make an impressive sight. Spellcasting. The blood mage is an 11th level
Very intelligent for beasts, dragonhawks are wise spellcaster. His spellcasting ability is Charisma
enough to retreat if their rider is ever rendered (spell save DC 16, +8 to hit with spell attacks).
incapacitated, taking them wherever they believe The blood mage has the following spells (14)
they can be safe. prepared from the warlock spell list:
Dragonhawk eggs sell for 800 gp, and young Cantrips (0 mana): mage hand, firebolt, light,
Dragonhawks sell for about 1,600 gp. An adult prestidigitation (free)
and fully trained dragonhawk sells for twice the 1st level (2 mana): arcane armor, chaos bolt, detect
price of a youngling. magic (free)
2nd level (3 mana): curse of agony, hold fiend, life
Elven Blood Mage Hero tap (13 hit points for 6 mp), mute (free)
"Burning to avenge..." 3rd level (4 mana): dispel magic, exorcism (6d10)
Medium humanoid (blood elf), chaotic neutral 4th level (6 mana): demon skin (12 hp),
Armor Class 14 (demon skin) banishment, elemental bane (curse of the
Hit Points 60 (11d6 + 22) + 12 temporary hit elements), mana drain
points 5th level (7 mana): conjure elemental (phoenix),
Mana Points 27 (17 + 2 + 3 + 5) flame strike (or flame crash)
Speed 30 ft. 6th level (8 mana): arcane gate
STR AGI STA INT SPI CHA ACTIONS
10 (+0) 13 (+1) 14 (+2) 15 (+2) 13 (+1) 17 (+3) Sageblade (Longsword). Melee Weapon Attack: +9
Saving Throws Sta +5, Cha +6 to hit, reach 5 ft., one target.
Skills Arcana +6, Deception +6, History +6, Hit: 8 (1d8 + 4) slashing damage. The Blood
Perception +4 Mage can use the blade‘s Spellstrike feature as a
Senses darkvision 60 ft., passive Perception 14 bonus action up to 3 times, add his Fel Blast
Languages Common damage to the longsword attack.
Challenge 7 (2,900 XP) Fel Blast. Ranged Spell Attack: +8 to hit, range 30
Traits ft., one target.
Warlock Focus (Fiendish Power). The Blood Hit: 12 (5d4) fel damage. This requires at least 1
Mage has +2 Soul Shards above their maximum. mana in reserve for each d4.
Soul Shards (max. 12). The Blood Mage can use
a soul shard to use Cabal Casting, Enhanced Mystical heroes, blood mages (aka bloodmages,
Conjuring, Enhanced Concentration, Soul sometimes blood magi or bloodmagi, and blood
Magic, or Havoc abilities. wizards) are in majority blood elves adept at
Demonic Studies (Destruction). Any fire or fel controlling magic and ranged assault. While they
spell the Blood Mage uses that deals damage also were still members of the Alliance, the blood
deals an additional 1d6 points of the other type elves began to turn to the darkest parts of magic,
(fire deals extra 1d6 fel, or vice versa). Spells that abandoning the water and frost spells of the Kirin
61
Tor for the fire and heat of what some people 3rd level (6 mana): dispel magic, power word
fear to be demonic magic. shield, beacon of hope, revivify (free)
Though they used to be mages, many turned to ACTIONS
become warlocks focused on the destructive Quarterstaff. Melee Weapon Attack: +2 to hit,
power of the fel, using fire to fight fire. reach 5 ft., one target.
The most famous and the first of the blood Hit: 4 (1d8) bludgeoning damage.
mages was Kael'thas Sunstrider, the Prince of Divine Blast. Ranged Spell Attack: +7 to hit, range
Quel'Thalas. He commanded the blood elves 30 ft., one target.
after the death of his father Anasterian, leading Hit: 7 (3d4) holy damage. This requires at least 1
them out of the Alliance and into Illidan's mana in reserve for each d4.
service.
A holy field medic, these padres roam the
Elven Priest battlefield curing the wounds of their fallen
―What ails you?‖ comrades. Clad in robes but protected by a suit
Medium humanoid (high elf), lawful good of studded leather, this priest of the Holy Light
Armor Class 13 (studded leather) appears tailored to look like the bastion of his
Hit Points 33 (6d8 + 6) faith. He fingers a holy symbol around his neck,
Mana points 24 (16 + 2 + 3 + 3) and occasionally bows his head to say a brief
Speed 30 ft. prayer (or in silent, reverent, contemplation).
STR AGI STA INT SPI CHA As a priest of the Holy Light dedicated to the
10 (+0) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) aspect of protection, this acolyte prefers not to
Saving throws +3 Stamina, +5 Spirit, +3 wade into battle, but to serve in the middle ranks
Charisma of a group of allies and support them with
Skills Medicine +7, Persuasion +3, Perception +5, petitions, prayers and spells. His staff is reserved
Religion +4 for use only when a gap in his protection is
Senses darkvision 60 ft., passive Perception 15 breached.
Languages Common, Dwarven, Elven
Challenge 3 (700 XP) Elven Sorceress
Traits ―The flows of magic are whimsical today.‖
Light’s Insight. Whenever the priest casts a Medium humanoid (high elf), neutral good
healing spell from the priest spell list and the dice Armor Class 10
shows the maximum possible result (such as a 6 Hit Points 21 (6d6)
on a d6), he may roll the maximized dice again Mana points 25 (17 + 2 + 3 + 3)
and add the amount healed to the total. This Speed 30 ft.
applies to healing spells that deal damage to STR AGI STA INT SPI CHA
undead. 10 (+0) 12 (+1) 12 (+1) 17 (+3) 13 (+1) 14 (+2)
Spellcasting. The priest is a 6th level spellcaster. Skills Arcana +7, Perception +3, Persuasion +4
Its spellcasting ability is Spirit (spell save DC 15, Senses darkvision 60 ft., Passive Perception 13,
+7 to hit with spell attacks). The priest can Languages Common, Elven, Troll
prepare the following spells (9) from the priest Challenge 3 (700 XP)
spell list: Traits
Cantrips (0 mana): light, smite, prestidigitation Spellcasting. The elven sorceress is a 6th level
(free) spellcaster. Her spellcasting ability is Intelligence
1st level (4 mana): holy light, inner fire, shield of (spell save DC 15, +7 to hit with spell attacks).
faith, detect magic (free), bless (free) The sorceress can prepare the following spells (9)
2nd level (5 mana): power word fortitude (or aid), from the mage spell list:
exorcism, lesser restoration, mute (free), lesser Cantrips (0 mana): light, fire bolt, prestidigitation
restoration (free) (free)
62
1st level (4 mana): arcane missile, sleep, elemental Senses darkvision 60 ft., passive Perception 14
armor (frost), detect magic (free) Languages Common, Dwarven, Elven
2nd level (5 mana): blink step, suggestion, Challenge 3 (700 XP)
invisibility, mute (free) Traits
3rd level (6 mana): blizzard, fly, slow Magic Resistance. The spellbreaker has
ACTIONS advantage on saving throws against spells and
Dagger. Melee or Ranged Weapon Attack: +3 to hit, other magical effects. If the spellbreaker succeeds
reach 5 ft. or range 20/60 ft., one creature. in saving against a spell it is targeted with the
Hit: 3 (1d4 + 1) piercing damage. original saving throw and the one granted by
Arcane Blast. Ranged Spell Attack: +7 to hit, range advantage, he may use a reaction to absorb its
30 ft., one target. magic, gaining mana points equal to the spell‘s
Hit: 7 (3d4) arcane damage. This requires at least level.
1 mana in reserve for each d4. Abjuring Knight. The spellbreaker may, with an
REACTIONS action, dispel with a touch any positive or
Instinctive Charm (once per short or long rest). The negative spell equal to or less than 4th level. If
sorceress, when targeted by a humanoid within higher, he must make spell attack against a DC of
30 ft. with an attack roll, may use her reaction to 10 + spell level.
divert the attack. On a failed save, the attacker The spellbreaker may also throw his two-bladed
must instead attack anything that is closest to sword, treating it as a thrown weapon with a
itself, not including itself or the sorceress. If range of 10/30 feet. This may deliver melee
multiple creatures are present, the attacker strikes at range, and the two-bladed sword returns
chooses who to target. The Spirit DC to negate after the attack roll is resolved, but allowing for
this ability is 15. This is a charm effect. only one melee strike every round.
Spell Strike. The spellbreaker may, with a bonus
Clad in revealing robes, this elven sorceress is action as part of an attack, cast one spell on his
distinctive—perhaps for wearing far too much eye spell list that targets the opponent, or use his
shadow. High elves are renowned for their magic, Abjuring Knight ability.
and on the battlefield, elven sorcerers often Spellcasting. The spellbreaker is a 4th level
accompany Alliance troops into the thick of the spellcaster. Its spellcasting ability is Intelligence
fray. (spell save DC 14, +6 to hit with spell attacks).
Although not physically powerful, the skill and The spellbreaker has the following spells (6)
bravery of these elves is beyond dispute. The prepared from the mage spell list:
elven sorcerer prefers to serve as part of a group, Cantrips (0 mana): light, fire bolt, prestidigitation
preferably in the rear with a few people to guard (free)
her. Mana shield is deployed to provide 1st level (4 mana): arcane missile, explosion,
additional protection, while spells like slow and expeditious retreat, shield, detect magic (free)
invisibility support their allies. 2nd level (5 mana): magic weapon, mana burn,
scorcher, mute (free)
ACTIONS
Elven Spell Breaker Multiattack. The spellbreaker makes two two-
―Be quick—time is mana.‖ bladed sword attacks, or can throw it once (see
Medium humanoid (high elf), lawful neutral Abjuring Knight).
Armor Class 14 (Scale) Two-Bladed Sword Melee Weapon Attack: +5 to
Hit Points 58 (9d8 + 18) hit, reach 5 ft., one target.
Mana points 21 (14 + 2 + 3 + 2)
Hit: 6 (1d6 + 3) slashing damage.
Speed 30 ft.
STR AGI STA INT SPI CHA
An elven warrior focused on disrupting magic,
16 (+3) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (+0)
hunting spellcasters, and wading through an
Skills Athletics +5, Perception +4
63
arcane battlefield. Clad in golden scale mail, a Cantrips (0 mana): mage hand, prestidigitation,
red coat and leggings, and armor with phoenix firebolt (4d10)
motif, this quiet elf is deep in concentration and 1st level (0 mana): animate undead, conjure fiend,
meditation, so to suppress his thirst for magic. detect magic, magic missile, mana shield, shield
Sensing arcane magics, his eyes open, and he 2nd level (1 mana): detect thoughts, invisibility,
displays a cunning grin. shadow word pain, mirror image
As a spell breaker of the alliance, this warrior 3rd level (2 mana): sleep (9d8), dispel magic,
heads into battle accompanying magi, or is fireball
deployed against spellcasting opponents. With his 4th level (3 mana): blight, dimension door,
ability to dispel the beneficial spells of the enemy teleport
as 5th level (4 mana): cloudkill, scrying
6th level (5 mana): disintegrate, drain life
Eredar Warlock (15/round)
Large fiend (demon), chaotic evil 7th level (7 mana): finger of death
Armor Class 14 (natural armor) 8th level (8 mana): dominate, power word stun
Hit Points 135 (18d8 + 54) 9th level (9 mana): demonic doom
Mana Points 37 (22 + 6 + 9) ACTIONS
Speed 30 ft. Multiattack. The Eredar warlock can make two
STR AGI STA INT SPI CHA attacks.
20 (+5) 10 (+0) 17 (+3) 21 (+5) 14 (+2) 22 (+6) Claw. Melee Weapon Attack: +11 to hit, reach 10
Saving Throws Sta +10, lnt +12, Spi +9 ft., one target
Skills Arcana +12, History +12, Insight +9, Hit: 8 (1d6 + 5) slashing damage.
Perception +9, Intimidation +12 Fel Blast. Ranged Spell Attack: +11 to hit, range 30
Damage Resistances cold, fire, fel; bludgeoning, ft., one target.
piercing, and slashing from nonmagical weapons Hit: 22 (9d4) fel damage. This requires at least 1
Damage Immunities poison mana in reserve for each d4.
Condition Immunities exhaustion, frightened, REACTIONS
paralyzed, poisoned Consume Power (6/long rest). If the Eredar succeeds
Senses truesight 120 ft., passive Perception 19 in saving against a spell it is targeted with, it may
Languages Common, Eredun plus up to four use a reaction to make the save again. If it is
other languages of its choice successful again, it regains mana points equal to
Challenge 20 (25,000 XP) the spell‘s level. It may not use this ability against
Traits a divine spell, or a spell that deals holy or arcane
Chaos Weapons. The Eredar warlock‘s weapon damage.
attacks are magical.
Magic Resistance. The eredar warlock has The Eredar are a class of supremely talented
advantage on saving throws against spells and magic-wielders who arose on the planet Argus
other magical effects. countless millennia ago. They built a vast
Nether Magic. The Eredar warlock may, as a civilization of wondrous cities and upheld a
bonus action while casting a spell, remove one peaceful way of life. Twenty-five thousand years
spellcasting component, and does not need to ago, however, the tranquility of Argus was
exercise it to cast a spell. The warlock may not shattered, and the Eredar separated into two
remove a material component. groups: the Draenei and the Man'ari. The
Spellcasting. The Eredar warlock is an 18th level Man'ari are the demon-corrupted Eredar who
spellcaster. Its spellcasting ability is Intelligence now lead the Burning Legion, but they are
(spell save DC 20, +12 to hit with spell attacks). commonly referred to as the Eredar regardless.
The Eredar warlock has the following spells (24) This could be due to the fact that, other than the
prepared from the warlock spell list: Draenei and Man'ari, there is no evidence of
64
other species of Eredar left in existence. These Amphibious. The faceless one can breathe air
Eredar are the first among the demons of the and water.
Burning Legion. Might of the Void. The faceless one‘s attacks are
Pre-eminence in Eredar warlock society depends treated as magical.
almost entirely upon magical power. Those who Shadow Sight. Magical darkness doesn't impede
command the greatest selection of paramount the faceless one‘s darkvision.
spells — and thus in theory the greatest magical Suction Grip. When a creature manages to
arsenal — rise to higher ranks. escape a faceless one‘s restraining tentacles or
grapple, they suffer half the damage dealt by the
F tentacle attack. A successful Stamina saving throw
against the grapple DC halves the damage.
Faceless Ones (N’raqi) Void Influence. The faceless one acts as a void
―Shur'nab... shur'nab... Yogg-Saron‖ creature for the purposes of spells that conjure or
The n'raqi, commonly known as the faceless ones bind it, but is an aberration for all other
or the faceless, are a monstrous race of purposes.
aberrations that arose from the organic matter Innate Spellcasting. The faceless one is naturally
that seeped from the Old Gods' blighted forms magical. The faceless one‘s spellcasting ability is
during the primordial era of Azeroth. Cunning Spirit (spell save DC 12, +4 to spell attacks). The
and intelligent, they serve their eldritch masters faceless one can innately cast the following spells,
with fanatical loyalty and are known to be requiring no material components:
virtually unstoppable juggernauts. 3rd level (7 mana): banshee‘s curse, dispel magic
Vaguely humanoid creatures as the name implies, ACTIONS
Faceless Ones have no discernible faces insofar as Multiattack. The faceless one makes two attacks,
other races recognize them. One arm is much and can exchange any one of the two attacks with
larger than the other, grotesque and misshapen, a tentacle attack.
while the other is little more than a prehensile Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
tentacle. one target.
Faceless ones have low intellects, but have a Hit: 5 (1d6 + 2) bludgeoning damage, plus 7
strong heritage in necromantic and illusion (2d6) psychic damage.
magic. Tentacle. Melee Weapon Attack: +4 to hit, reach
10 ft., one target.
Faceless Trickster Hit: 9 (2d6 + 2) bludgeoning damage, and the
Medium aberration (void), neutral evil target is grappled (escape DC 12). Until this
Armor Class 15 (natural armor) grapple ends, the target is restrained.
Hit Points 52 (7d8 + 21)
Mana Points 19 (14 + 2 + 3) Faceless Terror
Speed 30 ft. Medium aberration (void), neutral evil
STR AGI STA INT SPI CHA Armor Class 15 (natural armor)
15 (+2) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 12 (+1) Hit Points 98 (12d8 + 44)
Damage Resistances psychic, shadow Mana Points 22 (16 + 3 + 3)
Damage Immunities poison Speed 30 ft.
Condition Immunities blinded, confusion, STR AGI STA INT SPI CHA
poisoned 17 (+3) 10 (+0) 18 (+4) 6 (-2) 16 (+3) 14 (+2)
Senses darkvision 60 ft., passive Perception 12 Skills Intimidation +5, Perception +6, Stealth +3
Languages Shath‘yar Damage Resistances fel, psychic, shadow
Challenge 3 (700 XP) Damage Immunities poison
Traits Condition Immunities blinded, confusion,
poisoned
65
Senses darkvision 60 ft., passive Perception 16
Languages Shath‘yar Faceless General
Challenge 6 (2,300 XP) Large aberration (void), neutral evil
Traits Armor Class 15 (natural armor)
Amphibious. The faceless one can breathe air Hit Points 189 (18d10 + 90)
and water. Mana Points 26 (19 + 4 + 3)
Might of the Void. Weapon attacks are treated as Speed 35 ft.
magical. STR AGI STA INT SPI CHA
Shadow Sight. Magical darkness doesn't impede 22 (+6) 8 (-1) 20 (+5) 10 (+0) 19 (+4) 16 (+3)
the faceless one‘s darkvision. Skills Intimidation +7, Perception +8, Stealth +3
Suction Grip. When a creature manages to Damage Resistances fel, shadow
escape a faceless one‘s restraining tentacles or Damage Immunities poison, psychic
grapple, they suffer half the damage dealt by the Condition Immunities blinded, confusion,
tentacle attack. A successful Stamina saving throw poisoned
against the grapple DC halves the damage. Senses darkvision 60 ft., passive Perception 16
Void Influence. The faceless one acts as a void Languages Shath‘yar
creature for the purposes of spells that conjure or Challenge 12 (8,400 XP)
bind it, but is an aberration for all other Traits
purposes. Amphibious. The faceless one can breathe air
Innate Spellcasting. The faceless one is naturally and water.
magical. The faceless one‘s spellcasting ability is Might of the Void. Weapon attacks are treated as
Spirit (spell save DC 14, +6 to spell attacks). The magical.
faceless one can innately cast the following spells, Shadow of Madness. All psychic damage dealt by
requiring no material components: the faceless one (by spell or ability) can be
1st level (4 mana): animate undead (skeletons), changed to shadow damage at the faceless one‘s
death coil, sleep, mind blast will.
2nd level (5 mana): mute, shadow word pain Shadow Sight. Magical darkness doesn't impede
3rd level (6 mana): psychic horror the faceless one‘s darkvision.
ACTIONS Suction Grip. When a creature manages to
Multiattack. The faceless one makes two attacks, escape a faceless one‘s restraining tentacles or
and can exchange any one of the two attacks with grapple, they suffer half the damage dealt by the
a tentacle attack. tentacle attack. A successful Stamina saving throw
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., against the grapple DC halves the damage.
one target. Void Influence. The faceless one acts as a void
Hit: 10 (2d6 + 3) bludgeoning damage, plus 10 creature for the purposes of spells that conjure or
(3d6) psychic damage. bind it, but is an aberration for all other
Tentacle. Melee Weapon Attack: +6 to hit, reach purposes.
10 ft., one target. Innate Spellcasting. The faceless one is naturally
Hit: 17 (4d6 + 3) bludgeoning damage, and the magical. The faceless one‘s spellcasting ability is
target is grappled (escape DC 14). Until this Spirit (spell save DC 16, +8 to spell attacks). The
grapple ends, the target is restrained. The faceless faceless one can innately cast the following spells,
one has two tentacles, and can hold one creature requiring no material components:
in each tentacle. If the faceless one targets the 1st level (3 mana): animate undead (skeletons),
restrained creature with an effect that deals death coil, sleep, mind blast
psychic damage or causes fear, they suffer 2nd level (4 mana): mute, shadow word pain
disadvantage on their saving throw against the 3rd level (5 mana): psychic horror
effect (or the faceless one has advantage to the 4th level (6 mana): detonate mana, mind vision
attack roll). ACTIONS
66
Multiattack. The faceless soldier makes two stance, the faerie dragon can use its mana flare
attacks, and can exchange any one of the two ability (see reactions).
attacks with a tentacle attack. ACTIONS
Slam. Melee Weapon Attack: +10 to hit, reach 5 Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
ft., one target. one target.
Hit: 15 (3d6 + 5) bludgeoning damage, plus 17 Hit: 4 (1d4 + 2) bludgeoning damage.
(5d6) psychic damage. Fey Blast. Ranged Spell Attack: +3 to hit, range 30
Tentacle. Melee Weapon Attack: +10 to hit, reach ft., one target.
10 ft., one target. Hit: 2 (1d4) arcane damage. This requires at least
Hit: 22 (5d6 + 5) bludgeoning damage, and the 1 mana in reserve.
target is grappled (escape DC 18). Until this REACTIONS
grapple ends, the target is restrained. The faceless Phase Shift (4 mana). The faerie dragon, when
one has two tentacles, and can hold one creature targeted by an effect that would deal damage to it
in each tentacle. If the faceless one targets the or whenever it wishes, may use its reaction to
restrained creature with an effect that deals divert the attack. When this ability is used, the
psychic damage or causes fear, they suffer faerie dragon may roll a d20. On a roll of 5 or
disadvantage on their saving throw against the higher, the faerie dragon phases into a
effect (or the faceless one has advantage to the corresponding location in the Emerald Dream,
attack roll). returning after the attack is resolved. While in
this phase, the faerie dragon cannot move, attack,
Variant Faceless Ones. or perform any action. If the damage is arcane or
Some faceless ones are born with claws and fel, the faerie dragon has to roll an 11 or higher
pincers instead of hand-like appendages. In this to phase shift to avoid the attack. This cannot be
case, the slam deals slashing or piercing damage used while channeling mana.
instead of bludgeoning damage. Mana Flare (4 mana). The faerie dragon can cast
counterspell as a reaction. Whenever it
Faerie Dragon successfully counters a spell, it may cause the
Small fey, unaligned wasted spell energies to explode into a bright flare
Armor Class 13 (natural armor) of mana. The flare is a 10-foot sphere centered on
Hit Points 27 (5d6 + 10) the target of the counterspelled target, and all
Mana Points 14 (12 + 2) creatures in the area lose 1d4 + 1 mana points,
Speed 5 ft., fly 40 ft. (hover) taking 2 points of arcane damage for each mana
STR AGI STA INT SPI CHA point lost. If a creature loses more than 3 mana
10 (+0) 15 (+2) 14 (+2) 7 (-2) 12 (+1) 10 (+0) points, it is also subject to a dispel magic effect
Skills Perception +3, Stealth +4 (spell level equal to 2). This can only be used
Senses passive Perception 13 when channeling mana.
Languages —
Challenge 1 (200 XP) Felguard
Traits Felguard are the savage foot soldiers of the
Magic Resistance. The faerie dragon has Burning Legion. While most other demons rely
advantage on saving throws against spells and to some extent on magic and trickery, felguard
other magical effects. eschew these subtleties, instead relying on sheer
Channel Mana. The faerie dragon can enter a strength to overwhelm their foes.
stance with a bonus action which draws from its While under the command of a higher-ranking
inner reserves of power. When in this stance, the demon or a warlock, a felguard makes the perfect
faerie dragon‘s AC becomes 16, and it radiates soldier. Each is a disciplined follower outside of
blue light as the Light cantrip. When in this combat, calm and patient. When commanded to
fight, however, they become wild and merciless;
67
an army of raging felguard is a terrifying sight. Speed 30 ft.
Felguard skin color varies; red, blue, yellow, and STR AGI STA INT SPI CHA
black are common. 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
A felguard is about 7-1/2 feet tall and weighs 350 Saving Throws Str +6, Sta +7, Spi +5, Cha +5
pounds. Skills Deception +5, Insight +5, Perception +8
Damage Resistances fire; bludgeoning, piercing,
Felguard Trooper and slashing from non magical weapons that
Medium fiend (demon), chaotic evil aren't silvered
Armor Class 15 (armor, breastplate) Damage Immunities poison
Hit Points 45 (6d8 +18) Condition Immunities poisoned
Mana Points 13 (10 + 2 + 1) Senses darkvision 120 ft., passive Perception 18
Speed 30 ft. Languages Eredun
STR AGI STA INT SPI CHA Challenge 5 (1,800 XP)
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+0) Traits
Saving Throws Sta +5, Spi +4 Demon Sight. Magical darkness doesn't impede
Skills Insight +4, Perception +4 the demon‘s darkvision.
Damage Resistances fire Demonic Rage (2/long rest). The demon can
Damage Immunities poison rage as having the rage warrior talent of a level 1
Condition Immunities poisoned warrior.
Senses darkvision 60 ft., passive Perception 14 Innate Spellcasting. The felguard is a 5th level
Languages Eredun spellcaster. The felguard‘s spellcasting ability is
Challenge 3 (750 XP) Charisma (spell save DC 13, +5 to spell attacks).
Traits The felguard can innately cast the following
Demon Sight. Magical darkness doesn't impede warlock spells, requiring no material
the demon‘s darkvision. components:
Demonic Rage (2/long rest). The demon can 1st level (4 mana): detect magic, detect evil and
rage as having the rage warrior talent of a level 1 good
warrior. 2nd-level (5 mana): dragon breath
Innate Spellcasting. The felguard is a 2nd level ACTIONS
spellcaster. The felguard‘s spellcasting ability is Multiattack. The demon makes three melee
Charisma (spell save DC 10, +2 to spell attacks). attacks with its greatsword.
The felguard can innately cast the following Greatsword. Melee Weapon Attack: +6 to hit,
warlock spells, requiring no material reach 5 ft., one target.
components: Hit: 10 (2d6 + 3) slashing damage.
1st level (5 mana): detect magic, detect evil and
good Fel Hound
ACTIONS Medium fiend (demon), chaotic evil
Multiattack. The demon makes two melee Armor Class 15 (natural armor)
attacks with its greatsword. Hit Points 45 (7d8 + 14)
Greatsword. Melee Weapon Attack: +5 to hit, Mana Points 0 (maximum 19 (13 + 2 + 4), see
reach 5 ft., one target. Magic Devourer)
Hit: 10 (2d6 + 3) slashing damage. Speed 50 ft.
STR AGI STA INT SPI CHA
Felguard Elite 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
Large fiend (demon), chaotic evil Skills Perception +5, Survival +3
Armor Class 15 (armor, breastplate) Damage Resistances fire; bludgeoning, piercing,
Hit Points 95 (10d10 +40) and slashing from nonmagical weapons that
Mana Points 19 (14 + 3 + 2) aren‘t silvered
68
Damage Immunities poison hounds rely on their upon their ability to sense
Condition Immunities poisoned magic. This sense is also how they track their
Senses darkvision 120 ft., passive Perception 14 pray. Fel hounds are pit lords‘ personal hunting
Languages understands Eredun but can‘t speak it hounds, starved for both blood and arcane
Challenge 3 (700 XP) energy. Pit lords grow fel hounds somewhere in
Traits the Twisting Nether. Fel hounds do not speak,
Magic Resistance. The fel hound has advantage though they understand Eredun.
on saving throws against spells and other magical Fel hounds treat spellcasters, particularly arcane
effects. spellcasters, as layered desserts with meat on the
Demonic Sense. The fel hound has disadvantage outside and magic on the inside. Less magical
to Spirit (Perception) checks with sight, but have characters are worth notice only if they have
the effects of the Detect Magic spell constantly damaged a fel hound in the past round.
active, within a range of 60 ft. They do not need
to spend an action to sense the aura of the magic Felsteed
spell and its school.
Large fiend (demon), chaotic evil
Magic Devourer. The felhound can, when
Armor Class 11
dispelling a magic spell or successfully draining
Hit Points 19 (3d10 + 3)
mana with its innate magic spells, regain mana
Mana Points 14 (12 + 2)
equal to double the spell‘s level, or equal to the
Speed 60 ft.
mana burnt (whichever is higher), up to a
STR AGI STA INT SPI CHA
maximum of 19 mana points. Mana burn and
18 (+4) 12 (+1) 13 (+1) 6 (-2) 12 (+1) 7 (-2)
Dispel Magic do not cost mana for the felhound.
Damage Resistances fire
The felhound does not regain mana over time.
Damage Immunities poison
Innate Spellcasting. The fel hound is a 7th level
Condition Immunities burning, poisoned
spellcaster. The fel hound‘s spellcasting ability is
Senses darkvision 120 ft., passive Perception 11
Spirit (spell save DC 11, +3 to hit with spell
Languages understands Common and Eredun
attacks). The fel hound can innately cast the
but cannot speak it
following spells, requiring no material
Challenge 1/2 (100 XP)
components:
Traits
3rd level (6 mana): mana burn (0 mana), dispel
Trampling Charge. If the felsteed moves at least
magic (0 mana)
20 feet straight toward a creature right before
4th level (7 mana): orb of annihilation hitting it with a hooves attack, the target must
ACTIONS succeed on a DC 14 Strength saving throw or be
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., knocked prone. If the target is prone, the horse
one target. can take a bonus action to make another attack
Hit: 7 (1d8 + 3) piercing damage. with its hooves against the target.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., ACTIONS
one creature. Hooves. Melee Weapon Attack: +4 to hit, reach 5
Hit: 5 (1d4 + 3) slashing damage, and the target ft., one target.
must make on a DC 12 Stamina saving throw, Hit: 11 (2d6 + 4) bludgeoning damage.
taking 3 (1d6) poison damage on a failed save, or
half as much damage on a successful one. Felsteeds are the fiery equine servants of the
Burning Legion. At one time, they were common
Fel Hounds are demonic hounds that feed on horses that became enslaved and fell to the
magic; they can sense the presence of nearby Burning Legion‘s sinister influence. Now
magic and hunt spellcasters unerringly. Their corrupted and evil, they feel both intense loyalty
powerful jaws are huge and filled with slender and burning hatred toward their demon masters.
teeth. Their eyes are weak; to get around, fel
69
Many warlocks choose a felsteed as a fel below 5th level. It has advantage to saving throws
companion for the practical convenience of travel against spells that are higher level.
on demand. To the felsteed, there is no Might of the Void. The forgotten one‘s weapon
difference between a mortal master and a demon attacks are treated as magical.
— both deserve its contempt and obedience. A Innate Spellcasting. The forgotten one is a 12th
felsteed is about the size of a warhorse, and uses level spellcaster. The forgotten one‘s spellcasting
the same statistics (except that it also has the ability is Spirit (spell save DC 18, +10 to spell
demonic template). attacks). The forgotten one can innately cast the
following spells, requiring no material
Forgotten One components:
1st level (2 mana): burning hands, sleep
Gargantuan aberration (void), neutral evil
Armor Class 15 (old blessings) 2nd level (3 mana): suggestion, shadow word
Hit Points 216 (16d20 + 48) death, shadow word pain
Mana Points 32 (21 + 5 + 6) 5th level (7 mana): cripple, dominate humanoid,
Speed 5 ft. flame strike, modify memory, void eruption
STR AGI STA INT SPI CHA 6th level (8 mana): mental prison
23 (+6) 6 (-2) 17 (+3) 14 (+2) 21 (+5) 22 (+6) ACTIONS
Saving Throws Str +11, Sta +8, Spi +10, Cha +11 Multiattack. The forgotten one makes three
Skills Arcana +7, Insight +10, Intimidation +11, attacks. Instead of an attack, it may spawn a
Perception +10 tentacle or use its psychic blast attack.
Damage Resistances shadow, fel Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Damage Immunities poison, psychic one target.
Condition Immunities blinded, deafened, Hit: 22 (3d10 + 6) piercing damage plus 7 (2d6)
confusion, exhaustion, poisoned, prone psychic damage. The forgotten one has advantage
Senses truesight 120 ft., passive Perception 20 to bite any creature grappled by a tentacle.
Languages Shath‘Yar, telepathy 60 ft. Tentacle. Melee Weapon Attack: +11 to hit, reach
Challenge 14 (11,500 XP) 20 ft., one target.
Traits Hit: 19 (3d8 + 6) bludgeoning damage plus 7
Consume. If the forgotten one bites a creature (2d6) piercing damage, and the target is grappled
below half hit points and two size categories (escape DC 19). Until this grapple ends, the
smaller than it, it can swallow it whole, ending target is restrained. The forgotten one has four
the grapple. The creature is trapped within the tentacles, each of which can grapple one target.
forgotten one (gaining full cover against attacks Spawn Tentacle (maximum 4). The forgotten
from the outside), and takes 14 (4d6) damage per one can create one an independent tentacle
round at the beginning of its turn until freed. within range of 40 feet. The independent tentacle
Half the damage is acid, and half is psychic can be used to attack as if a one of the forgotten
damage. one‘s tentacles (using the forgotten one‘s
The creature may cut its way out by dealing one- multiattack), and rises to 20 feet in length, and
quarter the forgotten one‘s hit points in slashing each tentacle can grapple a target. A spawned
or piercing damage (54 damage). Attacking the tentacle can be attacked (treat as a construct with
inside is done with disadvantage. an armor class of 14 and 30 hit points).
If a creature dies from being consumed, the Drain Sanity. As an action, the forgotten one can
forgotten one regains 20 hit points and 4 mana drain the sanity from any creature it is
points, and learns one important fact or secret of consuming. This action deals 42 (12d6) damage
its history (DM‘s discretion). instead of the damage the creature would
Immune to Magic. The forgotten is immune to normally when being consumed. While using this
any spell or effect that is based on a spell that is ability, the forgotten one can spend up to half its
hit dice to heal. If the forgotten one has no hit
70
dice remaining, it can instead inflict one level of believed in circles of old god worshippers to be
madness (Spirit or Charisma saving throw DC of fallen old ones, ones that barely survived
19). If the creature becomes fully mad, it always annihilation, or beings that will ascend to the
suffers from disadvantage towards any saving ranks of the Great Five.
throw against the forgotten one. Forgotten ones are usually aided by faceless ones,
Psychic Blast. Ranged Spell Attack: +10 to hit, but are able to hold their own owing to their
range 30 ft., one target. powers of manipulation and spellcasting. Because
Hit: 15 (6d4) psychic damage. This requires at of their limited ability to move, they usually only
least 1 mana in reserve for each d4. reside in small caverns and halls where they can
reach or spawn tentacles within the limitations of
LAIR ACTIONS the space they‘re in.
On initiative count 20 (losing initiative ties), the A forgotten one usually attacks and restrains their
forgotten one takes a lair action to cause one of enemies with their tentacles first, and then strikes
the following effects; the forgotten one can't use the targets with area spells or brings them to be
the same effect two rounds in a row: consumed, using the spellcasting capabilities only
A tremor shakes the lair in a 60-foot radius when the opposition is sufficiently powerful.
around the forgotten one. Each creature
other than forgotten one on the ground in Forsaken Apothecary
that area must succeed on a DC 15 Agility Medium undead, neutral evil
saving throw or be knocked prone. Hit Points 27 (5d8 + 5)
The forgotten one releases a Psychic Blast
Speed 30 ft.
attack at any creature it chooses within range STR AGI STA INT SPI CHA
and that it can see. The attack can originate 8 (-1) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0)
from a spawned tentacle instead of the Skills Alchemist‘s Supplies +7, Healer‘s Kit +3,
forgotten one‘s space itself. Investigation +5, Perception +3, Medicine +3
A mind-fog forms in a cloud in a 20-foot-
Damage Resistance shadow
radius sphere centered on a point the Senses darkvision 60 ft., passive Perception 13
forgotten one can see within 120 feet of it. Languages Common, Orcish, Gutterspeech
The sphere spreads around corners, and its Challenge 3 (700 XP)
area is lightly obscured. It lasts until initiative Traits
count 20 on the next round. Any creature Alchemy (Uncommon Quality). The apothecary
that starts its turn in the cloud that is not a is a 5th level alchemist. Her relevant ability score
construct, undead, elemental, or void is Intelligence (spell save DC 13, +5 to hit with
creature must succeed on a DC 15 Stamina alchemical attacks). She can prepare up to 3rd
saving throw or be poisoned until the end of level spells as potions. The alchemist can prepare
its turn. While poisoned in this way, a potions of formulae she has in her formula book
creature is incapacitated. or ones she memorized.
She has the following alchemist spells
Forgotten Ones are a term to describe massive memorized.
entities related to the Old Gods. The only known Cantrips (3): light, minor alchemy, noxious fumes
was encountered and killed by Arthas Menethil (poison spray)
and Anub'arak in the Inner Kingdom of Azjol-
Level 1 (3): explosion, animate undead, curse of
Nerub shortly after the Third War. It
agony
commanded the n'raqi Faceless Ones. It was
Level 2 (2): rune array (vampiric), ray of
described as "an unfathomable horror of a long-
enfeeblement
forgotten time" and had been released from the
Cannibalize. The apothecary can consume the
dark below by the earthquakes that were being
corpse of any natural creature. Eating a creature
caused by Illidan Stormrage's sorcery in his
takes a minute, allowing the apothecary to
attempt to destroy the Frozen Throne. They are
71
expend hit dice to restore hit points. A natural 1st level (8): endure elements, faerie fire, feather
creature may be cannibalized once before their fall, heroism, invigorating vapors (inner fire),
corpse becomes unusable. grease, rejuvenation, sleep
Quick Alchemy. The apothecary can creates 2nd level (4): increase toughness (aid), blinding gas
potions at one-eighth the base cost, and crafting (blindness/deafness), sedative gas (calm
them is one step of complexity faster. This does emotions), zone of truth (truth serum)
not reduce the cost of spell material components. 3rd level (2): stinking cloud, revivify
Quick Potions (2/rest). The apothecary can
create a potion with an action (or the casting time
of the spell, whichever takes longer). The potion‘s
Forsaken Dark Ranger Hero
Medium undead (forsaken), neutral evil
spell level cannot exceed 3rd level. The
Armor Class 16 (leather)
apothecary can regain expended uses after she
Hit Points 60 (10d8 + 20)
completes a short or long rest, so long as she has
Mana Points 22 (16 + 3 + 3)
alchemist‘s supplies. She can have one active
Speed 30 ft.
potion through this feature at any given time.
STR AGI STA INT SPI CHA
Quick potions do not cost money or mana,
12 (+1) 18 (+4) 15 (+2) 12 (+1) 16 (+3) 12 (+1)
except if the spell has material components
Saving Throws Str +4, Agi +8
(which must be provided as normal). A quick
Skills Perception +6, Nature +4, Stealth +7,
potion has a 50% failure chance when used by
Survival +6, Poisoner‘s Kit +4
another character.
Damage Resistances shadow
Repair Flesh. The apothecary‘s alchemist spells
Senses darkvision 90 ft., passive Perception 16
that heal the living on her spell list can heal the
Languages Common, Dwarven, Elven, Necril
undead and constructs (such as rejuvenation and
Challenge 7 (2,900 XP)
heal).
Traits
Will of the Forsaken. The apothecary has
Cannibalize. The dark ranger can consume the
advantage against Fear effects.
corpse of any natural creature. Eating a creature
Weird Science: Explosives (2/rest). Can create
takes a minute, allowing the dark ranger to
and throw potions of the Explosion spell. The
expend hit dice to restore hit points. A natural
apothecary can regain expended uses after she
creature may be cannibalized once before their
completes a short or long rest, so long as she has
corpse becomes unusable.
alchemist‘s supplies.
Dark Ranger. The dark ranger adds the following
ACTIONS
spells to their hunter spell list: banshee‘s curse,
Shortsword. Melee Weapon Attack: +4 to hit,
death coil, death pact, drain life, death ward, and
reach 5 ft., one creature.
silence. They may also add undead to the list of
Hit: 5 (1d6 + 2) piercing damage.
creatures they can bind and conjure (allowing
Hand Crossbow. Ranged Weapon Attack: +4 to
them to also charm and dominate undead).
hit, range 30/120, loading, one creature.
Fighting Style (Archery). The dark ranger has +2
Hit: 5 (1d6 + 2) piercing damage.
to attack with ranged weapons.
Equipment. The apothecary has the following Favored Enemy (humans, dwarves, and
potions: rejuvenation (x2), invigorating vapors undead). The dark ranger has advantage on
(inner fire; x1), truth serum (zone of truth, x1), opposed checks against her favored enemies, as
blinding gas (blindness/deafness, x1), plague well as on Intelligence checks to recall
bomb (stinking cloud; x1), and 6 noxious gas information about them, and when making an
bombs (poison spray) attack against them, she deals 2 extra points of
damage. Instead of humans and dwarves, the
Formula Known dark ranger can choose the Scarlet Crusade
organization as a favored enemy.
72
Hide in Plain Sight. The dark ranger can spend Tempered Hunter. The dark ranger has
1 minute creating camouflage from fresh mud, advantage versus divine spells cast by her
dirt, plants, soot, and other naturally occurring favored enemies and advantage to all checks
materials with which to create her camouflage. to avoid being subject to the scry spell, or
Once camouflaged this way, she can hide by being detected, or identified by similar magic.
herself yourself up against a solid surface, such as Magics of such type also cannot be used to
a tree or wall, that is at least as tall and wide as put her to sleep or to read her mind.
she is. She gains a +10 bonus to Agility (Stealth) Umbral Sight. The dark ranger‘s darkvision
checks as long as she remain there without range increases by 30 feet. While in darkness,
moving or taking actions. Once she moves or she can hide in plain sight against any
take an action or a reaction, she must camouflage creature that relies on darkvision to see her
herself again with an action so long as she in that darkness.
remains in the same general terrain type. If in a Spellcasting. The dark ranger is a 6th level
different terrain, she must spend another minute. spellcaster. The dark ranger‘s spellcasting ability
Hunter Talents. The dark ranger has the is Spirit (spell save DC 13, +5 to spell attacks).
following hunter talents. The DC for the talents The dark ranger has the following spells (8)
is 15. prepared from the hunter spell list:
Essence Touch. Whenever the dark ranger 1st level (4 mana): counter shot, shot array
touchs a creature with innate special abilities (frozen), trueshot aura
(such as innate spellcasting), she can gain one 2nd level (5 mana): banshee‘s curse, silence
use of their innate special abilities, usable 3rd level (6 mana): shot array (black), charm
only once before the essence fades away. This (undead, humanoids, beasts), banshee‘s curse
costs no mana, but she cannot steal an ability Will of the Forsaken. The dark ranger has
that is also a spell unless she had the level to advantage against fear effects.
cast it normally. ACTIONS
Natural Explorer (forest and grasslands). Multiattack. The dark ranger makes two weapon
The dark ranger is an expert on her local attacks.
terrain (typically forest or grasslands). She is Dagger. Melee or Ranged Weapon Attack: +7 to hit,
not slowed by difficult terrain, can move reach 5 ft. or ranged 20/60 ft., one target.
stealthily at normal pace, is always alert to Hit: 6 (1d4 + 4) piercing damage.
danger, forages double as much food as +1 Longbow. Ranged Weapon Attack: +10 to hit,
normal, and knows the exact number, sizes, range 100/600 ft., one target.
and how long a tracked quarry remained in Hit: 9 (1d8 + 5) piercing damage.
an area. Shortsword. Melee Weapon Attack: +7 to hit,
Slayer’s Prey. The dark ranger can focus her reach 5 ft., one target.
ire on one foe, increasing the harm she Hit: 7 (1d6 + 4) piercing damage.
inflicts on it. As a bonus action, she Life Siphon (7 mana, 1/rest). The dark ranger
designates one creature she can see within 60 casts the drain life spell. Once used, this cannot be
feet of her. The first time each turn that she used again until after a short or long rest.
hits that target with a weapon attack, it takes Equipment. Uncommon +1 Longbow (suffused
an extra 1d6 damage from the weapon. Once by the dark ranger), 3 dark arrows (suffused with
the creature is defeated, she can choose the black arrow shot spell), 2 silencing daggers
another target. (daggers suffused with silence spell).
Suffused Arrows. The dark ranger mastered
the art of spell-casting through arrows or
infusing them. She is proficient in the Frost Wyrm
infusion kit, but can only infuse ranged Large undead (dracolich), lawful evil
weapons or arrows. Armor Class 17 (natural armor)
Hit Points 133 (14d10 + 56)
73
Speed 40 ft., burrow 20 ft., fly 80 ft. are usually used to strike a stronghold to freeze its
STR AGI STA INT SPI CHA inhabitants from within or otherwise cripple it.
18 (+4) 10 (+0) 18 (+4) 6 (- 2) 11 (+0) 12 (+1)
Saving Throws Agi +3, Sta +7, Spi +3, Cha +4 Furbolg Introduction
Skills Perception +6, Stealth +3
Furbolgs are a hulking, ancient race of bear-men
Damage Vulnerabilities fire
who live in northern Kalimdor and in
Damage Resistances shadow
Northrend. Though they have no special love for
Damage Immunities cold, poison
war or murder, their tribes have become
Condition Immunities exhaustion, frightened,
increasingly hostile as of late due to the
poisoned
corruption of the Burning Legion and the
Senses blindsight 30 ft., darkvision 120 ft.,
Undead Scourge in and after the Third War.
passive Perception 16
The night elves, concerned by the once peaceful
Languages Common, Draconic
race's condition, have attempted to help the
Challenge 6 (2,300 XP)
furbolgs settle their tensions. But the mighty bear-
Traits
men retreat ever further into their territories and
Ice Walk. The frost wyrm can move across and
fall deeper into the rage that is overtaking their
climb icy surfaces without needing to make an
race.
ability check. Additionally, difficult terrain
They have traditionally shared the forests of
composed of ice or snow doesn't cost it extra
eternal night with the elves. These simple and
moment.
peaceful creatures lived in harmony with the
ACTIONS
forests for generations. They were great friends
Multiattack. The frost wyrm makes three attacks:
and allies of the night elves, providing their
one with its bite and two with its claws.
Sentinels with information about the comings
Bite. Melee Weapon Attack: +7 to hit, reach 10
and goings of the forests, and warning them of
ft., one target.
potential danger.
Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8)
cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 Furbolgs as Characters
ft., one target. Furbolg Traits
Hit: 11 (2d6 + 4) slashing damage. Ability Score Increase. Your Strength increases
Cold Breath (Recharge 5-6). The dragon exhales by 2 and your Spirit by 1.
an icy blast in a 30-foot cone. Each creature in Age. A Furbolg typically claims adulthood
that area must make a DC 15 Stamina saving around the age of 50 and can live to be 150 years
throw, taking 45 (10d8) cold damage on a failed old.
save, or half as much damage on a successful one. Affiliation. Alliance or independent. Furbolgs
are mostly peace-loving creatures, but their
In ages past, the ancient Dragons who were near relations with the night elves goes far indeed, and
death flew to the land of Northrend to die. To may entrench them with the Alliance against the
this day there are entire Dragon graveyards that Horde.
are littered with massive petrified bones and Size. Furbolgs are much larger than other races.
skulls. When Ner'zhul the Lich King took control Males average 7 1/2 feet tall and 400 pounds,
of Northrend, he used his powerful magics to while females are usually a bit shorter and lighter.
raise the ancient Dragon skeletons from the dead. They have thick, powerful physiques and brawny
Now the skeletal Dragons radiate cold power and frames most suitable for combat. They are
think of nothing other than serving their dark medium sized.
master. Frost Wyrms have a cold-based breath Speed. You have a base walking speed of 30 feet.
weapon that can deal shattering damage to Natural Weapons. You can use an attack action
enemies both on the ground and in the air, and to make a bite attack with your fangs. It is a
melee natural attack that deals 1d8 piercing
74
damage plus your Strength modifier. Your Hit: 9 (1d8 + 4) piercing damage.
unarmed strike is a dangerous claw attack which Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
deals 1d4 slashing damage plus your Strength one target.
modifier. Hit: 8 (1d6 + 4) slashing damage, and the target is
Darkvision. You have superior vision in dark and grappled (escape DC 14) and restrained.
dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in Furbolg, Corrupted
darkness as if it were dim light. You can‘t discern Medium Humanoid (furbolg), chaotic evil
color in darkness, only shades of gray. Armor Class 13 (natural armor)
Natural Armor. Your thick fur is as hardened Hit Points 16 (3d8 + 3)
leather in toughness. When you aren't wearing Speed 40 ft.
armor, your AC is 12 + your Agility modifier. STR AGI STA INT SPI CH
You can use your natural armor to determine 18 (+4) 12 (+1) 13 (+1) 3 (-4) 12 (+1) 7 (-2)
your AC if the armor you wear would leave you Skills Perception +3
with a lower AC. A shield's benefits apply as Senses darkvision 60 ft., passive Perception 13
normal while you use your natural armor. Languages Understands Elven and Ursine but
Strong Grip. You count as a large creature when can‘t speak them
calculating your carrying capacity. Whenever you Challenge 1 (200 XP)
make an unarmed attack claw or bite attack, you Traits
can use a bonus action to make an attempt to Rage (2/long rest). The furbolg can rage as
grapple the target, which is a [Strike] effect. having the rage warrior talent of a level 1 warrior.
Languages. Elven and Ursine. Strong Grip. The furbolg counts as a large
creature when calculating your carrying capacity.
Furbolg Tribesman Whenever they make an unarmed attack claw or
Medium Humanoid (furbolg), Unaligned bite attack, they can use a bonus action to make
Armor Class 13 (Natural Armor) an attempt to grapple the target, which is a
Hit Points 19 (3d8 + 6) [Strike] effect.
Speed 30 ft. ACTIONS
STR AGI STA INT SPI CH Multiattack. The furbolg makes two attacks, one
18 (+4) 12 (+1) 15 (+2) 9 (-1) 12 (+1) 7 (-2) with its bite and one with its claws. The furbolg
Skills Perception +3 can use a bonus action to grapple any target of its
Senses darkvision 60 ft., passive Perception 13 attacks as a [Strike] effect.
Languages Elven, Ursine Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Challenge 1 (200 XP) one target.
Traits Hit: 9 (1d8 + 4) piercing damage.
Strong Grip. The furbolg counts as a large Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
creature when calculating your carrying capacity. one target.
Whenever they make an unarmed attack claw or Hit: 8 (1d6 + 4) slashing damage.
bite attack, they can use a bonus action to make
an attempt to grapple the target, which is a
[Strike] effect. G
ACTIONS Giant Bat
Multiattack. The furbolg makes two attacks, one Large beast, unaligned
with its bite and one with its claws. The furbolg Armor Class 13
can use a bonus action to grapple any target of its Hit Points 37 (5d10 + 10)
attacks as a [strike] effect. Speed 10 ft., fly 60 ft.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., STR AGI STA INT SPI CHA
one target. 15 (+2) 17 (+3) 15 (+2) 2 (-4) 12 (+1) 6 (-2)
75
Skills Perception +3 ACTIONS
Senses blindsight 60 ft., passive Perception 13 Multiattack. The giant makes two attacks.
Languages – Greataxe. Melee Weapon Attack: +9 to hit, reach
Challenge 2 (450 XP) 10 ft., one target.
Traits Hit: 25 (3d12 + 6) slashing damage.
Echolocation. The bat can‘t use its blindsight Rock. Ranged Weapon Attack: +9 to hit, range
while deafened. 60/240 ft., one target.
Keen Hearing. The bat has advantage on Spirit Hit: 28 (4d10 + 6) bludgeoning damage.
(Perception) checks that rely on hearing. Slam. Melee Weapon Attack: +9 to hit, reach 10
ACTIONS ft., one target.
Multiattack. The bat can make two attacks. Hit: 16 (3d6 + 6) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Freezing Breath (Recharge 5-6). The frost giant
one creature. exhales a gale of cold wind in a 30-foot cone.
Hit: 6 (1d6 + 3) piercing damage. Each creature in that area must make a DC 16
Stamina saving throw, taking 35 (10d6) cold
Bat Rider damage on a failed save, or half as much damage
Giant bats are often used as mounts for troll on a successful one. This attack acts as if a strong
headhunters. Such headhunters toss explosive wind.
potions instead of javelins, gaining the following Stomp (3/short rest). The frost giant can cause a
attack. small localized tremor that deals 16 (3d8 + 6), in
Fire Explosive Potion. Ranged Weapon Attack: a 10-foot radius sphere centered on him as a
Agility save 15 halves, range 30/60 ft., 10-foot bonus action. The damage is halved on an Agility
sphere. save. Those who fail the saving throw are also
Hit: 7 (2d6) fire damage. The explosion also deals knocked prone.
2 points of damage 5 feet away from the blast. A
successful Agility saving throw against this effect Frost giants (also referred as ice giants) primarily
negates the extra damage entirely. belong to the faction known as the Sons of
Hodir. They are the once-allies of the Titanic
Troll bat riders usually have at least ten explosive Watcher Loken, and are ruled by King Jokkum.
potions. They can also activate all at the same They are mostly neutral to outsiders, but will
time on its space, stacking the damage up to 35 readily ally with a force that could help them
(10d6) and 10 splash damage. The troll (and the survive the unnatural forces rising in Northrend.
bat) have disadvantage to Agility saving throws
versus this damage. Frost Giant, Elder
Huge giant, neutral
Giant, Frost Armor Class 15
Huge giant, neutral Hit Points 187 (15d12 + 90)
Armor Class 15 Speed 40 ft.
Hit Points 138 (12d12 + 60) STR AGI STA INT SPI CHA
Speed 40 ft. 25 (+7) 9 (-1) 23 (+6) 12 (+1) 13 (+1) 12 (+1)
STR AGI STA INT SPI CHA Saving Throws Sta +11, Spi +6, Cha +6
23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (0) 12 (+1) Skills Athletics +12, Perception +6
Saving Throws Sta +8, Spi +3, Cha +4 Damage Immunities cold
Skills Athletics +9, Perception +3 Senses passive Perception 16
Damage Immunities cold Languages Giant
Senses passive Perception 13 Challenge 13 (10,000 XP)
Languages Giant Traits
Challenge 8 (3,900 XP)
76
Frightful Presence. The elder frost giant can Saving Throws Agi +5, Sta +8, Spi +4
release an echoing roar as an action. Each Damage Resistances fire, acid; slashing and
creature of the elder giant‘s choice that is within piercing from nonmagical weapons
60 feet of it and aware of it must succeed on a Skills Athletics +12, Perception +4, Stealth +5
DC 14 Spirit saving throw or become frightened Senses darkvision 60 ft., passive Perception 14
for 1 minute. A creature can repeat the saving Languages Giant, and understands Elven (but
throw at the end of each of its turns, ending the can‘t speak it)
effect on itself on a success. If a creature's saving Challenge 7 (2,900 XP)
throw is successful or the effect ends for it, the Traits
creature is immune to the giant‘s frightful Colossal Blow. The giant can use a bonus action
presence for the next 24 hours. to knock any creature it deals damage to prone,
ACTIONS so long as the creature is smaller than it. The
Multiattack. The elder frost giant makes two creature must succeed on a DC 17 Strength
attacks. saving throw or be knocked prone. This is a
Greataxe. Melee Weapon Attack: +9 to hit, reach [strike] effect.
10 ft., one target. Stone Camouflage. The giant has advantage on
Hit: 26 (3d12 + 7) slashing damage. Agility (Stealth) checks made to hide in rocky
Rock. Ranged Weapon Attack: +9 to hit, range terrain.
60/240 ft., one target. Uproot. If the mountain giant is adjacent to a
Hit: 29 (4d10 + 7) bludgeoning damage. tree that is equal to or smaller than the giant‘s
Slam. Melee Weapon Attack: +9 to hit, reach 10 size, they may uproot it with an action, treating it
ft., one target. as a greatclub.
Hit: 17 (3d6 + 7) bludgeoning damage. ACTIONS
Freezing Breath (Recharge 5-6). The elder frost Multiattack. The giant makes two attacks, such as
giant exhales a gale of cold wind in a 40-foot two slams, greatclubs, or rock throws.
cone. Each creature in that area must make a DC Slam. Melee weapon attack: +9 to hit, reach 10 ft.,
16 Stamina saving throw, taking 52 (15d6) cold one target.
damage on a failed save, or half as much damage Hit: 13 (2d6 + 6) bludgeoning damage.
on a successful one. This attack acts as if a strong Greatclub. Melee Weapon Attack: +9 to hit, reach
wind. 15 ft., one target.
Stomp (5/short rest). The elder frost giant can Hit: 19 (3d8 + 6) bludgeoning damage. This deals
cause a small localized tremor that deals 17 (3d8 full damage to objects and structures.
+ 7), in a 10-foot radius sphere centered on him Rock. Ranged Weapon Attack: +9 to hit, range
as a bonus action. The damage is halved on an 60/120 ft., one target.
Agility save. Those who fail the saving throw are Hit: 28 (4d10 + 6) bludgeoning damage.
also knocked prone. REACTIONS
Rock Catching. If a rock or similar object is hurled
Stronger frost giants include the ruler of the race, at the giant, the giant can, with a successful DC
King Jokkum, as well as his retired father, 10 Agility saving throw, catch the missile and
Arngrim the Insatiable. take no bludgeoning damage from it.
77
Now the mountain giants have pledged their
courage and strength to the night elves' cause -- Titans created the sea giants to dredge the oceans
and stand ready to banish the last remnants of and to serve as guardians of Azeroth‘s coastlines
the Burning Legion from the world. These and oceans, and the fierce giants act as protectors
massive melee units that can take incredible of the waters even now. They keep a wary eye on
amounts of punishment from attackers. ships and upon those who make their living on
Mountain giants sometimes tear trees off the the ocean, such as fishermen. While not evil
ground, using their great strength and size to creatures, sea giants care nothing for the laws of
wield them as weapons (treating them as land dwellers or the lives of the small beings that
greatclubs). These trespass in the waves. They tolerate no opposition
— on the rare occasion when a sea giant issues a
Giant, Sea warning, he does so only once. Sea giants rarely
interact with other races save to drive off
Huge giant, chaotic neutral
trespassers or punish those who befoul the
Armor Class 15 (patchwork Armor)
oceans, using sunken ships‘ anchors as weapons
Hit Points 138 (12d12 + 60)
(treating them as heavy picks).
Mana Points 21 (14 + 3 + 4)
They live underwater but rise regularly to patrol
Speed 40 ft., Swim 60 ft.
their coastlines. Ancient and wise, sea giants
STR AGI STA INT SPI CHA
nonetheless display a chaotic nature as
23 (+6) 9 (-1) 21 (+5) 9 (-1) 14 (+2) 12 (+1)
unpredictable as the sea itself. Still, adventurers
Saving Throws Sta +8, Spi +5, Cha +4
who tread carefully and speak convincingly may
Skills Athletics +9, Perception +5
find a sea giant willing to trade information or
Damage Resistances cold, acid; bludgeoning and
secure safe passage in exchange for treasure or
slashing from non-magical weapons
knowledge. Sea giants sometimes build
Senses passive Perception 15
underground settlements of coral and stone,
Languages Giant
though they rarely put much effort into such
Challenge 8 (3,900 XP)
constructions. As guardians of the waves, they
Traits
prefer to be able to pick up and leave at a
Innate Spellcasting. The sea giant is a 12th-level
moment‘s notice to chase rumors of defilers.
spellcaster. The sea giant‘s spellcasting ability is
Sea giants are tasked to keep the oceans clean
Spirit (spell save DC 13, +4 to hit with spell
and safe. They seldom make their way to the
attacks). It requires no material components to
surface world, instead preferring the isolation of
cast its spells. The sea giant can innately cast the
the ocean bottom. They enjoy the worship of
following druid spells:
murlocs, but are the constant enemy of the naga.
Cantrips (1 mana): shape water
Of late, sea giants have taken to hunting out
3rd level (5 mana): tidal wave
these corrupters, which has brought the sea giants
4th level (6 mana): control water
closer and closer to the surface world. They stand
ACTIONS
around 18 feet tall and weigh about 10,000
Multiattack. The giant makes two attacks, such as
pounds. Nomadic creatures, sea giants do not
two slams, heavy pick attacks, or rock throws.
maintain lairs like others of their kind. Instead,
Slam. Melee weapon attack: +9 to hit, reach 10 ft., they drag their belongings and wealth along with
one target. them in huge sacks crafted from the sails of
Hit: 13 (2d6 + 6) bludgeoning damage. sunken ships. Their watery home does not allow
Heavy Pick. Melee Weapon Attack: +9 to hit, them to keep many goods, so they favor metals
reach 10 ft., one target. that will survive the ocean depths.
Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range
60/160 ft., one target. Giant Scorpid
Hit: 28 (4d10 + 6) bludgeoning damage. Large beast, unaligned
78
Armor Class 15 (natural armor) Skills Lumberjacking +8
Hit Points 52 (7d10 + 14) Languages —
Speed 30 ft., burrow 20 ft. Challenge 2 (200 XP)
STR AGI STA INT SPI CHA Traits
15 (+2) 13 (+1) 15 (+2) 1 (-5) 13 (+1) 3 (-4) Mecha. This construct may be controlled by
Skills Stealth +3 sitting in the compartment, but only if the user is
Senses blindsight 60 ft., passive Perception 11 of Small or smaller size (otherwise it is a suit).
Languages – When in the compartment, the user may use
Challenge 3 (700 XP) their action to access the construct‘s attack (or
Traits multiattack), and move with the construct‘s
Natural Ambusher. The giant scorpid adds +1 to speed. Any damage taken by the construct is
their initiative rolls, and has a +10 increase to divided between the user and the construct itself.
speed in their first turn of a combat encounter. Alternate Skill. The user may use the shredder‘s
ACTIONS lumberjacking bonus (1d20+8) instead of their
Multiattack. The Scorpid makes two attacks. own to gather lumber.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., Fuel (8 max). The combat armor starts out with
one target. eight fuel charges, and runs on a steam engine,
Hit: 6 (1d8 + 2) slashing damage, and the target is consuming four pounds of oil per hour. The
grappled (escape DC 12). The Scorpid has two hull‘s capacity is equal to thirty-two pounds of
claws, each of which can grapple only one target. coal.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., ACTIONS
one creature. Multiattack. The Armor makes two melee
Hit: 7 (1d10 + 2) piercing damage, and the target attacks.
must make a DC 12 Stamina saving throw, taking Steam Saw. Melee Weapon Attack: +5 to hit, reach
22 (4d10) poison damage on a failed save, or half 5 ft., one target.
as much damage on a successful one. If a target‘s Hit: 9 (2d6 + 3) slashing damage.
hit points is reduced to 0 this way, they are
unconscious but stable for 24 hours. This shredder may be commanded as a suit if the
creature is of medium size, or a mecha if small
Giant Scorpids roam the deserts of Kalimdor, size or smaller. The shredder is fueled by a tank
hiding in shifting sands and then burrowing out of oil (eight charges, regardless), and it consumes
of the ground to sting or grab a hapless victim. one pint of oil every hour. A user may use the
The Scorpid‘s poison stings when near death but shredder‘s bonus to lumberjacking instead of his
keeps the victim alive, so that it may drag it down own.
to its burrow. The shredder is an impressive goblin mechanical
creature which is usually piloted by a goblin.
Shredders are used for lumbering, but they can
Goblin Shredder serve in war because of the solid metal
Medium construct (mecha), unaligned
construction of the machine and the great saws
Armor Class 18 (natural Armor)
they wield. The first machine designed to mimic
Hit Points 33 (6d8 + 6)
the humanoid form, goblin shredders use the
Speed 25 ft.
steam saws attached to their arms to cut down
STR AGI STA INT SPI CHA
lumber at an incredible rate that is unmatched by
17 (+3) 11 (+0) 15 (+2) 3 (-4) 6 (-2) 1 (-5)
peasant work crews.
Damage Immunities poison, psychic
A goblin shredder costs 80 crafting points
Condition Immunities blinded, deafened,
(engineering) to construct as a construct of
exhaustion, frightened, paralyzed, petrified,
challenge 2 (or 2,000 gp), and may host a
poisoned
medium-sized creature within it as a suit, or a
Senses Passive Perception 6
79
small-sized creature as a mech. It has a throw at the end of each of its turns, ending the
malfunction rating of 1-3. effect on itself on a success.
It costs 26 crafting points (650 gp) to craft.
Stone golems are magical constructs cut and
Golem, Stone chiseled from stone to appear as tall, impressive
statues. Like other golems, they are nearly
Large construct, unaligned
impervious to spells and ordinary weapons.
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
ALTERNATE POWER GOLEMS
Speed 30 ft.
Golems can be constructed with different
STR AGI STA INT SPI CHA
mechanisms that alter their abilities. Depending
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
on the energy source powering it, the golem gains
Damage Immunities poison, psychic;
different abilities.
bludgeoning, piercing, and slashing from non-
magical attacks that aren't adamantine
EARTH ELEMENTAL GOLEMS
Condition Immunities exhaustion, frightened,
By using an elemental engine and earth crystals,
paralyzed, petrified, poisoned
the earth-engine golem loses the Slow Action and
Senses darkvision 120 ft., passive Perception 10
gains the ability to create a tremor. This costs an
Languages understands the languages of its
action to manifest, dealing 4d8 bludgeoning
creator but can't speak them
damage in a 20-foot radius sphere, and requiring
Challenge 10 (5900 XP)
all affected creatures to pass a DC 20 Strength or
Traits
Agility saving throw or else fall prone. This can
Immutable Form. The golem is immune to any
also turn into a 40-foot radius line instead.
spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
FIRE ELEMENTAL GOLEMS
saving throws against spells and other magical
By using an elemental engine and fire crystals, the
effects.
fire-engine golem loses the Slow Action and gains
Magic Weapons. The golem's weapon attacks are
the ability to cast Fire Nova (centered on itself),
magical.
recharges on a 5-6 on a d6. It also deals 2d8 + 6
Fuel (8 max). The stone golem starts out with
damage with its slams, but deals an extra 2d6 fire
eight mechanical charges, and runs on a
damage. The fire-engine is usually centered in the
clockwork or mechanical engine. It can be active
golem's stomach, releasing heat from the
for eight hours until it needs to be recharged.
elemental furnace. It is also resistant to fire
Ten minutes of winding the mechanism's interior
damage.
provide one charge for it.
ACTIONS
STEAM GOLEMS
Multiattack. The golem makes two slam attacks.
By using a steam engine and coal, the steam-
Slam. Melee Weapon Attack: +10 to hit, reach 5
engine golem loses the Slow Action and gains the
ft., one target.
ability to exhale a burst of boiling steam. This
Hit: 19 (3d8 + 6) bludgeoning damage.
deals 3d6 fire damage on a 15-foot cone, and the
Slow (Recharge 5-6). The golem targets one or
effect recharges on a 3-6 on a d6 (or a 3-4 on a
more creatures it can see within 10 feet of it.
d4).
Each target must make a DC 17 Spirit saving
throw against this magic. On a failed save, a
GOLEM, ARCANE NULLIFIER
target can't use reactions, its speed is halved, and
By using an arcane engine and mana crystals, the
it can't make more than one attack on its turn. In
arcane-engine golem loses the Slow Action. It
addition, the target can take either an action or a
gains the two below abilities instead.
bonus action on its turn, not both. These effects
Disruptive Slam [Strike] (Recharge 5-6). The
last for 1 minute. A target can repeat the saving
arcane nullifier can affect any single creature it
80
strikes with one of the following spells as a strike Protection: The guardian can use an
effect: mana burn or dispel magic. action to grant their summoner
Spell Absorption. If the Arcane Nullifier resistance to all bludgeoning, piercing,
successfully makes a saving throw against a spell, and slashing damage from nonmagical
it regains 1d6 hit points per spell level. This is weapons that aren't adamantine.
calculated after counting damage (if any). Retribution: The guardian has the Aura
If the spell is a dispel effect (such as dispel magic) of Might paladin ability of the same
or antimagic effect (such as mana burn or name.
detonate mana), the arcane nullifier cannot ACTIONS
absorb the spell, and instead takes 1d10 points of Multiattack. The guardian of ancient kings
arcane damage per spell level on a failed saving makes two longsword attacks.
throw or successful attack. Longsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target.
Guardian of Ancient Kings Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) holy
Medium Celestial, lawful good damage, or 9 (1d10 + 4) slashing damage plus 4
Armor Class 20 (plate, shield) (1d8) holy damage if used with two hands.
Hit Points 60 (8d8 + 24)
Speed 30 ft., fly 30 ft. H
STR AGI STA INT SPI CHA
18 (+4) 13 (+1) 16 (+3) 10 (+0) 17 (+3) 10 (+0)
Harpy
Medium monstrosity, chaotic evil
Skills Perception +7
Armor Class 11
Damage Resistances necrotic, poison;
Hit Points 16 (3d8 + 3)
bludgeoning, piercing, and slashing from
Speed 20 ft., fly 30 ft.
nonmagical weapons that aren‘t adamantine
STR AGI STA INT SPI CHA
Condition Immunities frightened, petrified,
12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1)
poisoned
Damage Resistances poison
Senses blindsight 60 ft., passive Perception 17
Senses passive Perception 10
Languages Understands the languages of its
Languages Elven, Low Common
summoner but can‘t speak
Challenge 1 (200 XP)
Challenge 4 (1,100 XP)
Traits
Traits
Luring Song. The harpy sings a magical melody.
Divine Blade. The guardian deals 1d8 extra holy
Every humanoid and giant within 30 feet of the
damage with all its attack rolls (included below).
harpy that can hear the song must succeed on a
If the target is a fiend or an undead, they deal +5
DC 11 Spirit saving throw or be charmed until
extra damage (not included).
the song ends. The harpy must take a bonus
Kings-guard. The Guardian starts out with one
action on its subsequent turns to continue
of the three below abilities (chosen by its
singing. It can stop singing at any time. The song
summoner once summoned). The benefits of
ends if the harpy is incapacitated.
each ability lasts for 1 turn, and recharge on a 5-6
While charmed by the harpy, a target is
on a d6.
incapacitated and ignores the songs of other
Holy: If the summoner of the guardian
harpies. If the charmed target is more than 5 feet
heals a creature within 60 feet of the
away from the harpy, the target is compelled to
guardian, the Guardian can (as a
take the Dash action on its turn to move toward
reaction) heal another creature within 30
the harpy by the most direct route. It doesn‘t
feet of the target by half the hit points
avoid opportunity attacks, but before moving into
restored. This can deal damage if the
damaging terrain, such as lava or a pit, and
original spell was used to harm undead.
whenever it takes damage from a source other
81
than the harpy (such as from an opportunity Vicious and predatory by nature, harpies are the
attack), a target can repeat the saving throw. bane of all other life in the areas where they take
A creature can also repeat the saving throw at the root. They have been raiding tauren settlements
end of each of its turns. If a creature‘s saving since time out of mind, and it can only be
throw is successful, the effect ends on it. A target assumed that they are as much a plague on the
that successfully saves is immune to this harpy‘s quilboars and others. The only race rumored to
song for the next 24 hours. have any peaceful relationship with the harpies
Filth Familiarity. Harpies have advantage to are kobolds, who trade scavenged tools and
saving throws against diseases and resistance to weapons for information and protection.
poison damage. Harpies are an extremely unclean race. Their
ACTIONS nests are obvious by the stench on the wind.
Multiattack. The harpy makes two attacks: one They are immune to infection and other diseases
with its claws and one with its club. that stem from rot or contamination. This
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., immunity does not extend to the toxins of plants,
one target. animals, or any magical effects.
Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., Hippogryph
one target. Large beast, true neutral
Hit: 3 (1d4 + 1) bludgeoning damage. Armor Class 14 (natural armor)
Poisoned Kiss. The harpy kisses a creature Hit Points 59 (7d10 + 21)
charmed by it or a willing creature. The target Speed 30 ft., fly 80 ft.
must make a DC 11 Stamina saving throw, taking STR AGI STA INT SPI CHA
7 (2d6) poison damage on a failed save, or half as 18 (+4) 17 (+3) 16 (+3) 2 (-4) 14 (+2) 8 (-1)
much damage on a successful one. This does not Skills Perception +6
by itself end the effect of an ongoing luring song. Senses passive Perception 16
Sonic Blast. Ranged Spell Attack: +3 to hit, range Languages –
10/40 ft., one target. Challenge 2 (450 XP)
Hit: 2 (1d4) thunder damage, and the target must Traits
succeed on a DC 11 Strength saving throw or be Keen Sight. The hippogryph has advantage on
pushed 10 feet. Spirit (Perception) checks that rely on sight.
ACTIONS
Harpies resemble a cross between a night elf Multiattack. The hippogryph makes two attacks,
female and a hunting bird, with long talons for one with its beak and one with its talons.
feet and large graceful wings for arms. Harpies Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
originally hail from the Stonetalon Mountains, one target.
but have since spread out across Kalimdor and Hit: 8 (1d8 + 4) piercing damage.
Northrend. Legends about harpies claim that Talons. Melee Weapon Attack: +6 to hit, reach 5
they descend from a group of female night elves ft., one target.
who betrayed Queen Azshara, and were cursed as Hit: 11 (2d6 + 4) slashing damage.
punishment.
No males have been reported, so (rumor has it) Hippogryphs are ancient flying magical beasts
harpies breed with captive males of many species, whose bodies resemble both stags and ravens.
though they prefer elves, humans or orcs to either They patrol the skies above Kalimdor and
smaller or larger species. The males of another viciously attack any enemies of the wilds that they
species fills the role for a time, after which they encounter. The intelligent Hippogryphs have
become food for the nest. In lean times, harpies given their allegiance to the Night Elves in honor
can lay unfertilized eggs that become female of Cenarius, the Night Elves' god, who stands as
copies of the mother. the protector of nature and all its creatures.
82
5th level (7 mana): amplify magic, arcane orb,
Hippogryph Rider teleportation circle
Hippogryphs are often used as mounts for night ACTIONS
elven archers. Staff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target.
Hit: 3 (1d6) bludgeoning damage.
Human Archmage Hero Arcane Blast. Ranged Spell Attack: +6 to hit, range
―You’d best steer clear of me, or I’ll turn you into a 30 ft., one target.
mindless sheep!‖
Hit: 10 (4d4) arcane damage. This requires at
Medium humanoid (human), neutral good
least 1 mana in reserve for each d4.
Armor Class 13 (mage armor)
Hit Points 55 (10d6 + 20)
Hailing from the magical kingdom of Dalaran,
Mana Points 26 (18 + 3 + 5)
the Archmagi represent the pinnacle of magical
Speed 30 ft.
power. Weaving their intricate enchantments,
STR AGI STA INT SPI CHA
these crotchety old wizards are called upon to
11 (+0) 11 (+0) 14 (+2) 18 (+4) 15 (+2) 11 (+0)
defend humanity with all the magical powers at
Saving Throws Int +7, Spi +5
their disposal.
Skills Arcana +7, History +7
Mounted atop their trusty steeds, the Archmagi
Senses passive Perception 12
brandish ancient staves that serve to channel
Languages Common
their fierce energies in battle. Though gruff and
Challenge 7 (2,900 XP)
slightly aloof, these experienced wizards are a
Traits
heartening sight upon any battlefield where the
Arcane Spheres (max. 6 spheres). The archmage
fate of humanity lies in peril.
gains 1 sphere whenever he deals arcane damage
to an enemy through a spell or ability. Arcane
spheres can be used for the following: Archmage’s Warhorse
Adds +1 damage/sphere to all arcane Large beast, unaligned
damage dealt Armor Class 14 (armor)
Reduces MP cost of spells cast by Hit Points 30 (4d10 + 8)
1/sphere (consumes the sphere) Speed 60 ft.
Abjuration Mastery: Whenever dispelling an STR AGI STA INT SPI CHA
ongoing spell from a target, can deal 1d4 arcane 18 (+4) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 7 (-2)
damage per spell level dispelled. Spells with Saving Throws Spi +3, Sta +4
‗mana‘ in their name cost 1 less mana point. Senses passive Perception 11
Spellcasting. The archmage is a 10th level Languages —
spellcaster. His spellcasting ability is Intelligence Challenge 1 (200 XP)
(spell save DC 15, +7 to hit with spell attacks). Traits
The archmage has the following spells (14) Battle Trained. The warhorse does not easily
prepared from the mage spell list: flinch or escape from loud noises in battle, unlike
Cantrips (0 mana): mage hand, frost bolt, normal horses. When subject to an effect that
prestidigitation would cause a normal horse to be startled, the
1st level (2 mana): arcane armor, elemental armor warhorse has advantage to their Spirit saving
(frost), mage armor throw. Furthermore, the warhorse is a loyal
2nd level (3 mana): blink step, invisibility companion, and would disengage and retreat
3rd level (5 mana): blizzard, conjure elemental with its rider if they fall unconscious, likely saving
(moderate water elemental), telekinesis their life.
Trampling Charge. If the horse moves at least 20
4th level (6 mana): polymorph, brilliance aura,
feet straight toward a creature right before hitting
teleport
it with a hooves attack, the target must succeed
83
on a DC 14 Strength saving throw or be knocked coordinate their attacks and actions, defending
prone. If the target is prone, the horse can take a one another in combat, and maintaining a solid
bonus action to make another attack with its shield wall.
hooves against the target.
ACTIONS Human Guard
Hooves. Melee Weapon Attack: +4 to hit, reach 5
Medium humanoid (human), lawful good
ft., one target.
Hit Points 13 (2d10 + 2)
Hit: 11 (2d6 + 4) bludgeoning damage. Armor Class 19 (splint and shield)
Speed 30 ft.
Human Footman STR AGI STA INT SPI CHA
―Grab your sword and fight the Horde!‖ 16 (+3) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (-+0)
Medium humanoid (human), lawful neutral Saving throws Str +5, Agi +3 (+5 if targeting only
Hit Points 32 (5d10 + 5) the footman)
Armor Class 19 (splint and shield) Senses passive Perception 13
Speed 30 ft. Languages Common
STR AGI STA INT SPI CHA Challenge 1/2 (100 XP)
15 (+2) 14 (+2) 13 (+1) 10 (0) 11 (+0) 10 (0) ACTIONS
Saving throws Str +4, Agi +3 (+5 if targeting only Longsword. Melee Weapon Attack +5 to hit, reach
the footman) 5 ft., one target.
Skills Perception +2, Survival +2 Hit 7 (1d8 + 3) slashing damage
Senses passive Perception 12 Light Crossbow. Ranged Weapon Attack: +2 to hit,
Languages Common range 80/320 ft., loading, one target.
Challenge 1 (200 XP) Hit: 5 (1d8 + 1) piercing damage.
Traits REACTIONS
Shield Training. When the footman is targeted Projectile Shield. The guard can automatically
with an effect that allows for an Agility saving block the first projectile attack that targets them,
throw for half damage, the footman may spend a reducing the damage they take by 7 (1d10 + 2)
reaction to negate by blocking the effect entirely points, but must declare use of this ability before
with their shield they succeed on the saving the attack‘s success is determined, and must be
throw. aware of it.
ACTIONS
Longsword. Melee Weapon Attack +5 to hit, reach Human guards or soldiers that have not yet
5 ft., one target. experienced the grit of true battle are common in
Hit: 7 (1d8 + 3) slashing damage. Alliance villages and armies that have not yet
Light Crossbow. Ranged Weapon Attack: +4 to hit, gone to war.
range 80/320 ft., loading, one target.
Hit: 6 (1d8 + 2) piercing damage. Human Peasant
REACTIONS ―More work?‖
Projectile Shield. The footman can automatically Medium Humanoid (human), neutral good
block the first projectile attack that targets them, Armor Class 10
reducing the damage they take by 7 (1d10 + 2) Hit Points 9 (2d8)
points, but must declare use of this ability before Speed 30 ft.
the attack‘s success is determined, and must be STR AGI STA INT SPI CHA
aware of it. 13 (+1) 11 (+0) 11 (+0) 10 (+0) 13 (+1) 11 (+0)
Senses passive Perception 11
Footmen are grizzled veterans trained to travel in Languages Common
small groups and form organized ranks. They are Skills Mining tools +3 (or any other gathering
adept in fighting within formations, and tool)
84
Challenge 1/4 (25 XP) Brave. The knight has advantage on saving
ACTIONS throws against being frightened.
Handaxe. Melee or Ranged Weapon Attack: +3 to Mounted Combat. The knight is a dangerous foe
hit, reach 5 ft. or ranged 20/60 ft., one target. to face while mounted. While the knight is
Hit: 4 (1d6 + 1) slashing damage. mounted and is not incapacitated, he has
Mining Pick. Melee Weapon Attack: +3 to hit, advantage on any melee attack roll versus an
reach 5 ft., one target. unmounted creature that is medium or smaller.
Hit: 3 (1d4 + 1) piercing damage. He can also force an attack targeting his mount
to target him instead, and when his mount is
The man standing before you is clearly a peasant, subjected to an effect that requires an Agility
dressed in nothing more than dirty, torn shirt saving throw to take only half damage, it instead
and ragged pants. He wears black boots and his takes no damage if it succeeds on the saving
head is bare, though he does have a threadbare throw, and only half damage if it fails.
cloak to ward off the night chill. He carries a ACTIONS
mining pick over one shoulder and a burlap sack Multiattack. The knight makes two melee
over the other. Peasants have no desire to fight, attacks.
and only attack when forced or when terrified. In Longsword. Melee Weapon Attack: +5 to hit, reach
battle they forget all discipline and simply charge, 5 ft., one target.
waving their picks and shouting incoherently. Hit: 7 (1d8 + 3) slashing damage.
Peasants sometimes receive rudimentary military Lance. Melee Weapon Attack: +5 to hit, reach 10
training, and with some armor over their bodies ft., one target.
and a weapon in their hands, some of them even Hit: 9 (1d12 + 3) piercing damage.
remember it. Militiamen still charge but stop a Heavy Crossbow. Ranged Weapon Attack: +2 to
pace or two away in order to attack. Most of them hit, range 100/400 ft., loading, one target.
realize just how little their armor truly protects Hit: 5 (1d10) piercing damage.
them and still run away when faced with a clearly REACTIONS
superior foe. Parry. The knight adds 2 to his AC against one
Upon hearing the call to arms, the peasant is melee attack that would hit him. To do so, the
equipped (typically by armor stored in the nearest knight must see the attacker and be wielding a
Town Hall) with a suit of chainmail, a shield, and melee weapon.
a short-sword. The peasant‘s AC (if granted the
equipment) increases by 6 points, and they fight This proud young man carries himself as if he
while aiding one another, usually under the were the lord of the battlefield. Resplendent in
command of a knight, lord, or paladin. his (probably hereditary) armor, he spends much
of his time testing the balance of his lance and
Human Knight speaking with his horse. Armed with his
―For honor! For freedom!‖ longsword in one hand and his lance at the
Medium humanoid (human), lawful good other, he spurs his mount to battle, shouting
Armor Class 18 (plate) battle cries.
Hit Points 52 (8d8 + 16) Knights line up for a coordinated charge, using
Speed 30 ft. their mounts‘ mobility to give them an advantage,
STR AGI STA INT SPI CHA and using the advantage of their warhorses‘
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Tramping Charge ability. Aside from champions,
Saving Throws Sta +4, Spi +2 the knight is the elite warrior of the Alliance, the
Senses passive Perception 10 best of the normal troops. They typically form
Languages Common ranks and charge to devastating effect on the
Challenge 3 (700 XP) battlefield.
Traits
85
Knight’s Warhorse Crusader's Strike. The paladin can expend mana
Large beast, unaligned (equal to any spell he has access) to add 2d8 holy
Armor Class 14 (armor) damage to a successful attack. For each spell level
Hit Points 30 (4d10 + 8) above 1, he adds 1d8. If the enemy is a fiend or
Speed 60 ft. undead, he adds another 5 extra damage.
STR AGI STA INT SPI CHA Divine Health. The paladin is immune to
18 (+4) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 7 (-2) diseases has advantage against poison.
Saving Throws Sta +4, Spi +3 Lay on Hands. As an action, the paladin can lay
Senses passive Perception 11 on hands. For every mana point the paladin
Languages — spends, they heal 3 hit points. Amount you heal
Challenge 1 (200 XP) is instead treated as holy damage for undead and
Battle Trained. The warhorse does not easily fiends (in which case, this requires a melee spell
flinch or escape from loud noises in battle, unlike attack). Excess hit points are lost. When
normal horses. When subject to an effect that performing Lay on Hands on himself, this is
would cause a normal horse to be startled, the instead a bonus action.
warhorse has advantage to their Spirit saving Alternatively, this can be expended to cure one
throw. Furthermore, the warhorse is a loyal disease or one poison of your choice. Each
companion, and would disengage and retreat disease or poison requires spending mana points
with its rider if they fall unconscious, likely saving equal to one-quarter the saving throw DC of the
their life. poison or disease. Multiple diseases or poisons
Trampling Charge. If the horse moves at least 20 can be cured this way. This feature has no effect
feet straight toward a creature right before hitting on constructs.
it with a hooves attack, the target must succeed Spellcasting. The paladin is a 6th level
on a DC 14 Strength saving throw or be knocked spellcaster. His spellcasting ability is Charisma
prone. If the target is prone, the horse can take a (spell save DC 12, +5 to hit with spell attacks).
bonus action to make another attack with its The paladin has the following spells (8) prepared
hooves against the target. from the paladin spell list:
ACTIONS 1st level (4 mana): holy light, renewing light, seal
Hooves. Melee Weapon Attack: +4 to hit, reach 5 array (righteousness), devotion aura (free)
ft., one target. 2nd level (5 mana): divine shield, exorcism, hold
Hit: 11 (2d6 + 4) bludgeoning damage. (or repentance), retribution aura (free)
3rd level (6 mana): holy nova, revivify (or
redemption), crusader aura (free)
Human Paladin Hero ACTIONS
―It’s hammer time!‖ Multiattack. The paladin makes two melee
Medium humanoid (human), lawful good attacks.
Armor Class 19 (plate) Light’s Vengeance (Greathammer). Melee
Hit Points 75 (10d10 + 20) Weapon Attack: +8 to hit, reach 5 ft., one target.
Mana Points 21 (15 + 3 + 3)
Hit: 12 (2d6 + 5) bludgeoning damage, plus 4
Speed 30 ft.
(1d8) holy damage.
STR AGI STA INT SPI CHA
Whenever Light‘s Vengeance is used for a
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Crusader's Strike, the paladin gains resistance to
Saving Throws Sta +6, Cha +5
any one damage type for until the end of their
Damage Resistances poison
turn in the next round.
Senses passive Perception 13
Languages Common
Loved and revered by his people and held to high
Challenge 7 (2,900 XP)
standards, this Paladin is a noble Knight of the
Traits
Silver Hand who works selflessly to defend the
86
world of Azeroth from the threat of the demonic Damage Immunities poison
Burning Legion and the dreaded Scourge. Condition Immunities burning, poisoned
Empowered by the Light, this Paladin brandishes Senses darkvision 120 ft., passive Perception 11
both greathammer and holy flame to battle Languages Common, Eredun
against all who will to trample the meek and Challenge 1 (200 XP)
innocent. Traits
The paladin often has a pouch of materials for Demon Sight. Magical darkness doesn‘t impede
the redemption (or revivify) spell (two castings, or the demon‘s darkvision.
600 gp worth of diamonds). Innate Spellcasting. The imp is a 1st level
spellcaster. The imp‘s spellcasting ability is
I Charisma (spell save DC 12, +4 to spell attacks).
The imp can innately cast the following spells,
Imp Introduction requiring no material components:
Imps are small demons that hold limited arcane Cantrips (3 mana): firebolt
power. They often serve more powerful beings, Limited Power. Cantrips cost 3 mana for the
usually demons or warlocks; though its natural imp.
deference to a master makes it a prized servant, ACTIONS
an imp‘s impetuous and destructive tendencies Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
can manifest at the worst possible times. one target.
Imps love fire. If left unchecked, they tend to Hit: 5 (1d4 + 3) slashing damage.
ignite whatever flammable material they come
across. Most imps that make their home on Imp, Fel
Azeroth dwell in the Burning Steppes or inside
Small fiend (demon), chaotic evil
Blackrock Mountain. An imp found elsewhere is
Armor Class 13
likely a warlock‘s fel companion, or else it has
Hit Points 38 (7d6 + 14)
come directly from the Twisting Nether. In rare
Mana Points 20 (16 + 2 + 3)
cases, imps can fly, but most of such breed of imp
Speed 25 ft.
are used as messengers, and do not typically
STR AGI STA INT SPI CHA
follow and mentor Warlocks.
11 (+0) 19 (+4) 15 (+2) 13 (+1) 12 (+1) 16 (+3)
Skills Deception +5, Insight +3, Persuasion +5,
An imp has a 5% chance of having been born
Stealth +6
with wings. Such imps have flight speed equal to
Damage Resistances fel; bludgeoning, piercing,
their walking speed.
and slashing from nonmagical weapons that
aren‘t silvered
Imp Damage Immunities fire, poison
Tiny fiend (demon), chaotic evil Condition Immunities burning, poisoned
Armor Class 13 Senses darkvision 120 ft., passive Perception 11
Hit Points 10 (3d4 + 3) Languages Common, Eredun
Mana Points 16 (14 + 2) Challenge 4 (1,100 XP)
Speed 20 ft. Traits
STR AGI STA INT SPI CHA Arson. If the fel imp has any other imp within 10
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) feet of it, both imps deal double fire damage with
Skills Deception +4, Insight +3, Persuasion +4, their innate spells and their fire claw attacks. This
Stealth +5 does not stack when more there are more imps
Damage Vulnerabilities holy nearby.
Damage Resistances fire; bludgeoning, piercing, Demon Sight. Magical darkness doesn‘t impede
and slashing from nonmagical weapons that the demon‘s darkvision.
aren‘t silvered
87
Innate Spellcasting. The imp is a 3rd level
spellcaster. The imp‘s spellcasting ability is Infernal, Lesser
Charisma (spell save DC 13, +5 to spell attacks). Large construct (tainted, demon), chaotic evil
The imp can innately cast the following spells, Armor Class 14 (natural armor)
requiring no material components: Hit Points 85 (9d10 + 36)
Cantrips (1 mana): firebolt Speed 30 ft.
1st level (4 mana): chaos bolt, hideous laughter STR AGI STA INT SPI CHA
2nd level (5 mana): curse of agony, immolation 20 (+5) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 1 (-5)
aura, shadow word pain Damage Vulnerabilities holy
ACTIONS Damage Resistances bludgeoning, piercing, and
Multiattack. The fel imp can make two attacks. It slashing from nonmagical weapons that aren‘t
can change any of the attacks to a firebolt. silvered
Fiery Claw. Melee Weapon Attack: +4 to hit, reach Damage Immunities poison, psychic
5 ft., one target. Condition Immunities exhaustion, frightened,
Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) fire paralyzed, petrified, poisoned
damage. Senses darkvision 60 ft., passive Perception 10
Languages understands Eredun but can‘t speak it
Fel imps are more suffused with the dark power Challenge 5 (1,800 XP)
of the fel. Fel imps usually travel together in Traits
packs of 10 to 20, branching out in groups of five Chaos Weapons. The infernal‘s weapon attacks
to set the world on fire with their abilities. are magical.
Immolation. The infernal sheds fel-fire in a
Infernal Introduction radius of 5 ft. around it. Any creature within that
Infernals are hulking brutes engulfed in fel fire, radius and any creature that strikes the Infernal
entropic manifestations that warlocks conjure with a melee weapon takes 3 (1d6) fire damage.
forth from the Nether. Infernals burst through The infernal adds half its aura damage to any
the planar veil to strike like entropic meteorites, melee attack it makes if it also uses a bonus
devastating everything in their impact radius. The action. This aura is always active.
Infernals then rise to smash any and all targets in Meteoric Impact. The infernal, when summoned
the area. or conjured, may manifest as a massive meteor
Ripped from the void and cut off from the falling from the sky: in the area where it is
sustaining energies of the Twisting Nether, designated to appear, it falls from the sky
Infernals endure for hours, perhaps days at most (damaging any units and objects in its fall), and
before being summoned. Still, they can wreak explodes into a 20-foot-radius sphere on point of
tremendous havoc in that time, acting as engines impact. Anything in this area of effect takes 7
of pure destruction. (2d6) concussive damage, and 10 (3d6) fire
An infernal always appears in the air when damage in the area of effect. This otherwise acts
summoned (usually several hundred feet above like Rain of Fire. The infernal is not damaged by
the ground), and falls to earth with meteoric the fall, and rises up from the crater (if the
impact (see below). It then stands and attacks as terrain gives in), fully prepared for combat.
directed by its summoner. An infernal is not If not summoned, the infernal can choose to fall
terrifically bright, however, and can obey only the from orbit if hovering over it (such as if shipped
simplest of tactical orders. Even then, it often by a legion vehicle), in which case it falls over the
resorts to the mindless tactic of attacking the course of 3 rounds at any position it wishes.
nearest enemy (as defined by its orders) each Once designated at the beginning of the three
round. rounds, the infernal cannot steer itself into
Due to a strange secret in design, infernals never another direction.
malfunction or require fuel.
88
Spell Resistance. The infernal has advantage to damage in the area of effect. This otherwise acts
all saving throws against spells that allow for spell like Rain of Fire. The infernal is not damaged by
resistance. the fall, and rises up from the crater (if the
ACTIONS terrain gives in), fully prepared for combat.
Slam. Melee Weapon Attack: +8 to hit, reach 10 If not summoned, the infernal can choose to fall
ft., one target. from orbit if hovering over it (such as if shipped
Hit 14 (2d8 + 5) bludgeoning damage (plus more by a legion vehicle), in which case it falls over the
if spending bonus action, see Immolation). course of 3 rounds at any position it wishes.
Once designated at the beginning of the three
Infernal, Greater rounds, the infernal cannot steer itself into
Large construct (tainted, demon), chaotic evil another direction.
Armor Class 15 (natural armor) ACTIONS
Hit Points 168 (16d10 + 85) Multiattack The infernal makes three slam
Speed 30 ft. attacks.
STR AGI STA INT SPI CHA Slam. Melee Weapon Attack: +10 to hit, reach 10
22 (+6) 9 (-1) 20 (+5) 6 (-2) 11 (+0) 1 (-5) ft., one target.
Damage Vulnerabilities holy Hit 19 (3d8 + 6) bludgeoning damage (plus more
Damage Resistances fire if spending bonus action, see Immolation).
Damage Immunities poison, psychic;
bludgeoning, piercing, and slashing from The greater infernal usually sports red fires
nonmagical weapons that aren‘t adamantine instead of the normal green, or has jagging green
Condition Immunities exhaustion, frightened, crystals.
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10 The Deathforge in Shadowmoon Valley provides
Languages understands Eredun but can‘t speak it some details on how infernals are made.
Challenge 9 (5,000 XP) Legion warlocks ritualistically summon
Traits Fire Elementals into pools of fouled
Chaos Weapons. The infernal‘s weapon attacks water or lava, corrupting them until they
are magical. turn into demonic "infernal souls"
Immune to Magic. The infernal is immune to These infernal souls are then fused
any spell or effect that is based on a spell that is together with a collection of fel rocks by
below 5th level. It has advantage to saving throws mo'arg and gan'arg engineers (known in
against spells that are higher level. the Deathforge as Deathforge Smiths and
Immolation. The infernal sheds fel-fire in a Deathforge Tinkerers).
radius of 5 ft. around it. Any creature within that When this process is complete, the end
radius and any creature that strikes the Infernal result is a newly-crafted infernal.
with a melee weapon takes 7 (2d6) fire damage.
The infernal adds half its aura damage to any A lesser infernal costs 10,240 crafting points to
melee attack it makes if it also uses a bonus construct as a large construct of challenge 5 (or
action. This aura is always active. 256,000 gp).
Meteoric Impact. The infernal, when summoned It costs 3,413 crafting points (85,325 gp) to craft.
or conjured, may manifest as a massive meteor
falling from the sky: in the area where it is A greater infernal is a construct made by
designated to appear, it falls from the sky extensive and difficult collaboration.
(damaging any units and objects in its fall), and It requires at least 13 individuals, between demon
explodes into a 20-foot-radius sphere on point of smiths, fiendish tinkers, and legion warlocks led
impact. Anything in this area of effect takes 14 by an Eredar Warlock to accomplish the dark
(4d6) concussive damage, and 17 (5d6) fire deed, which costs nearly 1,024,000 gp worth in
rare fel stones, sacrifices, and infusion materials.
89
perfectly well in the dark, kobolds have a great
K affinity for candles.
Occasionally, adventurers find kobolds so
Kobold Introduction cowardly that they refuse to help their friends
―You no take candle!‖ when they fall under attack nearby; these craven
This small, rat-like humanoid has a long snout. creatures prefer to simply go about their business
White hair pokes from beneath a ragged cap, on (sweating in fear all the while) and hope that the
which perches a dribbling white candle. It hoists troublesome adventurers leave them alone.
a leather pack over its left shoulder and a mining
pick over its right. Its eyes glitter with wariness. Variant Rule: Candle Morale
Kobolds are cowardly and flee from most Due to old legends and certain dangers in the
combats. However, they are tenacious and fierce deep places where kobolds mine, their culture
when cornered, so when their lairs are has great emphasis over carrying light—the most
threatened, they attack with abandon. They are mobile and efficient means for them being a
not particularly intelligent and their tactics leave candle stuck on their heads or helmets. Not all
much to be desired. Though they are naturally kobolds are as fearing of the dark, but many are.
stealthy, they use this ability for escape more These candle-loving and superstitious (or wise)
often than ambush; when fighting opponents, kobolds take heart when their allies are nearby
they attempt to overwhelm them with large and shed in candle-light.
numbers. If a kobold‘s candle is lit and it is within 10 feet
Kobolds trade the gold and other minerals they of two more lit candles, it gains +2 to damage
unearth to goblins and other patrons for all the rolls and saving throws against fear. If the candle
goods they need to survive; occasionally they is extinguished and the kobold is not in a lit area,
purchase protection as well. As they can‘t see roll a d6 for reaction on the following table:
Roll Result
1 The kobold panics, and gains the frightened condition for 1 minute if they fail a DC 10 Spirit save.
2 The kobold is shaken, and prefers to disengage and re-light the candle.
3 The kobold loses confidence, and loses the Pack Tactics ability until the candle is re-lit.
4 The kobold has advantage to attacks, and attacks against it have advantage as well.
5 The kobold is affected by the confusion spell for the full duration if they fail a DC 10 Spirit save.
6 The kobold is affected by the berserker rage spell for the full duration.
90
Hit: 5 (1d6 + 2) piercing damage. the taskmaster's allies is within 5 feet of the
Sling. Ranged Weapon Attack: +4 to hit, range creature and the ally isn't incapacitated.
30/120 ft., one target. ACTIONS
Hit: 4 (1d4 + 2) bludgeoning damage. Battleaxe. Melee Weapon Attack: +3 to hit, reach 5
ft., one target.
Kobold Laborer Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
Small humanoid (kobold), neutral if used with both hands.
Armor Class 12 Pickaxe. Melee Weapon Attack: +4 to hit, reach 5
Hit Points 5 (2d6 - 2) ft., one target.
Speed 25 ft. Hit: 5 (1d6 + 2) piercing damage.
STR AGI STA INT SPI CHA Javelin. Melee or Ranged Weapon Attack: +4 to hit,
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) reach 5 ft. or range 30/120, one target.
Senses passive Perception 8 Hit: 5 (1d6 + 1) piercing damage, plus 1d6 poison
Languages Draconic, Low Common damage. The target must succeed against a DC 13
Challenge 1/8 (25 XP) Stamina saving throw or be poisoned for one
Traits minute.
Pack Tactics. The kobold has advantage on an
attack roll against a creature if at least one of the Kodo Beast
kobold's allies is within 5 feet of the creature and Large beast, unaligned
the ally isn't incapacitated. Armor Class 12 (natural armor)
ACTIONS Hit Points 42 (5d10 + 15)
Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 Speed 40 ft.
ft., one target. STR AGI STA INT SPI CHA
Hit: 5 (1d6 + 2) piercing damage. 21 (+5) 8 (-1) 17 (+3) 2 (-4) 12 (+1) 6 (-2)
Sling. Ranged Weapon Attack: +4 to hit, range Senses passive Perception 11
30/120 ft., one target. Languages –
Hit: 4 (1d4 + 2) bludgeoning damage. Challenge 2 (450 XP)
Traits
Kobold Taskmaster Devour. If the kodo beast bites a creature below
Small humanoid (kobold), neutral half hit points and one size category smaller than
Armor Class 12 it, the kodo beast can swallow it whole. The
Hit Points 22 (5d6 + 5) creature is trapped within the kodo beast (gaining
Speed 25 ft. full cover against attacks from the outside), and
STR AGI STA INT SPI CHA takes acid damage from the corrosive liquids
12 (+1) 15 (+2) 12 (+1) 8 (-1) 10 (+0) 13 (+1) within the kodo beast; it takes 1 acid damage per
Senses passive Perception 10 round.
Languages Draconic, Low Common The creature may cut its way out by dealing one-
Challenge 1 (200 XP) quarter the kodo beasts‘s hit points in slashing or
Traits piercing damage (7 damage). Attacking the inside
Bashing Critical. Upon a critical hit, the is done with disadvantage.
taskmaster can stun their target for until the end Charge. If the kodo beast moves at least 20 feet
of the taskmaster‘s next round. This can be straight toward a target and then hits it with a
negated with a DC 10 Stamina saving throw. gore attack on the same turn, the target takes an
Command Aura (1/rest). The taskmaster can extra 9 (2d8) bludgeoning damage. If the target is
cast the Abandonment Aura spell once per rest. a creature, it must succeed on a DC 15 Strength
Pack Tactics. The taskmaster has advantage on saving throw or be knocked prone.
an attack roll against a creature if at least one of ACTIONS
91
Bite. Melee Weapon Attack +7 to hit, reach 5 ft.,
one target. K'thir
Hit: 12 (2d6 + 5) slashing damage. The k'thir are creatures coming from the darkest
Gore. Melee Weapon Attack +7 to hit, reach 10 ft., reaches beneath the tides. Most thought them
one target. mere legend, stories used to warn of the dangers
Hit: 14 (2d8 + 5) piercing damage. of peering too deep into the waters with tidesage
magic, but they now walk among the inhabitants
Large grey reptilian quadrupeds, kodo beasts of Stormsong Valley. They look human, as their
wander the plains in thunderous herds. They true appearance only shows upon death or when
graze primarily on quick-growing grasses, but will they want it. Hiding among the populace, they
eat the leaves of shrubs and trees they encounter. sowed the seeds of their dark masters and took
Like many herd animals, kodo beast groups are control of the docks at Port Fogtide. They
composed of mothers and young, led by a single forcefully corrupted humans into k'thir, while
powerful male or female. A few younger males other fanatic followers of Lord Stormsong
may be present, but they are eventually driven out willingly went through rituals to be transformed.
to establish their own herds. The followers found at the inner quarters of the
Though terrifyingly large and powerful, kodo Shrine of the Storm have all become k'thir, with
beasts are by nature quiet, lumbering animals. Stormsong himself having become one as well.
They are content simply to wander away from
potential threats. One notable exception is when A humanoid can be cast into a sacrificial pit to
they are protecting eggs or yearlings, which are become a K‘thir, so long as it is witnessed by a
small enough to be threatened by most predators. Void Lord. A K‘thir is born by casting the essence
Kodo beasts form rings around the young, seal spell (heightened to level 2) on humanoid
barring attack with simple mass. Sufficiently sacrificing itself in the sacrificial pit, and then
annoying opponents are charged and swallowed casting the bind spell (level 2) to maintain link to
whole. More significant threats, particularly those conjurer by a being that can conjure aberrations.
too large to swallow, are run down. Kodo beasts This ritual cannot be undone or reversed by
are key to tauren culture. Tauren hunt and use
anything short of a wish spell or divine
every part of kodos for their equipment, clothing,
intervention (or similar abilities).
and food. They can be trained and are used as
beasts of burden by the tauren and as mounts for
orcs. K'thir Deeplord
The tauren hold them in high esteem, and breed Medium aberration, neutral evil
them as mounts. They are also used extensively as Armor Class 15 (breastplate)
pack animals by both the goblins and Horde. Hit Points 71 (13d8 + 13)
During the Third War, the orcs received a pack Mana Points 28 (19 + 4 + 5)
of tamed kodo beasts as a gift from Cairne in Speed 30 ft.
return for Thrall's generosity. STR AGI STA INT SPI CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
Saving Throws lnt +7, Spi +6, Cha +6
Kodo Rider Skills Arcana +7, Deception +6, Insight +6,
The orcs used the kodo beasts to carry their
Perception +6, Persuasion +6, Stealth +4
drummers, who played their giant war drums to
Damage Resistances psychic, shadow
boost morale and provide rough war-orders
Condition Immunities confusion
during combat.
Senses darkvision 120 ft., passive Perception 16
These kodo beasts were also taught to devour
Languages Elven, Common, Nerglish, Shath‘yar,
their enemies whole in the middle of a battle
telepathy 120 ft.
(reflected above). Plains kodo do not have this
Challenge 7 (2,900 XP)
ability.
Traits
92
Magic Resistance. The K‘thir has advantage on Hit Points 38 (7d8 + 7)
saving throws against spells and other magical Speed 30 ft., fly 80 ft.
effects. STR AGI STA INT SPI CHA
Innate Spellcasting. The K‘thir is naturally 11 (+0) 12 (+1) 12 (+1) 15 (+2) 15 (+2) 15 (+2)
attuned to the void. The K‘thir‘s spellcasting Skills Perception +4
ability is Intelligence (spell save DC 15, +7 to Damage Resistances psychic, shadow
spell attacks). The K‘thir can innately cast the Condition Immunities confusion
following spells, requiring no material Senses darkvision 120 ft., passive Perception 14
components: Languages Elven, Common, Nerglish, Shath‘yar,
2nd level (3 mana): detect thoughts, levitate telepathy 120 ft.
3rd level (5 mana): mind flay, telekinesis Challenge 2 (450 XP)
5th level (7 mana): dominate (humanoids), Traits
teleportation circle Innate Spellcasting. The K‘thir is naturally
Mind Scream. If the K‘thir makes a Void Blast attuned to the void. The K‘thir‘s spellcasting
against a creature grappled by its tentacles, the ability is Intelligence (spell save DC 12, +4 to
blast deals double damage, with the extra damage spell attacks). The K‘thir can innately cast the
as psychic damage. following spells, requiring no material
ACTIONS components:
Change Shape. The K‘thir magically polymorphs 2nd level (3 mana): detect thoughts, levitate
into a Small or Medium humanoid or back into Mind Scream. If the K‘thir makes a Void Blast
its true form. Other than its size, its statistics are against a creature grappled by its tentacles, the
the same in each form. If the K‘thir dies, it blast deals double damage, with the extra damage
reverts to its true form. as psychic damage.
Tentacles. Melee Weapon Attack: +7 to hit, reach ACTIONS
5 ft., one creature. Tentacles. Melee Weapon Attack: +3 to hit, reach
Hit: 15 (2d10 + 4) psychic damage. If the target is 5 ft., one creature.
Medium or smaller, it is grappled (escape DC 15) Hit: 7 (1d10 + 2) psychic damage. If the target is
and must succeed on a DC 15 Intelligence saving Medium or smaller, it is grappled (escape DC 12)
throw or be stunned until this grapple ends. The and must succeed on a DC 12 Intelligence saving
target can repeat their saving throw at the throw or be stunned until this grapple ends. The
beginning of their turn every round to end the target can repeat their saving throw at the
stunned condition. beginning of their turn every round to end the
Mind Blast (Recharge 5-6). The K‘thir magically stunned condition.
emits psychic energy in a 60-foot cone. Each Change Shape. The K‘thir magically polymorphs
creature in that area must succeed on a DC 15 into a Small or Medium humanoid or back into
Intelligence saving throw or take 22 (4d8 + 4) its true form. Other than its size, its statistics are
psychic damage and be stunned for 1 minute. A the same in each form. If the K‘thir dies, it
creature can repeat the saving throw at the end of reverts to its true form.
each of its turns, ending the effect on itself on a Void Blast. Ranged Spell Attack: +4 to hit, range
success. 30 ft., one target.
Void Blast. Ranged Spell Attack: +7 to hit, range Hit: 5 (2d4) shadow damage. This requires at
30 ft., one target. least 1 mana in reserve for each d4.
Hit: 12 (5d4) shadow damage. This requires at
least 1 mana in reserve for each d4. L
K’thir Spawn Legion Doomguard Introduction
Medium aberration, neutral evil When mortals recall the brutal terror of the
Armor Class 13 Burning Legion's armies, they would likely think
first of the doomguard. These ironfisted demons
93
serve as the Burning Legion's captains and Challenge 5 (1,800 XP)
generals. A doomguard's prowess at commanding Traits
large-scale battles does not reduce the demon's Demon Sight. Magical darkness doesn't impede
hunger for personal combat. In any conflict, a the demon‘s darkvision.
doomguard brings their powerful demonic Fel Might. The doomguard‘s attacks are treated
abilities to where they can do the most damage, as if magical.
viciously slaughtering enemy troops. Innate Spellcasting. The doomguard is a 5th
While most doomguard remain unquestioning level spellcaster. Its spellcasting ability is
and loyal servants to the lords of the Burning Charisma (spell save DC 13, +5 to spell attacks).
Legion (Nathrezim and pit lords, among others), The doomguard can innately cast the following
some ascend to this tier of command themselves spells, requiring no material components:
and are among the most powerful demons in the Cantrips (0 mana): fire bolt
Legion. In fact, most demons that remain in 1st level (4 mana): charm fiend, charm undead
Azeroth after the failure of the second invasion 3rd level (6 mana): rain of fire, slow
are now under the control of various doomguard ACTIONS
lords, ruling from such places as Jaedenar, Multiattack. The doomguard makes two melee
Mannoroc Coven, and the Tainted Scar. attacks. As a bonus action, it can use its Doom
The massive, muscular being stands over 12 feet Stomp ability or attack with its scimitar.
tall and has red scaly flesh and small dark wings. Scimitar. Melee Weapon Attack: +7 to hit, reach
It wears a breastplate emblazoned with a bizarre 10 ft., one target.
symbol and wields a mighty scimitar in one hand. Hit: 11 (2d6 + 4) slashing damage.
The fearsome doomguards once served as Slam. Melee Weapon Attack: +7 to hit, reach 10
Archimonde's personal escorts. Although they ft., one target.
were often called upon to perform a number of Hit: 9 (2d4 + 4) bludgeoning damage.
duties for the Legion, their loyalties lay with him Doom Stomp (3/long rest). As a bonus action,
alone. the doomguard stomps the ground with a hoof,
The doomguard were left to their own devices creating a shockwave. All creatures ten feet away
after Archimonde's defeat at the World Tree on from them must perform an Agility saving throw,
Mount Hyjal. They now roam the universe DC 15 or be knocked prone, taking damage as if
serving as mercenaries for whoever will have hit with a slam attack.
them.
Doomguard Champion
Doomguard Warrior Large fiend (demon), chaotic evil
Large fiend (demon), chaotic evil Armor Class 18 (natural armor)
Armor Class 15 (natural armor) Hit Points 105 (12d10 + 50)
Hit Points 85 (10d10 + 30) Mana Points 22 (15 + 4 + 3)
Mana Points 20 (14 + 3 + 3) Speed 20 ft., fly 5 ft.
Speed 25 ft. STR AGI STA INT SPI CHA
STR AGI STA INT SPI CHA 22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 15 (+2)
19 (+4) 14 (+2) 17 (+3) 10 (+0) 10 (+0) 14 (+2) Saving Throws Str +10, Agi +7, Spi +7, Cha +5
Saving Throws Str +7, Cha +4 Damage Resistances fel; bludgeoning, piercing,
Damage Resistances fel, fire; bludgeoning, and slashing from nonmagical weapons that
piercing, and slashing from nonmagical weapons aren't silvered
that aren't silvered Damage Immunities fire, poison
Damage Immunities poison Condition Immunities burning, poisoned
Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 10 Languages Common, Eredun
Languages Common, Eredun Challenge 8 (3,900 XP)
94
Traits Senses darkvision 120 ft., passive Perception 13
Demon Sight. Magical darkness doesn't impede Languages Common, Eredun
the demon‘s darkvision. Challenge 12 (8,400 XP)
Fel Might. The doomguard‘s attacks are treated Traits
as if magical. Demon Sight. Magical darkness doesn't impede
Mortal Strike. The doomguard has the Mortal the demon‘s darkvision.
Strike ability, as 10th level warrior. Fel Might. The doomguard‘s attacks are treated
Innate Spellcasting. The doomguard is a 6th as if magical.
level spellcaster. Its spellcasting ability is Howl of Terror. As an action, the doomguard
Charisma (spell save DC 13, +5 to spell attacks). elder may howl, forcing any creature within 30 ft.
The doomguard can innately cast the following to make a DC 15 Spirit saving throw. On a failed
spells, requiring no material components: save, the creature is frightened until the start of
Cantrips (0 mana): fire bolt its next turn. If a creature's saving throw is
1st level (4 mana): charm fiend, charm undead successful, the creature is immune to the
3rd level (6 mana): dispel magic, rain of fire, slow doomguard elder‘s howl for the next 24 hours.
ACTIONS Mortal Strike. The doomguard has the Mortal
Multiattack. The doomguard makes two melee Strike ability, as 10th level warrior.
attacks. As a bonus action, it can use its Doom Innate Spellcasting. The doomguard is a 7th
Stomp ability, attack with its scimitar, or apply its level spellcaster. Its spellcasting ability is
mortal strike ability. Charisma (spell save DC 14, +6 to spell attacks).
Scimitar. Melee Weapon Attack: +10 to hit, reach The doomguard can innately cast the following
10 ft., one target. spells, requiring no material components:
Hit: 13 (2d6 + 6) slashing damage. Cantrips (0 mana): fire bolt
Slam. Melee Weapon Attack: +10 to hit, reach 10 1st level (2 mana): charm fiend, charm undead
ft., one target. 3rd level (5 mana): dispel magic, rain of fire, slow
Hit: 11 (2d4 + 6) bludgeoning damage. 4th level (6 mana): inferno blast, wall of fire
Doom Stomp (3/long rest). As a bonus action, ACTIONS
the demon stomps the ground with a hoof, Multiattack. The doomguard makes three melee
creating a shockwave. All creatures ten feet away attacks. As a bonus action, it can use its Doom
from them must perform an Agility saving throw, Stomp ability, attack with its scimitar, or apply its
DC 17 or be knocked prone, taking damage as if mortal strike ability.
hit with a slam attack. Scimitar. Melee Weapon Attack: +11 to hit, reach
10 ft., one target.
Doomguard Elder Hit: 17 (3d6 + 7) slashing damage plus 3 (1d6) fel
Huge fiend (demon), chaotic evil damage.
Armor Class 18 (natural armor) Slam. Melee Weapon Attack: +11 to hit, reach 10
Hit Points 175 (14d12 + 84) ft., one target.
Mana Points 24 (15 + 4 + 5) Hit: 14 (3d4 + 7) bludgeoning damage.
Speed 20 ft., fly 5 ft. Doom Stomp (4/long rest). As a bonus action,
STR AGI STA INT SPI CHA the demon stomps the ground with a hoof,
25 (+7) 15 (+2) 23 (+6) 14 (+2) 16 (+3) 15 (+2) creating a shockwave. All creatures ten feet away
Saving Throws Str +11, Agi +6, Spi +7, Cha +7 from them must perform an Agility saving throw,
Damage Vulnerabilities holy DC 18 or be knocked prone, taking damage as if
Damage Resistances fel; bludgeoning, piercing, hit with a slam attack.
and slashing from nonmagical weapons that
aren't silvered Legion Succubus/Incubus
Damage Immunities fire, poison Medium fiend (demon), chaotic evil
Condition Immunities burning, poisoned Armor Class 15 (natural armor)
95
Hit Points 66 (12d8 + 12) immune to this fiend's Charm for the next 24
Mana Points 28 (20 + 2 + 5) hours. The fiend can have only one target
Speed 30 ft. charmed at a time. If it charms another, the effect
STR AGI STA INT SPI CHA on the previous target ends.
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)
Skills Deception +9, Insight +5, Perception +5, A succubus is pleasure and pain rolled into one
Persuasion +9, Stealth +7 deadly package. Like all demons, she enjoys
Damage Resistances cold, fire, lightning, poison; bringing death and misery to the mortal races —
bludgeoning, piercing, and slashing from but that doesn‘t mean she can‘t have fun with
nonmagical weapons them first. Male succubi are called incubi, and act
Senses darkvision 60 ft., passive Perception 15 identical in all respects, except in some
Languages Common, Eredun personality traits.
Challenge 4 (1,100 XP)
Traits Many warlocks choose a succubus as a fel
Sensual Pain. The succubus may affect any companion for their ability to manipulate those
creature it strikes with its whip with one of its weak of will. It is not uncommon for a succubus
innate spellcasting abilities. Casting a spell or or incubus in a mortal‘s servitude to fall
using an ability this way costs a bonus action, and uncontrollably in love with them; this occurrence
is treated as a [strike] effect. Despite dealing is not always to the master‘s advantage, though,
damage, the succubus is not counted as if she for a devoted demon can be prone to fits of
damaged the target for the purposes of extreme jealousy, especially when their master
enchantment spells. deals with those of the opposite sex.
Innate Spellcasting. The succubus is a 12th level Succubi speak Eredun, and most also speak
spellcaster. The succubus spellcasting ability is Common.
Charisma (spell save DC 17, +9 to spell attacks).
The succubus can innately cast the following M
spells, requiring no material components:
1st level (2 mana): sleep Magnataur
2nd level (3 mana): alter self, suggestion, shadow Huge giant, neutral evil
word pain, dream eating hex Armor Class 16 (heavy fur)
5th level (7 mana): dominate humanoid, modify Hit Points 187 (15d12 + 90)
memory Speed 40 ft.
ACTIONS STR AGI STA INT SPI CHA
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 25 (+7) 10 (+0) 23 (+6) 11 (+0) 14 (+2) 16 (+3)
one target. Saving Throws Sta +10, Spi +6, Cha +7
Hit: 6 (1d6 + 3) slashing damage. Skills Athletics +11, Perception +6
Whip. Melee Weapon Attack: +6 to hit, reach 15 Damage Immunities cold
ft., one target Senses passive Perception 16
Hit: 4 (1d2 + 3) slashing damage. Languages Giant
Charm (at will). One humanoid the fiend can Challenge 11 (7,200)
see within 30 feet of it must succeed on a DC 17 Traits
Spirit saving throw or be magically charmed for 1 Legendary Resistance (3/day). If the Magnataur
day. The charmed target obeys the fiend's verbal fails a saving throw, can choose to succeed
or telepathic commands. If the target suffers any instead.
harm or receives a suicidal command, it can Flash Freeze (Recharge 5-6). The Magnataur
repeat the saving throw, ending the effect on a stomps the ground, creating a wave of intense
success. If the target successfully saves against the cold in a sphere centered on the Magnataur, with
effect, or if the effect on it ends, the target is a radius of 30 feet. Each creature in that sphere
must make a DC 15 Agility saving throw, taking
96
45 (10d8) cold damage on a failed save, or half as immediately use its reaction to make one weapon
much damage on a successful one. attack.
If a target fails the saving throw, it becomes
restrained by ice. As an action, the restrained Magnataur have the torso of a giant attached to
target can make a DC 15 Strength check, the body of a mammoth. This peculiar
breaking free of the ice on a success. The ice can appearance has sparked speculation that their
also be attacked and destroyed (AC 10; hp 15; race might be related to centaur or even Keepers
vulnerability to fire damage; immunity to poison of the Grove. Many wonder if these races share a
and psychic damage). common ancestor, and some have even suggested
ACTIONS Cenarius himself.
Multiattack. The Magnataur makes two attacks The notoriously long-lived Magnataur are
with its greataxe slash or slam (or any rumored to engage in cannibalism during times
combination of the two). when food is scarce. Single males are known to
Greataxe. Melee Weapon Attack: +11 to hit, reach control giant herds and produce sizable litters,
10 ft., one target. but in the frigid, perilous wastes at the roof of the
Hit: 26 (3d12 + 7) slashing damage plus 4 (1d8) world, only the strongest and meanest survive.
cold damage. Despite their hostility to most races, the
Rock. Ranged Weapon Attack: +11 to hit, range Magnataur have become tolerant of the arctic
60/240 ft., one target. kobolds, who follow the herds for safety and
Hit: 29 (4d10 + 7) bludgeoning damage. mutual benefit during long hunts. Although the
Slam. Melee weapon attack: +11 to hit, reach 10 redoubtable Magnataur lead solitary lives,
ft., one target adventurers who cross paths with them quickly
Hit: 17 (3d6 + 7) bludgeoning damage plus 4 learn that it would have been wiser to stay at a
(1d8) cold damage, and target must make a DC safe distance.
17 Strength check or be pushed 10 feet.
Makrura Prawn
LEGENDARY ACTIONS Large monstrosity, unaligned
The Magnataur can take 3 legendary actions, Armor Class 12 (natural armor)
choosing from the options below. Only one Hit Points 42 (5d10 + 15)
legendary action option can be used at a time and Speed 20 ft., swim 40 ft.
only at the end of another creature's turn. The STR AGI STA INT SPI CHA
Magnataur regains spent legendary actions at the 20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2)
start of its turn. Skills Perception +3
Terrorizing Shout. The Magnataur gives a Senses passive Perception 13
terrible battle-cry, provoking any creature in a 30- Languages –
foot cone to succeed on a Spirit saving throw or Challenge 2 (450 XP)
drop what it is holding and become frightened ACTIONS
for one minute. This otherwise acts as the Fear Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
spell. A creature who succeeds against this ability one target.
is immune to it for the next 24 hours. Hit: 12 (2d6 + 5) slashing damage, and the target
Trample. The Magnataur moves up to its speed. is grappled (escape DC 15). The Makrura has two
It can move into the space of any creature of size claws, each of which can grapple only one target.
Medium or smaller, and deal its Slam damage to
it automatically (Agility halves, DC 17). Makrura are large crustaceans that harass coastal
Movement provokes reactions as normal. regions. They are carnivores that seem to prefer
Battle Order. The Magnataur directs an allied the taste of the flesh of beings that walk over
creature to strike, so long as the creature can see beings that swim.
or hear the Magnataur. That creature can
97
Mana Surge Mana wyrms are simple, glowing critters that float
around feeding off of stray pockets of arcane
Small elemental, unaligned
energy, clustering around places of power such as
Armor Class 14
mana fountains. They can be familiars of
Hit Points 33 (6d6 + 12)
spellcasters, but demand more upkeep magically-
Mana Points 14 (12 + 2)
speaking (in terms of feeding them mana).
Speed 0 ft. Fly 40 ft. (Hover)
More worms than wyrms, they are found in the
STR AGI STA INT SPI CHA
blood elven lands and some Outland zones such
2 (-4) 18 (+4) 15 (+2) 12 (+1) 12 (+1) 5 (-3)
as Netherstorm. More recently, mana wyrms have
Damage Resistances Arcane
been found on the Broken Isles, predominantly
Senses passive Perception 13
in Suramar. They even live on Argus, having
Languages —
thrived there many millennia ago.
Challenge 2 (450 XP)
Rarely does the sight of a mana wyrm cause a
Traits
seasoned adventurer concern. A wyrmling's
Caster's Blight. If the Mana Surge is within 30
temperament hinges primarily on how long it's
feet of a spellcaster, they must succeed on an
been since it's fed on mana. The extremely rare
Spell Attack against a DC of 13. On a failed
shimmering wyrmling species is prized for its
saving throw, the mana cost of their spell is
unique coloration and even temperament.
doubled, and the mana surge gains 1 hit point
A mana wyrm can be fed by a spellcaster by
per spell level (applied before the spell is cast).
willingly being subject to its mana siphon ability,
Furthermore, the mana surge can copy-cast the
or allowing it to mana siphon its master (which
spell at any time within 1 hour. This costs mana
feeds it much more).
equal to the spell‘s original mana cost, and is
Mana wyrms are usually translucently blue in
done randomly (and not entirely to the mana
color, but their color can change depending on
surge‘s benefit). A newer spell can remove an
the mana they drain.
older held spell on the result of a 4 on a d4.
Mana Sense. The Mana Surge has the effects of
Class Color
the Detect Magic spell constantly active, within a
Death Knight Red
range of 60 ft. They do not need to spend an
Druid Dark green
action to sense the aura of the magic spell and its
Mage Blue
school.
Paladin White or pink
Spell Resistance. The Mana Surge has advantage
Priest -
to all saving throws against spells that allow for
Death Black
spell resistance.
Discipline Gray
ACTIONS
Light Pearly white
Mana Touch. Melee Weapon Attack: +6 to hit,
Moon Grayish white
reach 5 ft., one creature.
Shadow Purple
Hit: 5 (1d2 + 4) arcane damage, plus 1 point of
Shaman Yellow
mana burn (see the mana burn spell).
Warlock Pale green
Mana surges (also called mana elementals) are a
magic-based elemental, and a sub-type of air Mana Wyrm Adult
elemental. Mana surges are approximately 1 foot Tiny elemental, neutral
in diameter and weigh almost nothing, although Armor Class 13
their relative size fluctuates depending on how Hit Points 2 (1d4)
much magic they have drained recently. Most are Mana Points 0 (Special, maximum 16 (14 + 2);
found in areas of high magical discharges. see Mana Devourer)
Speed 0 ft., fly 30 ft. (hover)
STR AGI STA INT SPI CHA
Mana Wyrm Introduction
98
2 (-4) 16 (+3) 10 (0) 5 (-3) 14 (+2) 3 (-4) Damage Resistances arcane, psychic;
Damage Resistances arcane, psychic bludgeoning, piercing, and slashing from non-
Traits magical weapons
Bioluminescent. A mana wyrm is natural Senses truesight 120 ft., passive Perception 15
luminescent, and sheds dim light out to 5 feet. Languages all, telepathy 120 ft. to those with
The more mana the mana wyrm has stored, the mana
brighter it lights (up to 1 foot per mana point, Challenge 5 (1,100 XP)
minimum 5 feet as described above). Traits
Magic Devourer. The mana wyrm can, when Bioluminescent. A mana wyrm ancient is natural
using its mana siphon ability, drain mana from a luminescent, and sheds normal light out to 10
target. It does not regain mana normally, and feet. The more mana the mana wyrm has stored,
must feed on sources of mana. the brighter it lights (up to 5 feet per mana point,
Mana Cells. Mana wyrms feed on magic. They minimum 5 feet as described above).
consume 2 mana points every day to avoid Magic Devourer. The mana wyrm ancient can,
starvation. Because of this state of magical when using its mana siphon ability, drain mana
reliance, it is susceptible to mana siphoning more from a target. It does not regain mana normally,
than other creatures. A spellcasting creature can and must feed on sources of mana.
attempt a mana siphon on the mana wyrm as if it Mana Cells. Mana wyrms feed on magic. They
is willing regardless of whether it actually wills to consume 4 mana points per day to avoid
be drained. The spellcasting creature must starvation. Because of this state of magical
succeed on a spell attack roll to drain mana, reliance, it is susceptible to mana siphoning more
which also deals 1d4 points of damage to the than other creatures. A spellcasting creature can
mana wyrm. The mana the creature regains is attempt a mana siphon on the mana wyrm as if it
equal to one-half the current mana the wyrm has is willing regardless of whether it actually wills to
(not quarter as usual for mana siphon). be drained. The spellcasting creature must
ACTIONS succeed on a spell attack roll to drain mana,
Bite. Melee Weapon Attack: +5 to hit, 5 ft., one which also deals 1d10 + 3 points of damage to
target. the mana wyrm. The mana the creature regains is
Hit: 1 piercing damage. equal to one-half the current mana the wyrm has
Mana Siphon. Melee Spell Attack: +4 to hit, 5 ft., (not quarter as usual for mana siphon).
one creature that has mana. Innate Spellcasting. The mana wyrm ancient is a
Hit: 1 arcane damage, and the mana wyrm drains 6th level spellcaster. The mana wyrm ancient‘s
1 point of mana. Each mana point drained from spellcasting ability is Intelligence (spell save DC
a creature is added to the mana wyrm's mana 15, +7 to spell attacks). It can innately cast the
pool. following spells, requiring only verbal
Recovery (5 mana). The mana wyrm can cast the components:
rejuvenation spell. Cantrips (0 mana): light, mage hand, minor
illusion
Mana Wyrm Ancient 1st level (4 mana): arcane missile, bless, detect
Large elemental, neutral magic, rejuvenation
Armor Class 16 (natural armor) 2nd level (5 mana): magic weapon, mana burn,
Hit Points 110 (13d10 + 39) mute
Mana Points 0 (Special, maximum 23 (18 + 2 + 3rd level (6 mana): bestow curse, dispel magic,
3); see Mana Devourer) nondetection, revivify
Speed 0 ft., fly 90 ft. (hover) Magic Weapons. The mana wyrm ancient‘s
STR AGI STA INT SPI CHA weapon attacks are magical.
16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4) ACTIONS
Saving Throws Sta +5, Spi +7, Cha +6
99
Bite. Melee Weapon Attack: +8 to hit, 5 ft., one Traits
target. Storage. The meat wagon may store up to eight
Hit: 8 (1d6 + 5) piercing damage. medium-sized creatures in its cramped hull.
Mana Siphon. Melee Spell Attack: +7 to hit, 5 ft., When within the meat wagon, corpses are under
one creature that has mana. the effect of a gentle repose spell, and cannot
Hit: 5 (2d4) arcane damage, and the mana wyrm decay normally while within. Instead of a
drains the damage dealt from the target‘s mana as medium-sized creature, the wagon may hold up to
well. Half of the mana points drained from the two small-sized creatures, one-half a large
creature is added to the mana wyrm ancient's creature, or any collection of body parts not
mana pool. exceeding the rough capacity. The wagon has an
REACTIONS AC of 8 from the inside.
Mana Curse (6 mana or 0). When reduced to 0 hit Diseased Corpses. A 10-foot-sphere cloud of
points or killed outright, the mana wyrm ancient airborne poison appears on the area of a flung
can cast the bestow curse spell on its attacker as a corpse. The area is infected with the Exhumed
reaction. The spell‘s range becomes 30 ft., and Corpse Fumes poison (see actions). The cloud
the duration becomes 8 hours and does not remains for up to ten minutes (or can dissipate
require concentration. sooner with stronger winds).
Unwieldy Ammunition. The meat wagon throws
Variant: Mana Curse corpses. Despite the benefits of delivering
Some mana wyrm ancients bestow curses that diseases and poisons, the ammunition is difficult
cripple spellcasters or that bleed arcane power to use. The meat wagon suffers -2 to all DCs and
from them, but it usually only uses it against attack rolls to fling corpses.
creatures who harm it or its offspring. Siege Weapon. The meat wagon deals double
Mana Curse. While cursed, the target has to damage to structures, but half to creatures with
succeed on a Spirit saving throw whenever all its attacks.
attempting to cast or benefit from a spell. If the Fuel (8 max). The meat wagon starts out with
saving throw fails, the action and resources spent eight necromantic charges, and regains 1 charge
on the spell is lost. for every CR (minimum 1). It may consume a
charge from the creatures within its hull (unless
If cursing a creature with spellcasting powers they are already dead).
(such as any creature with racial access to a ACTIONS
cantrip or a spellcasting class), they may strike Ram. Melee Weapon Attack: +5 to hit, range 5 ft.,
them with Arcane Withdrawal for 7 days instead. one target.
This is still a curse effect. Hit: 7 (2d8 + 3) slashing and bludgeoning
damage, plus 7 (2d6) poison damage.
Diseased Corpse. Ranged Siege Attack: +3 to hit,
Meat Wagon range 100/600 ft., 10-foot-square.
Large construct (vehicle), unaligned
Hit: The area takes 17 (4d6 + 3) bludgeoning
Armor Class 12
damage. A successful agility check (DC 13) halves
Hit Points 33 (6d10)
the damage. A diseased cloud appears in a 10-foot
Speed 10 ft.
square on the area of impact, dealing 7 (2d6)
STR AGI STA INT SPI CHA
poison damage to any creature in range for one
17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
hour, with a DC 13 Stamina check to half
Damage Immunities poison, psychic
damage.
Condition Immunities blinded, deafened,
Grim Reap. The driver may deal 7 (1d8 + 3)
frightened, paralyzed, petrified, poisoned
bludgeoning and slashing damage to a creature
Senses passive Perception 6
trapped in the meat wagon‘s hull. If the creature
Languages —
Challenge 2 (450 XP)
100
dies, the wagon gains necromantic charges as consuming four pounds of coal per hour. The
normal for an engine of its type. hull‘s capacity is equal to thirty-two pounds of
coal.
One of the strangest and direst tools constructed ACTIONS
by the Undead Scourge, the Meat Wagon is a Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
rickety catapult/mobile refrigerator. It is used by one target.
the armies of the Lich King to store (and Hit: 5 (1d6 + 2) piercing damage.
sometimes, fling) corpses collected from the field
of battle. When gnomes set out to explore the world once
At any time, the meat wagon may collect or again after their city‘s fall, they soon realized that
discharge corpses for the army‘s needs (such as they needed reliable mechanical mounts. One
for cannibalism, animating dead, etc.). ingenious gnome spied a flock of tallstriders and
A meat wagon costs 120 crafting points remarked upon their grace and strength. Soon
(engineering) to construct as a large construct of after was born the mechanostrider, which quickly
challenge 2 (or 3,000 gp), and may carry up to became a favorite mount of all gnomekind.
two medium-sized creatures within it (not While these constructs are as dumb as a brick
counting the storage feature). It has a (and even some bricks are smarter, it is said…),
malfunction rating of 1-3. they are reliable mounts and, when handled by
It costs 40 crafting points (1,000 gp) to craft. the best mechanoriders, better than live mounts.
A mechanostrider costs 20 crafting points
Mechanostrider (engineering) to construct as a construct of
challenge 1/2 (or 500 gp). It has a malfunction
Medium construct (mechanized), unaligned
Armor Class 11 rating of 1-2.
Hit Points 16 (3d8 + 3) It costs 6 crafting points (150 gp) to craft.
Speed 50 ft.
STR AGI STA INT SPI CHA Murloc Introduction
14 (+2) 12 (+1) 12 (+1) 3 (-4) 11 (+0) 1 (-5) ―RwlRwlRwlRwl.‖
Damage Immunities poison, psychic Murlocs are a bipedal, amphibious, semi-
Condition Immunities exhaustion, frightened, intelligent, aggressive race residing along
paralyzed, petrified, poisoned coastlines, lakeshores, and riverbeds. They
Senses passive Perception 10 possess bulbous bodies, large mouths lined with
Languages. Understands its creator‘s language (if rows of sharp fangs, and slime-coated skin.
it can speak, it may also speak it) Individuals range in coloration from turquoise to
Challenge 1/4 (50 XP) darkish grey, while their heights vary from 3‘5 to
Traits. 6 feet for rare specimens. Depending on the
Constructed Mind. Mechanized creatures do not variety, murlocs may lean towards a closer
have a true mind, but are instead programmed to resemblance to frogs or to fish; the iconic green
perform certain actions congruent with those of murloc, for example, has coloration similar to the
similar natural creatures. Thus, instead of Animal red-eyed tree frog.
Handling checks, a creature handling or riding a Though murlocs are relatively new to the Eastern
mechanized animal makes checks with engineer‘s Kingdoms, it is increasingly believed that they are
tools. Its new form is immune to all living actually a very ancient race of Azeroth. These
creature-specific effects. It also consumes 1 charge creatures have been moving in-land steadily from
(energy type determined by the creator) every their oceanic dwelling places and inhabiting more
hour of activity. It may remain latent, and areas of Lordaeron.
activate on a trigger to save charges. Murlocs tend to dwell in amply-populated coastal
Fuel (8 max). The mechanostrider starts out with settlements, and it is unusual to find individuals
eight fuel charges, and runs on a steam engine, wandering too far from their compatriots.
101
Adventurers looking to engage murlocs should be Skills Perception +2, Stealth +4
wary of their surroundings; the creatures often Senses passive Perception 12
lurk out of sight beneath the surface of the water, Languages Nerglish
and have backup close at hand, leading to Challenge 1 (200 XP)
surprisingly deadly skirmishes. Traits
Amphibious. The murloc can breathe air and
Murloc as Characters water.
Murloc Traits Sleek. The murloc ignores difficult terrain
Ability Score Increase. Your Agility increases by stemming from watery surfaces (such as mud,
2, and your Stamina increases by 1. slime, or swampy ground).
Age. Murlocs typically reach adulthood around Nightcrawler. When in dim or dark light, or
10 years old, and live to be 50 years old. when hiding in swampy terrain or water, the
Affiliation. Independent. Murlocs are nightcrawler has advantage to Agility (Stealth)
independent or serve unknown elder gods. checks.
Size. Murloc range from between 3 to 4 feet tall Speak with Fish. The murloc can communicate
and average around 35 pounds. Your size is simple concepts to fish and marine creatures
Small. when it speaks in Nerglish.
Speed. You have a base walking speed of 30 feet, ACTIONS
and a base swim speed of 30 feet. Multiattack. The murloc makes two attacks.
Amphibious. You can breathe air and water. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Natural Weapons. You can use an attack action one creature.
to make a bite attack. A bite is treated as a light Hit: 4 (1d4 + 2) piercing damage.
natural attack, and deals piercing damage as a Spear. Melee or Ranged Weapon Attack: +4 to hit,
dagger of the target‘s size (1d3 for small creatures, reach 5 ft. or range 20/60 ft., one target.
or 1d4 for medium creatures). Hit: 5 (1d6 + 2) piercing damage, and the target
Speak with Fish. You can communicate simple must make a DC 11 Stamina saving throw, taking
concepts to fish and marine creatures when you 9 (2d8) poison damage on a failed save, or half as
speak in Nerglish. much damage on a successful one. If the poison
Sleek. You are proficient with the Stealth skill. damage reduces the target to 0 hit points, the
You also ignore difficult terrain stemming from target is stable but poisoned for 1 hour, even
watery surfaces (such as mud, slime, or swampy after regaining hit points, and is paralyzed while
ground). poisoned in this way.
Watery Camouflage You have advantage on
Agility (Stealth) checks made to hide in swampy Murloc Stalker
terrain or in water. Small humanoid (murloc), neutral evil
Murloc Combat Training. You have proficiency Armor Class 13 (natural armor)
with nets and pike. Hit Points 9 (2d6 + 2)
Languages. You can speak, read, and write in Speed 20 ft., swim 35 ft.
Nerglish. Nerglish is a bubbly-sounding language STR AGI STA INT SPI CHA
that sounds similar to Kalimag. 12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2)
Skills Stealth +3
Murloc Nightcrawler Senses passive Perception 10
Small humanoid (murloc), neutral evil Languages Nerglish
Armor Class 13 (natural armor) Challenge 1/4 (50 XP)
Hit Points 22 (5d6 + 5) Traits
Speed 20 ft., swim 35 ft. Amphibious. The murloc can breathe air and
STR AGI STA INT SPI CHA water.
12 (+1) 15 (+2) 13 (+1) 8 (-2) 10 (+0) 7 (-2)
102
Sleek. The murloc ignores difficult terrain Speak with Fish. The Mur‘gul can communicate
stemming from watery surfaces (such as mud, simple concepts to fish and marine creatures
slime, or swampy ground). when it speaks in Nerglish.
Watery Camouflage The murloc has advantage Spellcasting. The deep made is a 6th level
on Agility (Stealth) checks made to hide in spellcaster. Its spellcasting ability is Intelligence
swampy terrain or in water. (spell save DC 12, +4 to hit with spell attacks).
Speak with Fish. The murloc can communicate The deep mage has the following spells (8)
simple concepts to fish and marine creatures prepared from the mage spell list:
when it speaks in Nerglish. Cantrips (0 mana): frostbite, frostbolt, minor
ACTIONS illusion
Multiattack. The murloc makes one melee bite 1st level (4 mana): elemental armor (frost), ice
attack and one net attack. knife, icy touch, sleep
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 2nd level (5 mana): acid arrow, blindness/deafness
one creature. 3rd level (6 mana): fear, tidal wave
Hit: 2 (1d3 + 1) piercing damage. ACTIONS
Net. Ranged Weapon Attack: +3 to hit, reach 5 ft. Multiattack. The murloc makes two attacks.
or range 5/15 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Hit: Target is restrained if Medium or smaller. one creature.
DC 10 Strength check to break. Breaks Hit: 4 (1d4 + 2) piercing damage.
automatically if it takes 5 slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit,
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target
Hit: 3 (1d4 + 1) piercing damage, or 4 (1d6 + 1) must make a DC 11 Stamina saving throw, taking
piercing damage if used with two hands to make 9 (2d8) poison damage on a failed save, or half as
a melee attack. much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the
Mur’gul target is stable but poisoned for 1 hour, even
Mur‘gul are murloc-like creatures. Mur‘gul after regaining hit points, and is paralyzed while
warriors act statistically identical to murlocs, but poisoned in this way.
are monstrosities, and not humanoids.
N
Mur’gul Deep Mage Naga Introduction
Small monstrosity, neutral evil The serpentine naga (sometimes pluralized nagas)
Armor Class 13 (natural armor) are some of the most formidable villains of
Hit Points 39 (6d6 + 21) Azeroth. Masters of sorcery, the naga were
Speed 20 ft., swim 35 ft. formerly night elves, members of Queen
STR AGI STA INT SPI CHA Azshara's court in the War of the Ancients. They
10 (+0) 15 (+2) 16 (+3) 14 (+2) 9 (-1) 7 (-2) were transformed into naga by the Old Gods,
Skills Perception +1, Stealth +4 and now haunt the seas of Azeroth building a
Senses passive Perception 11 great civilization on the ocean floor.
Languages Common, Nerglish, Shath‘Yar While the naga were created near the end of the
Challenge 3 (700 XP) War of the Ancients, they stayed out of major
Traits world affairs for over 10,000 years. Some of them
Amphibious. The Mur‘gul can breathe air and were first called to the surface by Illidan
water. Stormrage after the Battle of Mount Hyjal where
Sleek. The Mur‘gul ignores difficult terrain they swore fealty to the Betrayer, forming a part
stemming from watery surfaces (such as mud, of the Illidari. Many other naga clans rose up to
slime, or swampy ground).
103
the surface in the following years, almost always 21 (+5) 9 (-1) 18 (+4) 9 (-1) 8 (-1) 9 (-1)
with nefarious plans in mind. They continue to Saving Throws Str +8, Sta +7
serve and revere their mad queen after all these Damage Resistance cold
centuries. Senses darkvision 60 ft., passive Perception 9
Languages Common, Elven (Nazja dialect)
Naga as Characters Challenge 7 (2,900 XP)
Naga Traits Traits
Ability Score Increase. Your Spirit increases by 1, Amphibious. The naga anomaly can breathe air
and your Strength increases by 2 (if you are a and water.
male), or your Intelligence increases by 2 (if you Adhesive. The naga gains advantage to grapple
are a female). checks and checks related to climbing or holding.
Age. A Naga‘s age is treated as a Night Elf‘s age. Fighting Style (Two-Weapon Fighting). When
Affiliation. Independent. Nagas are hateful the naga anomaly engages in two-weapon
beings that serve Queen Azshara in the depths of fighting, he can add his ability modifier to the
the ocean, and have goals that mostly revolve in damage of the second attack.
pitting the surface races against one another Overpower (4/rest). The anomaly may attack
(even supporting one side when it is convenient) again if he misses an attack. This does not require
to weaken them for a surface invasion. a separate action from the one used to make the
Size. Nagas are much larger than other races. attack. This extra attack does not count for the
Males average 7 1/2 feet tall and 400 pounds, Strike the Wound ability unless it successfully
while females are usually a bit shorter and lighter. hits the target.
They have scaly skin and haunting voices, and Resistant Skin. The naga reduces damage taken
long, powerful tails and webbed hands, but are from one damage type of the naga‘s choice by 3
not very quick on land. They are medium sized. points (minimum 0 damage). The naga must
Speed. You have a base walking speed of 20 feet, make this decision with an action, and it can
and a base swim speed of 40 feet. change only once every 10 minutes.
Natural Weapons. You can use an attack action Strike the Wound. Whenever the naga anomaly
to make a constrict attack. It is a melee natural hits the same enemy more than once in the same
attack that deals 1d8 bludgeoning damage plus round, his weapon attacks score a critical hit on a
your Strength modifier. If the target is struck, roll one point lower (from 20 to 19-20), for a
they are also grappled. minimum roll result of 15. This does not
Amphibious. You can breathe air and water. necessarily have to hit the enemy.
Natural Armor. Your smooth scales deflect Warrior Talent. The mountain king has the
oncoming blows. When you aren't wearing following warrior talents. The DC for the talents
armor, your AC is 12 + your Agility modifier. is 15.
You can use your natural armor to determine Heroic Leap, Stunning Slam
your AC if the armor you wear would leave you ACTIONS
with a lower AC. A shield's benefits apply as Multiattack. The naga anomaly makes three
normal while you use your natural armor. melee attacks. When landing a critical hit, the
Languages. Elven (specifically the Nazja dialect) target must succeed on a Stamina saving throw
(DC 16) or be stunned until the beginning of
Naga Anomaly Hero their turn in the next round. A creature cannot
be stunned multiple times in the same 24-hour
"Our tide is rising..."
period.
Large humanoid (naga, homunculus), neutral evil
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Armor Class 17 (crusted armor)
Hit Points 104 (11d10 + 44) one target.
Speed 25 ft., swim 40 ft. Hit: 14 (2d8 + 5) piercing damage.
STR AGI STA INT SPI CHA
104
Mutated Claws. Melee Weapon Attack: +8 to hit, it is underwater. The area is heavily obscured for
reach 10 ft., one target. 1 minute, although a significant current can
Hit: 12 (2d6 + 5) slashing damage. disperse the ink. After releasing the ink, the naga
Mutated Pincer. Melee Weapon Attack: +8 to hit, can use the Dash action as a bonus action. This
reach 10 ft., one target. can be taken once.
Hit: 12 (2d6 + 5) piercing damage. Tentacles (Attack Action). The naga gains two
Trident. Melee or Ranged Weapon Attack: +8 to tentacles. A tentacle is a melee weapon attack
hit, reach 15 ft. or range 20/60 ft., one target. that deals 2d6 points of damage (plus the naga‘s
Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + Strength or Agility modifier as normal). Upon a
5) piercing damage if used with two hands to hit, the target is grappled (as constrict). Each two
make a melee attack. tentacles can grapple one target. This can be
Constrict. Melee Weapon Attack: +8 to hit, reach taken up to four times for up to 8 tentacles.
10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage, and target Naga Myrmidon
is grappled (escape DC 16). Until the grapple ―Beware, surface-dweller…‖
ends, the creature is restrained, and the naga Medium humanoid (naga), neutral evil
cannot constrict another target. Armor Class 15 (Natural scales)
Hit Points 45 (6d8 + 18)
Naga anomalies (sometimes called naga lords) are Speed 20 ft., swim 40 ft.
large male naga warriors with shells and other sea STR AGI STA INT SPI CHA
creatures fused to their bodies. 17 (+3) 13 (+1) 16 (+3) 9 (-1) 12 (+1) 10 (+0)
Sometimes, naga anomalies also manifest various Skills Perception +3
extra mutations besides the ones they bear Senses passive Perception 13
already, such as losing their eyes and sensing an Languages Common, Elven
enemy‘s presence by blindsight, awakening to Challenge 1 (200 XP)
their once-lost sanities, or mutating their lower Traits
bodies to that of octopi instead of serpents. Amphibious. The naga can breathe air and
Choose one of the below mutations to add to the water.
naga anomaly. Various mutations can be added ACTIONS
up. Trident. Melee or Ranged Weapon Attack: +5 to
hit, reach 10 ft. or range 20/60 ft., one target.
Arcane Skill. The naga gains innate spellcasting. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
Their mana pool is based on their Intelligence, piercing damage if used with two hands to make
and can innately cast the following spells, a melee attack.
requiring no material components: Net. Ranged Weapon Attack: +5 to hit, range
0 level (0 mana): frostbolt 5/15., one target of Large or smaller.
3rd level (6 mana): conjure (lesser water elemental) Hit: Target is restrained unless freed (DC 10
tidal wave Strength check). Dealing 5 slashing damage to
Deep Sight. The naga gains blindsight 30 ft., but the net destroys it, freeing the creature.
is blind beyond this radius. Constrict. Melee Weapon Attack: +5 to hit, reach 5
Expanded Mind. The naga increases one of their ft., one target.
mental ability scores by 2 points (maximum 15 to Hit: 7 (1d8 + 3) bludgeoning damage, and target
a possible ability score). is grappled (escape DC 13). Until the grapple
Faded Recollections. The naga gains proficiency ends, the creature is restrained, and the naga
in up to two skills of their choice. This can be cannot constrict another target.
taken up to three times.
Ink Cloud (Action). As an action, the naga can Naga Sea Witch Hero
expel a 20-foot-radius cloud of ink all around it if
105
―We are the highborne—and we retake our rightful Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
place in the world…‖ piercing damage if used with two hands to make
Medium humanoid (naga), lawful evil a melee attack.
Armor Class 14 (natural armor) Constrict. Melee Weapon Attack: +6 to hit, reach 5
Hit Points 62 (10d6 + 1d10 + 22) ft., one target.
Mana Points 26 (18 + 3 + 5) Hit: 7 (1d8 + 3) bludgeoning damage, and target
Speed 20 ft., swim 40 ft. is grappled (escape DC 13). Until the grapple
STR AGI STA INT SPI CHA ends, the creature is restrained, and the naga
14 (+2) 17 (+3) 14 (+2) 18 (+4) 14 (+2) 15 (+2) cannot constrict another target.
Saving Throws Int +7, Spi +5 Siren Blast. Ranged Spell Attack: +7 to hit, range
Skills Arcana +7, History +7, Perception +5 30 ft., one target.
Damage Resistances cold Hit: 12 (5d4) thunder damage. This requires at
Senses darkvision 60 ft., passive Perception 15 least 1 mana in reserve for each d4.
Languages Common, Elven, Nerglish Song of the Deep (Recharge 5-6). The naga sea
Challenge 7 (2,900 XP) witch makes two Siren Blast attacks.
Traits
Amphibious. The naga sea witch can breathe air Naga Siren
and water.
―My song echoes from the deeps.‖
Fighting Style (Archery). The sea witch has +2 to Medium humanoid (naga), neutral evil
attack with ranged weapons. Armor Class 16 (Natural scales)
Naga Magic. The sea witch adds the cyclone and Hit Points 44 (8d8 + 8)
shot array spells to her spell list. Mana Points 22 (17 + 2 + 3)
Second Wind (1/rest). The sea witch may use her Speed 20 ft., swim 40 ft.
bonus action to regain 1d10 + 1 hit points. STR AGI STA INT SPI CHA
Siren. The naga sea witch‘s range with her siren 14 (+2) 15 (+2) 12 (+1) 17 (+3) 12 (+1) 15 (+2)
blast ability is tripled underwater. Skills Perception +3
Spellcasting. The naga seawitch is a 10th level Senses passive Perception 13
spellcaster. Her spellcasting ability is Intelligence Languages Common, Elven
(spell save DC 15, +7 to hit with spell attacks). Challenge 3 (700 XP)
The seawitch has the following spells (14) Traits
prepared from the mage spell list: Amphibious. The naga can breathe air and
Cantrips (0 mana): mage hand, frost bolt, water.
prestidigitation Siren. The naga siren‘s range with her Siren Blast
1st level (2 mana): bind elemental, conjure ability is tripled underwater.
elemental (minor water elemental), mana shield, Spellcasting. The naga siren is a 6th level
shot array (frozen) spellcaster. Its spellcasting ability is Intelligence
2nd level (3 mana): freezing sphere, parasite (spell save DC 15, +6 to hit with spell attacks).
3rd level (5 mana): blizzard, counterspell, cyclone, The naga siren has the following spells (7)
frost nova, lightning bolt (chain lightning) prepared from the mage spell list:
4th level (6 mana): detonate mana, ice block Cantrips (0 mana): frostbolt, mage hand,
5th level (7 mana): arcane orb prestidigitation
ACTIONS 1st level (4 mana): bind elemental, conjure
Longbow. Ranged Weapon Attack: +8 to hit, range elemental (minor water elemental), elemental
150/600 ft., one target. armor (frost), mana shield
Hit: 7 (1d8 + 3) piercing damage. 2nd level (5 mana): freezing sphere, parasite
Trident. Melee or Ranged Weapon Attack: +6 to 3rd level (6 mana): blizzard
hit, reach 10 ft. or range 20/60 ft., one target. ACTIONS
106
Trident. Melee or Ranged Weapon Attack: +5 to not widespread. Naga refer to these tamed tube
hit, reach 10 ft. or range 20/60 ft., one target. wyrm as tidal guardians. Tube wyrm thrive in
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) heated, sulfur-rich, acidic waters. Heated gas
piercing damage if used with two hands to make emerges from thermal vents in some areas, and
a melee attack. tube wyrm consume this gas and convert it into
Constrict. Melee Weapon Attack: +5 to hit, reach 5 nutrients. One such area is the Pillar Deep, in the
ft., one target. Eye. On first sighting this area, an undersea
Hit: 6 (1d8 + 2) bludgeoning damage, and target explorer sees enormous pillars rising from the
is grappled (escape DC 12). Until the grapple ocean floor. Closer inspection, however, reveals
ends, the creature is restrained, and the naga that these ―pillars‖ are tube wyrm, grown to
cannot constrict another target. enormous size in these rich waters.
Siren Blast. Ranged Spell Attack: +6 to hit, range
30 ft., one target. Nerubean
Hit: 7 (3d4) thunder damage. This requires at Nerubeans are large, mummified creatures that
least 1 mana in reserve for each d4. look like a cross between humans and spiders.
Song of the Deep (Recharge 5-6). The naga siren The cunning Nerubeans were once the lords of
makes two siren blast attacks. the ancient spider kingdom of Azjol-Nerub that
spanned the entirety of Northrend in ancient
Naga Tube Worm times, before their eventual defeat at the hands of
Huge beast, unaligned the Lich King.
Armor Class 10 They serve their master Ner‘Zhul unquestionably,
Hit Points 105 (10d12 + 40) and are able to summon swarms of vile insects
Speed 0 ft., swim 30 ft. and projecting web-like strands to incapacitate
STR AGI STA INT SPI CHA and harm their enemies.
19 (+4) 8 (-1) 18 (+4) 1 (-5) 8 (-1) 6 (-2)
Damage Vulnerabilities lightning Nerubean Carrion Beetle
Damage Resistances fire, cold Small Beast, Unaligned
Damage Immunities acid Armor Class 11 (Natural Armor)
Senses passive Perception 8 Hit Points 16 (3d6 + 6)
Languages Can understand Elven (Nazja dialect), Speed 40 ft., burrow 20 ft.
but cannot speak it STR AGI STA INT SPI CHA
Challenge 7 (2,900 XP) 17 (+3) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
ACTIONS Skills Perception +3
Multiattack. The tube worm can make two Senses passive Perception 13
attacks, but only one spit attack. Languages –
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., Challenge 1/2 (100 XP)
one target. Traits
Hit: 11 (2d6 + 4) bludgeoning damage, plus 7 Burrow. The carrion beetle may burrow
(2d6) poison damage. underground as an action. While underground,
Acid Spit. Ranged Weapon Attack: +8 to hit, range it may rest or lie in waiting near the surface, and
60/120 ft., one target. it has ¾ cover. It may leave its newfound lair (size
Hit: 9 (2d4 + 4) acid damage, plus 7 (2d6) poison large enough to accommodate the carrion beetle)
damage. as part of its move that costs half normal
movement.
Tube wyrm are Morey eel-like creatures that live ACTIONS
on the ocean floor. Occasionally, naga capture Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
and train tube wyrm to serve them as defenders one creature.
(particularly in Nazjatar), though this strategy is Hit: 5 (1d4 + 3) piercing damage.
107
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: The target is restrained by webbing. It falls to
one target. the ground if it is flying and cannot hover. As an
Hit: 6 (1d6 + 3) piercing damage. action, the restrained target can make a DC 12
Strength check, bursting the webbing on a
Nerubean Crypt Fiend success. The webbing can also be attacked and
―The sleeper awakes.‖ destroyed (AC 10; hp 5; vulnerable to fire
Large undead, lawful evil damage; immune to bludgeoning; poison; and
Armor Class 13 (natural armor) psychic damage). The crypt fiend may discharge a
Hit Points 32 (5d10 + 5) web on a 5-foot-square, and hide it (using its
Speed 40 ft., burrow 20 ft. climb 40 ft. bonus to Stealth). This ability is typically used in
STR AGI STA INT SPI CHA conjunction with the crypt fiend‘s burrow ability,
15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2) so that it may lay a webbed ambush.
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10 Nerubean Crypt Lord Hero
Languages Common, Nerubean "My might cannot be matched."
Challenge 2 (450 XP) Large undead, lawful evil
Traits Armor Class 15 (natural armor)
Burrow. The crypt fiend may burrow Hit Points 104 (11d10 + 44)
underground as an action. While underground, Mana Points 22 (16 + 3 + 3)
it may rest or lie in waiting near the surface, and Speed 40 ft., burrow 20 ft. climb 40 ft., fly 5 ft.
it has ¾ cover. It may leave its newfound lair (size STR AGI STA INT SPI CHA
large enough to accommodate the crypt fiend) as 21 (+5) 15 (+2) 19 (+4) 16 (+3) 12 (+1) 17 (+3)
part of its move that costs half normal Saving Throws Str +8, Sta +7
movement. It has movement underground equal Skills Athletics +8, Intimidation +6, Stealth +5
to 20 feet, but the ground cannot be harder than Senses darkvision 60 ft., passive Perception 13
stone. Languages Common, Nerubean
Spider Climb. The crypt fiend can climb difficult Challenge 7 (2,900 XP)
surfaces, including upside down on ceilings, Traits
without needing to make an ability check, and Beetle's Flight. The crypt lord does not take any
ignores movement restrictions caused by fall damage from intentional falls, and can glide
webbing. 10 feet for every 1 foot of fallen distance. When
ACTIONS it reaches the ground, it may attack with
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., advantage any creature on the ground with its
one creature. claws, knocking it prone on a successful attack
Hit: 7 (1d10 + 2) piercing damage, and the target roll.
must make a DC 11 Stamina saving throw, taking Burrow. The crypt lord may burrow
18 (4d8) poison damage on a failed save, or half underground as an action. While underground,
as much damage on a successful one. If the it may rest or lie in waiting near the surface, and
poison damage reduces the target to 0 hit points, it has ¾ cover. It may leave its newfound lair (size
the target is stable but poisoned for 1 hour, even large enough to accommodate the crypt lord) as
after regaining hit points, and is paralyzed while part of its move that costs half normal
poisoned in this way. movement. It has movement underground equal
Insectoid Blast. Ranged Spell Attack: +5 to hit, to 20 feet, but the ground cannot be harder than
range 30 ft., one target. stone.
Hit: 7 (2d6) piercing damage. Defensive Carapace. When the crypt lord is
Web (Recharge 3-6). Ranged Weapon Attack: +5 to damaged, he takes 3 less points of damage from
hit, range 30/60 ft., one target. slashing and piercing weapons. The carapace also
returns 1 point of damage to any melee attacker
108
per every 3 points of damage taken if the attacker damaged becomes difficult terrain (such as
is within 5 feet, negated by an Agility save with a rubble) if applicable.
DC of 18. Web (Recharge 3-6). Ranged Weapon Attack: +5 to
Spider Climb. The crypt lord can climb difficult hit, range 30 /60 ft., one target.
surfaces, including upside down on ceilings, Hit: The target is restrained by webbing. It falls to
without needing to make an ability check, and the ground if it is flying and cannot hover. As an
can ignore movement restrictions caused by action, the restrained target can make a DC 12
webbing. Strength check, bursting the webbing on a
Spellcasting. The crypt lord is a 5th level success. The webbing can also be attacked and
spellcaster. His spellcasting ability is Intelligence destroyed (AC 10; hp 5; vulnerable to fire
(spell save DC 14, +4 to hit with spell attacks). damage; immune to bludgeoning; poison; and
The crypt lord has the following spells (8) psychic damage). The crypt lord may discharge a
prepared from the mage spell list. web on a 5-foot-square, and hide it (using its
Cantrips (0 mana): chill touch, frostbolt, true bonus to Stealth). This ability is typically used in
strike conjunction with the seer‘s burrow ability, so that
1st level (4 mana): animate undead, charm it may lay a webbed ambush.
undead, parasite (nerubean crypt fiend), shield
2nd level (5 mana): web, mana burn, ray of Nerubean Seer
enfeeblement ―Spider sense…tingling…‖
3rd level (6 mana): carrion swarm Large undead, lawful evil
ACTIONS Armor Class 13 (natural armor)
Multiattack. The crypt lord can make three Hit Points 32 (5d10 + 5)
attacks, only one of which can be an insectoid Mana Points 18 (13 + 2 + 3)
blast. Speed 40 ft., burrow 20 ft. climb 40 ft.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., STR AGI STA INT SPI CHA
one creature. 15 (+2) 15 (+2) 12 (+1) 6 (-2) 13 (+1) 6 (-2)
Hit 12 (2d6 + 5) piercing damage, and the target Skills Stealth +6
must make a DC 14 Stamina saving throw, taking Senses darkvision 60 ft., passive Perception 13
18 (4d8) poison damage on a failed save, or half Languages Common, Nerubean
as much damage on a successful one. If the Challenge 2 (450 XP)
poison damage reduces the target to 0 hit points, Traits
the target is stable but poisoned for 1 hour, even Burrow. The seer may burrow underground as
after regaining hit points, and is paralyzed while an action. While underground, it may rest or lie
poisoned in this way. in waiting near the surface, and it has ¾ cover. It
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., may leave its newfound lair (size large enough to
one target. accommodate the crypt fiend) as part of its move
Hit: 18 (3d8 + 5) slashing damage. that costs half normal movement. It has
Insectoid Blast. Ranged Spell Attack: +6 to hit, movement underground equal to 20 feet, but the
range 30 ft., one target. ground cannot be harder than stone.
Hit: 14 (4d6) piercing damage. Spider Climb. The seer can climb difficult
Shockwave (1/rest). The crypt lord emits a surfaces, including upside down on ceilings,
shockwave by slamming his claws into the without needing to make an ability check, and
ground. This deals 34 (3d8 + 5 + 16) slashing can ignore movement restrictions caused by
damage, and affects a 5-foot thick line 30 feet webbing.
long to all creatures in the area of effect in Spellcasting. The seer is a 5th level spellcaster.
contact with the ground or within 5 feet of it. His spellcasting ability is Intelligence (spell save
Targets in this line that succeed on an Agility DC 15, +5 to hit with spell attacks). The seer has
saving throw take half damage. The terrain
109
the following spells (6) prepared from the mage Spider Climb. The swarm can climb difficult
spell list. surfaces, including upside down on ceilings,
Cantrips (0 mana): frostbolt, true strike without needing to make an ability check.
1st level (4 mana): animate undead, false life, Swarm. A swarm takes half damage from any
charm undead effect that does not target at least half the
2nd level (5 mana): web, ray of enfeeblement component creatures. If the effect does not deal
3rd level (6 mana): clairvoyance damage, the swarm is instead immune to it. If the
ACTIONS effect targets an area, the swarm is affected
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., normally, and takes 50% extra hit damage if the
one target. effect deals damage.
Hit 7 (1d10 + 2) piercing damage, and the target A troop always counts as if it has an ally within 5
must make a DC 11 Stamina saving throw, taking feet.
9 (2d8) poison damage on a failed save, or half as Web Sense. While in contact with a web, the
much damage on a successful one. If the poison swarm knows the exact location of any other
damage reduces the target to 0 hit points, the creature in contact with the same web.
target is stable but poisoned for 1 hour, even Web Walker. The swarm ignores movement
after regaining hit points, and is paralyzed while restrictions caused by webbing.
poisoned in this way. ACTIONS
Insectoid Blast. Ranged Spell Attack: +5 to hit, Bite. Melee or Ranged Weapon Attack: +3 to hit,
range 30 ft., one target. Usable at will. reach 5 ft., one target.
Hit 7 (2d6) piercing damage. Hit: 10 (4d4) piercing damage.
Web (Recharge 3-6). Ranged Weapon Attack: +5 to Bite Swarm Attack. Melee Weapon Attack:
hit, range 30/60 ft., one target. Accuracy 11, reach 0 ft.
Hit The target is restrained by webbing. It falls to Hit: 10 (4d4) piercing damage.
the ground if it is flying and cannot hover. As an
action, the restrained target can make a DC 12 Spiderlings are young and voracious nerubians.
Strength check, bursting the webbing on a While not nearly as intelligent as adult
success. The webbing can also be attacked and nerubians, spiderlings are still dangerous; in fact,
destroyed (AC 10; hp 5; vulnerable to fire when they gather in swarms (which they often
damage; immune to bludgeoning; poison; and do), they are more dangerous than nerubian
psychic damage). The seer may discharge a web workers.
on a 5-foot-square, and hide it (using its bonus to
Stealth). This ability is typically used in Nerubean Worker
conjunction with the seer‘s burrow ability, so that Medium undead, lawful evil
it may lay a webbed ambush. Armor Class 10 (natural armor)
Hit Points 22 (5d8)
Nerubean Spiderling Swarm Speed 30 ft., burrow 20 ft. climb 40 ft.
Medium swarm of Tiny beasts, unaligned STR AGI STA INT SPI CHA
Armor Class 12 (natural armor) 13 (+1) 10 (+0) 11 (+0) 6 (-2) 12 (+1) 6 (-2)
Hit Points 27 (5d8 + 5) Skills Stealth +6
Speed 20 ft., climb 20 ft. Senses darkvision 60 ft., passive Perception 11
STR AGI STA INT SPI CHA Languages Common, Nerubean
3 (-4) 13 (+1) 12 (+1) 1 (-5) 7 (-2) 1 (-5) Challenge 1/2 (100 XP)
Senses blindsight 10 ft., passive Perception 8 Traits
Languages – Spider Climb. The worker can climb difficult
Challenge 1/2 (100 XP) surfaces, including upside down on ceilings,
Traits without needing to make an ability check, and
110
ignores movement restrictions caused by Natural Explorer. The archer is an expert on
webbing. their local terrain (typically forests). She is not
ACTIONS slowed by difficult terrain, can move stealthily at
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., normal pace, is always alert to danger, forages
one creature. double as much food as normal, and knows the
Hit 4 (1d6 + 1) piercing damage, and the target exact number, sizes, and how long a tracked
must make a DC 10 Stamina saving throw, taking quarry remained in an area.
4 (1d8) poison damage on a failed save, or half as Shadowmeld. When in dim or dark light, the
much damage on a successful one. If the poison archer gains advantage on Stealth checks.
damage reduces the target to 0 hit points, the Hunter Talents. The archer has the following
target is stable but poisoned for 1 hour, even hunter talents.
after regaining hit points, and is paralyzed while Farsight
poisoned in this way. ACTIONS
Web (Recharge 4-6). Ranged Weapon Attack: +3 to Dagger. Melee or Ranged Weapon Attack: +4 to hit,
hit, range 30/60 ft., one target. reach 5 ft. or ranged 20/60 ft., one target.
Hit The target is restrained by webbing. It falls to Hit: 4 (1d4 + 2) slashing or piercing damage.
the ground if it is flying and cannot hover. As an Longbow. Ranged Weapon Attack: +6 to hit, range
action, the restrained target can make a DC 10 225/900 ft., one target.
Strength check, bursting the webbing on a Hit: 6 (1d8 + 2) piercing damage.
success. The webbing can also be attacked and
destroyed (AC 10; hp 5; vulnerable to fire Night Elf Druid
damage; immune to bludgeoning; poison; and
―Anu’dora.‖
psychic damage). The worker may discharge a
Medium humanoid (night elf), lawful neutral
web on a 5-foot-square, and hide it (using its
Armor Class 14 (heavy leather)
bonus to Stealth). This ability is typically used in
Hit Points 32 (5d8 + 10)
conjunction with the worker‘s burrow ability, so
Mana Points 22 (17 + 2 + 3)
that it may lay a webbed ambush.
Speed 30 ft.
STR AGI STA INT SPI CHA
Night Elf Archer 10 (+0) 14 (+2) 14 (+2) 13 (+1) 17 (+3) 12 (+1)
―One shot, one kill.‖ Skills Medicine +7, Religion +4, Perception +5,
Medium humanoid (night elf), lawful neutral Stealth +4
Armor Class 13 (leather) Senses darkvision 60 ft., passive Perception 15
Hit Points 32 (5d8 + 10) Languages Druidic, Elven, Common, Sylvan
Speed 30 ft. Challenge 3 (700 XP)
STR AGI STA INT SPI CHA Traits
11 (+0) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 9 (-1) Druid Circle (Feral). The druid can use wild
Damage Resistances lightning, poison shape as a bonus action or reaction instead of an
Skills Stealth +4, Perception +4 action. Additionally, transformed by Wild Shape,
Senses darkvision 60 ft., passive Perception 14 the druid can use a bonus action to expend one
Languages Common, Elven spell to regain 1d8 hit points per level of the spell
Challenge 2 (450 XP) expended.
Traits Wild Shape (2/rest). The druid can wild shape
Fighting Style (Archery). The hunter has +2 to into a beast of Challenge 1 for up to 2 hours.
attack with ranged weapons. This acts as the normal druid ability of the same
Mask of the Wild. The archer can attempt to name. The beast is limited by the Druidic Idol
hide even when only lightly obscured by foliage, trait below.
heavy rain, falling snow, mist, and other natural Druidic Idol. The night elven druid belongs to
phenomena. one of several organizations that aid them in
111
channeling magic. Choose one of the following Druid of the Antler (a stag), Druid of the Fang (a
organizations. This determines the creature the snake), Druid of the Moon (a wolf), or Druid of
druid can transform into, and gives them access the Talon (a stormcrow).
to the Blessed Beast feature. Night elven druids display remarkable wisdom
Druid of the Claw. This druid can wild shape and far-sightedness, but even they have little
into bears only, but they have the Roaring tolerance to demonic forces who seek to corrupt
Beast druid feature. their woods and upset the balance of nature.
Druid of the Antler. This druid can wild shape Their magical spells augment their allies' fighting
into stags only, but they have the Holy Beast skills and bravery as well.
feature.
Druid of the Fang. This druid can wild shape Customization
into snakes only, but they have the Raking The mystic blast can either be holy (if the druid is
Beast feature. associated more with the moon), or arcane (if
Druid of the Moon (or Druid of the Scythe). This associated more with the sun).
druid can wild shape into wolves only, but
they have the Prowling Beast feature. Night Elf Glaive Thrower
Druid of the Talon. This druid can wild shape Large construct (vehicle), unaligned
into stormcrows only, but they have the Armor Class 12
Magical Beast feature (usually choosing faerie Hit Points 51 (6d10 + 18)
fire and cyclone). Speed 10 ft.
Spellcasting. The night elf druid is a 5th level STR AGI STA INT SPI CHA
spellcaster. His spellcasting ability is Spirit (spell 17 (+3) 14 (+2) 16 (+3) 1 (-5) 3 (-4) 1 (-5)
save DC 13, +5 to hit with spell attacks). The Damage Immunities poison, psychic
druid has the following spells (8) prepared from Condition Immunities blinded, deafened,
the druid spell list: frightened, paralyzed, petrified, poisoned
Cantrips (3 mana): druidcraft, wrath Senses passive Perception 6
1st level (4 mana): entangling roots, faerie fire, Languages —
primal roar (abandonment aura), rejuvenation Challenge 3 (700 XP)
2nd level (5 mana): barkskin Traits
3rd level (6 mana): cyclone, plant growth, shooting Siege Weapon. The glaive thrower deals double
star damage to structures, but half to creatures with
ACTIONS all its attacks.
Quarterstaff. Melee Weapon Attack: +3 to hit, Fuel (8 max). The glaive thrower starts out with
reach 5 ft., one target. eight mechanical charges, and runs on a
Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + clockwork or mechanical engine. It can be active
1) if used with both hands. for eight hours until it needs to be recharged.
Mystic Blast. Ranged Spell Attack: +6 to hit, range Ten minutes of winding the mechanism's interior
30 ft., one target. provide one charge for it.
Hit: 10 (3d4) holy damage. This requires at least ACTIONS
1 mana in reserve for each d4. Ram. Melee Weapon Attack: +5 to hit, range 5 ft.,
one target.
Night elf druids are ancient beings who wander Hit: 7 (2d8 + 3) bludgeoning damage.
the woods of Kalimdor or the world to answer Ballista Bolt. Ranged Siege Attack: +3 to hit, range
nature‘s summons and defend their societies 100/600 ft., one target.
from external threats. Depending on the idol Hit: 16 (2d12 + 3) piercing damage. A target hit
they are best attuned to, druids can belong to by the ballista bolt must make an Agility saving
separate organizations, such as being a Druid of throw or else be pushed 5 feet back.
the Claw (fond of assuming the form of a bear),
112
A glaive thrower costs 120 crafting points +4 to hit with spell attacks). The huntress has the
(engineering) to construct as a large construct of following spells (3) prepared from the hunter
challenge 2 (or 3,000 gp), and may carry up to spell list:
two medium-sized creatures within it (not 1st level (5 mana): find familiar, fade, speak with
counting the storage feature). It has a animals
malfunction rating of 1-3. ACTIONS
It costs 40 crafting points (1,000 gp) to craft. Moonglaive. Melee Weapon Attack: +5 to hit,
The ballista bolt is a common heavy crossbow, reach 5 ft. or range 20/60 ft., one target.
and can be exchanged (or upgraded) for more Hit: 6 (1d6 + 3) slashing damage. The huntress
damage. may use a bonus action to hit another target
within the weapon‘s range from the first.
Night Elf Huntress Shortbow. Ranged Weapon Attack: +5 to hit, range
―As the goddess wills.‖ 80/320 ft., one target.
Medium humanoid (night elf), lawful neutral Hit: 6 (1d6 + 3) piercing damage.
Armor Class 15 (leather)
Hit Points 45 (5d10 + 10) Huntresses are the elite cadre of the Sentinel
Mana Points 18 (15 + 2 + 1) army. Drawing their strength from the moon
Speed 30 ft. goddess, Elune, these warrior women ride the
STR AGI STA INT SPI CHA feral Nightsabre panthers into battle. Huntresses
11 (+0) 16 (+3) 13 (+1) 10 (+0) 15 (+2) 10 (+0) are strong, swift, and merciless to those who
Skills Perception +4, Insight +4, Stealth +5 would defile the sanctity of Ashenvale Forest.
Senses darkvision 60 ft., passive Perception 14
Damage Resistances lightning, poison Huntress’s Nightsaber
Languages Elven, Common, Sylvan Large beast, unaligned
Challenge 2 (450 XP) Armor Class 14 (natural armor)
Traits Hit Points 37 (5d10 + 10)
Mask of the Wild. The huntress can attempt to Speed 40 ft.
hide even when only lightly obscured by foliage, STR AGI STA INT SPI CHA
heavy rain, falling snow, mist, and other natural 17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
phenomena. Skills Perception +3, Stealth +6
Nature Resistance. The huntress has advantage Senses Passive Perception 13
to saving throws against natural poisons. Languages —
Ricochet Weapon (Moonglaive, 1/round). This Challenge 1 (200 XP)
weapon can ricochet off one target and hit Traits
another. This costs an attack action (or bonus Silent Stalker. The saber cat has advantage on
action). The Moonglaive can ricochet one time. Spirit (Perception) checks that rely on smell, and
The Moonglaive returns to the huntress‘s hand Agility (Stealth) checks in dim light or darkness.
after the attack is resolved, regardless of range. Pounce. If the saber cat moves at least 20 feet
Shadowmeld. When you are in dim or dark light, straight toward a creature and then hits it with a
the huntress gains advantage on Stealth checks. claw attack on the same turn, that target must
Favored by Elune. The huntress adds the Find succeed on a DC 12 Strength saving throw or be
Familiar spell to her spell list, but may only knocked prone. If the target is prone, the saber
choose an owl. Furthermore, her link to her owl cat can make one bite attack against it as a bonus
familiar is 250 feet, instead of the normal 100 action.
feet. If standing in moonlight, the link becomes Favored Terrain. The saber cat gains the favored
500 feet instead. terrain ability, as a 1st level Hunter to its natural
Spellcasting The huntress is a 1st level spellcaster. environment.
Her spellcasting ability is Spirit (spell save DC 12, ACTIONS
113
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Sneak Attack (1/Turn). The warden deals an
one creature. extra 21 (6d6) damage when she hits a target with
Hit: 8 (1d10 + 3) piercing damage. a weapon attack and has advantage on the attack
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., roll, or when the target is within 5 feet of an ally
one target. of the warden that isn‘t incapacitated and the
Hit: 10 (2d6 + 3) slashing damage. warden doesn‘t have disadvantage on the attack
roll.
Spellcasting. The warden is a 5th level spellcaster.
Night Elf Warden Hero Her spellcasting ability is Intelligence (spell save
―Moonlight shines on the guilty and the innocent DC 13, +5 to hit with spell attacks). The warden
alike.‖ has the following spells (7) prepared from the
Medium humanoid (night elf), lawful mage spell list:
Armor Class 17 (studded leather, warden‘s cloak)
Cantrips (0 mana): friends, mage hand, minor
Hit Points 71 (11d8 + 22)
illusion
Mana Points 21 (15 + 3 + 3)
1st level (4 mana): disguise self, silent image, sleep
Speed 30 ft.
2nd level (5 mana): blink step, invisibility, shadow
STR AGI STA INT SPI CHA
strike (shadow word pain)
11 (+0) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 10 (+0)
3rd level (6 mana): conjure fiend (avatar of
Saving Throws Agi +7, Int +5
vengeance)
Damage Resistances lightning, poison
ACTIONS
Skills Acrobatics +7, Perception +4, Insight +7,
Multiattack. The warden makes two warglaive
Sleight of Hand +7, Stealth +10
attacks, or throws four daggers.
Senses darkvision 60 ft., passive Perception 14
Warglaive. Melee Weapon Attack: +7 to hit, reach
Languages Elven, Common, Sylvan, Thieves‘
5 ft., one target.
Cant
Challenge 7 (2,600 XP) Hit: 6 (1d6 + 3) slashing damage.
Traits Dagger. Melee or Ranged Weapon Attack: +7 to hit,
Mask of the Wild. The warden can attempt to reach 5 ft. or range 20/60 ft., one target.
hide even when you are only lightly obscured by Hit: 5 (1d4 + 3) piercing damage.
foliage, heavy rain, falling snow, mist, and other Fan of Knives (Area Attack). The Warden sends
natural phenomena. a storm of daggers in a 20 foot sphere, a 15-foot
Shadowmeld. The warden gains advantage on cone (a quarter-circle), or a line 30 feet long, 5
Stealth checks when in dim or dark light. feet wide.
Premeditation. The warden may use 3 rounds Each creature in the area must make a DC 15
(counted as 3 actions) to study an enemy. If she Agility saving throw, taking 20 (3d4 + 9 + 4)
does, she may always apply her sneak attack piercing damage on a failed saving throw, or half
damage against them (even without advantage or as much damage on a successful save. This takes 3
an ally nearby) for one minute, unless the target daggers, or 1 dagger if using the blades in her
moves more than full speed in one round. warden‘s cloak.
In addition, any hit the warden scores against a Equipment. Warden armor (studded leather),
creature that is surprised is a critical hit. warglaive, warden‘s cloak, 10 daggers.
Fading Shadow (1/short rest). The warden may
cast the Blink Step spell. After being used, this The mysterious wardens serve as the night elves'
cannot be used again until after a short rest. special police force in Kalimdor. They are elite
Evasion. If the warden is subjected to an effect members of the Watchers, the jailors and
that allows it to make an Agility saving throw to marshals of night elf society, and the highest rank
take only half damage, the assassin instead takes that can be bestowed on a Watcher. Maiev
no damage if it succeeds on the saving throw, and Shadowsong was first to be given the rank of
only half damage if it fails. warden, which she later awarded to a select few
114
who had proven their exceptional fighting obsidian statue and having mana remaining, it
abilities, tracking skills, and tenacity. can keep the mana it has.
Set apart from the militant Sentinels, wardens are Magic Resistance. The obsidian destroyer has
usually employed as jailors, assassins, and bounty advantage on saving throws against spells and
hunters. When loosed upon escaped criminals, other magical effects.
wardens employ a number of supernatural Thunderous Blows. The obsidian destroyer may
powers that enable them to recapture their prey deal 2d4 extra thunder damage when striking
and mete out the night elves' justice. Wardens with melee weapon attacks. This is a [strike]
can teleport by using their spellcasting capabilities effect.
or even with the Fading Shadow Rogue Ability, Innate Spellcasting. The obsidian destroyer is a
which they can use to outmaneuver even the 3rd level spellcaster. The obsidian destroyer‘s
quickest of foes. spellcasting ability is Charisma (spell save DC
They notably wield umbra crescents (special 11). The destroyer can innately cast the following
Moonglaives) and typical glaives. They also use spells, requiring no material components:
owls for recon (treat as a trained hawk). 1st level (5 mana): detect magic
2nd level (6 mana): dispel magic (0 mana), mana
O burn (0 mana), orb of annihilation
ACTIONS
Obsidian Destroyer Mace. Melee Weapon Attack: +5 to hit, range 5 ft.,
Large construct, unaligned one target.
Armor Class 12 Hit: 7 (1d8 + 3) bludgeoning damage, plus 5
Hit Points 39 (6d10 + 6) (2d4) thunder damage.
Mana Points 0 (Special, maximum 19 (15 + 2 + Necromantic Blast. Ranged Spell Attack: +3 to hit,
2), see Magic Devourer) range 30 ft., one target.
Speed 15 ft. Fly 60 ft. (hover) Hit: 5 (2d4) shadow damage. This does not
STR AGI STA INT SPI CHA require mana in reserve.
17 (+3) 14 (+2) 13 (+1) 3 (-4) 15 (+2) 12 (+1)
Damage Resistances thunder, cold, fire, acid, fel, This creature is made of obsidian. It has a lower
lightning; bludgeoning, piercing, and slashing body resembling a powerfully built panther with a
from nonmagical weapons pair of great black wings protruding from its
Damage Immunities poison, psychic back. Almost 20 feet wide, these latter
Condition Immunities blinded, deafened, appendages seem carved from old, porous stone.
frightened, paralyzed, petrified, poisoned The creature‘s upper body is humanoid. A pair of
Senses passive Perception 14 dazzling emerald eyes set within deep, cavernous
Languages — sockets stand out in the midst of the creature‘s
Challenge 3 (700 XP) shriveled, skeletal face.
Traits Born from the mystical transformation of an
False Appearance. While the obsidian destroyer obsidian statue (see above), this strange magical
remains motionless, it is indistinguishable from beast is drawn to mana. Because of its
an inanimate statue. appearance, an unmoving obsidian destroyer can
Magic Devourer. The obsidian destroyer can, easily pass itself off as a statue as long as it keeps
when dispelling a magic spell or successfully its eyes closed. It can thus fool people into
draining mana with its innate magic spells, regain believing it is nothing more than a harmless piece
mana equal to double the spell‘s level, or equal to of decoration.
the mana burnt (whichever is higher), up to a Most obsidian destroyers enjoy wearing crowns
maximum of 19 mana points. Mana burn and and other ostentatious headdresses that make
Dispel Magic do not cost mana for the obsidian them appear regal. Typically, obsidian destroyers
destroyer. The obsidian destroyer does not regain deploy during the presence of enemy magic-users,
mana over time. If transforming from an
115
and use their powers to gain temporary mana, During this time, the creature remains inanimate,
and discharge it instantaneously on a hapless but begins shaking and cracking. The obsidian
wizard or priest with an orb of annihilation spell. statue then breaks apart with a spray of fine dust,
and from the black rubble emerges an obsidian
Obsidian Statue destroyer.
Once the transformation is complete, the
Large construct, unaligned
destroyer cannot change back to a statue unless it
Armor Class 12
allows a character to reconstruct the wards
Hit Points 39 (6d10 + 6)
binding it, which is a crafting task of moderate
Mana Points 17 (15 + 2)
complexity (DC 15).
Speed 0 ft. Fly 10 ft. (hover)
STR AGI STA INT SPI CHA
Shaped like a humanoid torso atop the lower
17 (+3) 14 (+2) 13 (+1) 3 (-4) 15 (+2) 12 (+1)
body of a winged, powerfully-built panther, this
Damage Resistances bludgeoning, piercing, and
large construct seems an impressively realistic
slashing from nonmagical weapons
likeness. Carved out of the dark stone from
Damage Immunities poison, psychic
which it takes its name, an obsidian statue has
Condition Immunities blinded, deafened,
eerie, green eyes that shine brightly within deep
frightened, paralyzed, petrified, poisoned
sockets.
Senses passive Perception 14
Undead armies use obsidian statues as
Languages —
figureheads, placing them at the forefront of
Challenge 2 (450 XP)
battle or near strategically important locales, such
Traits
as armories or headquarters. They inspire awe in
False Appearance. While the obsidian statue
the hearts of their enemies, but more importantly
remains motionless, it is indistinguishable from
they provide useful support to their undead
an inanimate statue.
masters. Obsidian statues fight without thought
ACTIONS
or tactic, using their mystic blasts to pummel
Necromantic Blast. Ranged Spell Attack: +3 to hit,
those foes close to them. They hate living beings
range 30 ft., one target.
and strike at any living creature that comes
Hit: 5 (2d4) shadow damage. This requires at
within range. Obsidian statues never engage
least 1 mana in reserve for each d4.
undead in battle unless they are directly
Essence of Blight (4 mana). The obsidian statue
threatened by them. Obsidian statues do not
radiates a powerful pulse of death energy. This
speak.
acts like a Death Coil spell, restoring 6 (1d8 + 2)
hit points to any undead creature within 30 ft. If
the undead creature is unwilling, this requires a Ogres
ranged spell attack. This requires an action. Ogres as Characters
Essence of Spirit (4 mana). The obsidian statue Ogre Traits
radiates a powerful pulse of raw mana. To any Ability Score Increase. Your Strength increases
spellcasting creature within 30 ft., this restores by 2, but your Intelligence decreases by 2.
mana as if they rested for 1 hour. As all mana- Age. An ogre typically claims adulthood around
restoring abilities, a creature cannot benefit from the age of 35 and can live to be 100 years old.
this more than once every hour. If the targeted Affiliation. Horde or independent. Ogres are
creature is unwilling, they may make a Spirit save violent and peace-hating creatures, and they
to negate the benefit and cool-down of mana usually strive to gain dominion over the lands
restoration. This requires an action. they live in, or questionably serve those who do
Morph into Destroyer. Through a strange magic rule over the lands.
process, an obsidian statue can transform itself Size. Ogres are much larger than other races.
into an obsidian destroyer (see below). The Males average 7 feet tall and 500 pounds, while
transformation takes (2) 1d4 rounds to complete. females are usually a bit shorter and lighter. They
116
have thick, powerful physiques and brawny Speed 40 ft.
frames most suitable for combat. They are large STR AGI STA INT SPI CHA
sized. 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Speed. You have a base walking speed of 40 feet. Senses passive Perception 8
Darkvision. You have superior vision in dark and Languages Giant, Orcish
dim conditions. You can see in dim light within Challenge 2 (450 XP)
60 feet of you as if it were bright light, and in ACTIONS
darkness as if it were dim light. You can‘t discern Greatclub. Melee Weapon Attack: +6 to hit, reach
color in darkness, only shades of gray. 5 ft., one target.
Natural Armor. Your thick skin deflects Hit: 13 (2d8 + 4) bludgeoning damage.
oncoming blows. When you aren't wearing Javelin. Melee or Ranged Weapon Attack: +6 to hit,
armor, your AC is 12 + your Agility modifier. reach 5 ft. or range 30/120 ft., one target.
You can use your natural armor to determine Hit: 11 (2d6 + 4) piercing damage.
your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as Ogre Mage
normal while you use your natural armor. Large giant, chaotic evil
Languages. You can read and write in Giant and Armor Class 13 (natural armor)
one of the following: Orcish or Low Common. Hit Points 59 (7d10 + 21)
Mana Points 20 (15 + 2 + 3)
Subrace. Ogres are either one-headed or two- Speed 40 ft.
headed. STR AGI STA INT SPI CHA
19 (+4) 8 (-1) 16 (+3) 15 (+2) 11 (+0) 7 (-2)
One-Headed Skills +5 Arcana, +5 Religion
Ability Score Increase. Your Strength increases Senses Passive Perception 10
by 1, and your Stamina increases by 2. Languages Giant, Orcish
Challenge 3 (700 XP)
Two-Headed Traits
Two-headed ogres are markedly more intelligent Two Heads. The ogre has advantage on Spirit
than their one-headed brothers (though that isn‘t (Perception) checks and on saving throws against
saying much in comparison to other races). being blinded, charmed, deafened, frightened,
Ability Score Increase. You remove the ogre‘s stunned, and knocked unconscious.
penalty to Intelligence, and you furthermore Spellcasting. The ogre magi is a 5th level
increase your Intelligence by 1 (total of +1 to your spellcaster. His spellcasting ability is Intelligence
starting Intelligence). (spell save DC 11, +3 to hit with spell attacks).
Mystic Aptitude. Having two heads has an The ogre magus has the following spells (7)
advantage when studying magic. Due to sharing prepared from the mage spell list:
memories and techniques between two heads, Cantrips (0 mana): fire bolt (2d10), create bonfire,
you gain the Mystic Blast feat for free whenever mold earth
you gain at least one caster level. 1st level (4 mana): Burning hands, elemental
Two Heads. The ogre has advantage on Spirit armor (fire), explosion
(Perception) checks and on saving throws against 2nd level (5 mana): enlarge/reduce, ray of
being blinded, charmed, deafened, frightened, enfeeblement
stunned, and knocked unconscious. 3rd level (6 mana): haste, glyph of warding
ACTIONS
Ogre Tribesman Multiattack. The ogre magi can attack twice with
Large giant, chaotic evil any combination of a greatclub attack or a Mystic
Armor Class 11 (hide armor) Blast attack.
Hit Points 59 (7d10 + 21)
117
Greatclub. Melee Weapon Attack: +6 to Hit, reach 19 (+4) 16 (+3) 15 (+2) 13 (+1) 11 (+0) 10 (+0)
5 ft., one target. Saving Throws Str +7, Sta +5
Hit: 13 (2d8 + 4) bludgeoning damage. Skills Athletics +7, Intimidation +3, Perception
Mystic Blast. Ranged Spell Attack: +6 to Hit, range +3, Stealth +6
30/120 ft., one target. Senses darkvision 60 ft., passive Perception 13
Hit: 10 (3d6) fire damage. This requires at least 1 Languages Common, Orcish
mana in reserve for each d6. Challenge 7 (2,900 XP)
Traits
Ogre mage (aka ogre-magi or ogre magus) are Warrior Talents. The blademaster has the
smarter, spellcasting versions of ogres. Ogre magi following warrior talents.
came into existence in the Second War, when the Bladestorm
orc warlock Gul'dan carved up the elven Rage
Runestone at Caer Darrow and used its mystic Wind Walk
powers to imbue Ogre enforcers with the ability Brutal Critical
and intelligence to cast spells. Second Wind (1/rest). Can spend a bonus action
Following the Second War Ogre magi have to regain 1d10 + 11 hit points.
become alot more common. It is speculated that ACTIONS
they can breed to produce their own kind Multiattack. The blademaster makes three
(confirmed by Torkus and his many sons), while greatsword attacks.
others think that some ogre magi — or darker Greatsword. Melee Weapon Attack: +7 to hit,
forces — have developed a way to create more of reach 5 ft., one target.
them. Hit: 13 (2d6 + 4) slashing damage (rerolls the dice
Whatever the case, though ogre magi don‘t if it results with a natural 1 or 2).
appear in the numbers they did in the Second REACTIONS
War, they are still a part of Azeroth. Because of Relentless. This acts as the relentless warrior talent
their intelligence, and the fact that they often of the same name.
desire to search for arcane knowledge to enhance Equipment. Bracers of defense.
their spellcasting abilities, ogre magi are more
likely to adventure than other ogres. Many Orc Demolisher
remain with their own kind and have become
Large construct (vehicle), unaligned
advisors to the chieftains of their tribes or leaders
Armor Class 9
in their own right. Their spells, combined with
Hit Points 51 (6d10 + 18)
their physical might, make them self-sufficient.
Speed 10 ft.
Adventuring ogre magi are uncommon, and meet
STR AGI STA INT SPI CHA
with stares or violence in civilized towns, but they
19 (+4) 8 (-1) 17 (+3) 1 (-5) 3 (-4) 1 (-5)
possess the smarts necessary to talk their way out
Damage Immunities poison, psychic
of many volatile situations. Ogre magi allied with
Condition Immunities blinded, deafened,
the Stonemaul clan are welcome in any Horde frightened, paralyzed, petrified, poisoned
settlement, but the Alliance views all ogres as Senses passive Perception 6
savages and enemies. Languages —
Challenge 3 (700 XP)
Orc Blademaster Hero Traits
"I hear and obey!" Siege Weapon. The demolisher deals double
Medium humanoid (orc), chaotic neutral damage to structures, but half to creatures with
Armor Class 17 (unarmored plus bracers) all its attacks.
Hit Points 82 (11d10 + 22) Fuel (8 max). The demolisher starts out with
Speed 30 ft. eight fuel charges, and runs on a clockwork or
STR AGI STA INT SPI CHA mechanical engine. It can be active for eight
118
hours until it needs to be recharged. Ten minutes mighty axes and battle-worn armor, they are
of winding the mechanism's interior provide one prepared to fight to the death.
charge for it. Devoted to the Horde and to their clans, the
ACTIONS grunt lusts for battle — wanting nothing more
Ram. Melee Weapon Attack: +5 to hit, range 5 ft., than to wade into the field of carnage and die a
one target. bloody death surrounded by the bodies of his
Hit: 8 (2d8 + 4) bludgeoning damage. fallen enemies.
Catapult. Ranged Siege Attack: +2 to hit, range
100/600 ft., one target. Orc Kodo Rider
Hit: 17 (2d12 + 4) bludgeoning damage. All ―Here comes the beast again…‖
targets within 5 feet of the initial target take 6 Medium humanoid (orc), chaotic neutral
points of bludgeoning damage from impact. This Armor Class 14 (heavy leather)
damage is halved on a successful Agility saving Hit Points 45 (6d10 + 12)
throw, DC 14. Speed 30 ft.
STR AGI STA INT SPI CHA
Orc Grunt 16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
―Time to die!‖ Senses darkvision 60 ft., passive Perception 10
Medium humanoid (orc), chaotic neutral Languages Orcish, Low Common
Hit Points 37 (5d10 + 10) Challenge 2 (450 XP)
Armor Class 16 (breastplate) Traits
Speed 30 ft. Drums (2/rest). The kodo rider can cast the
STR AGI STA INT SPI CHA abandonment aura spell (as a 2nd level spell).
17 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 10 (+0) ACTIONS
Saving throws Str +5, Sta +5 Drum-Axe. Melee or Ranged Weapon Attack: +5 to
Senses darkvision 60 ft., passive Perception 13 hit, reach 5 ft. or range 20/60 ft., one target.
Languages Common, Orcish Hit: 6 (1d6 + 3) slashing damage.
Challenge 2 (450 XP) REACTIONS
Traits Relentless. This acts as the relentless warrior talent
Warrior Talents. The orc grunt has the following of the same name.
warrior talents.
Aggressive Kodo riders ride on the backs of great kodo
Shout (battle) beasts, using their drums to empower their allies.
ACTIONS The colossal kodo beasts of the Kalimdor plains
Battleaxe. Melee Weapon Attack +6 to hit, reach 5 proved to be valued allies of the Orcish Horde.
ft., one target. The mighty beasts were charged with carrying the
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) Orcs' pounding war drums into battle. The huge
if used with both hands. kodos, serving as symbols of Orcish might and
Handaxe. Melee or Ranged Weapon Attack +6 to valor, also use their enormous size and strength
hit, reach 5 ft. or ranged 20/60 ft., one target. to aid the Orcs in battle.
Hit: 6 (1d6 + 3) slashing damage.
REACTIONS Orc Peon
Relentless. This acts as the relentless warrior talent ―Okie dokie.‖
of the same name. Medium humanoid (orc), chaotic neutral
Armor Class 10
Those orcs who distinguish themselves enough in Hit Points 11 (2d8 + 2)
the arts of war to be trained as grunts epitomize Speed 30 ft.
the merciless spirit of the Horde. Equipped with STR AGI STA INT SPI CHA
14 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
119
Senses darkvision 60 ft., passive Perception 11 Traits
Languages Common, Orcish Net Expert. The raider‘s range with a net
Skills Mining tools +3 (or any other gathering becomes 20/60, and can use Strength to
tool) determine attack bonus as a thrown weapon. The
Challenge 1/4 (25 XP) DC to escape the net is 15 instead of 10, and the
ACTIONS hit points it take to cut off the net is 20 instead
Spear. Melee or Ranged Weapon Attack: +4 to hit, of 5.
reach 5 ft. or ranged 20/60 ft., one target. ACTIONS
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) if Greatsword. Melee Weapon Attack: +5 to hit,
used with both hands. reach 5 ft., one target.
Mining Pick. Melee Weapon Attack: +4 to hit, Hit: 10 (2d6 + 3) slashing damage.
reach 5 ft., one target. Net. Ranged Weapon Attack: +5 to hit, range
Hit: 4 (1d4 + 2) piercing damage. 20/60 ft., one target.
REACTIONS Hit: Target is restrained, DC 15 to escape.
Relentless. This acts as the relentless warrior talent REACTIONS
of the same name. Relentless. This acts as the relentless warrior talent
of the same name.
The label of peon denotes the lowest station
amongst those in the Orcish Horde. Inferior in Raiders (or wolf riders) are traditionally wolf-
all skills of worth, these dogs are relegated to riding warriors of the Horde and the orcish clans.
menial tasks such as harvesting lumber and Some orc raiders are capable of fighting on foot
mining gold. Peons are permanently bent from as well, supported by their wolf companions.
years of labor. These expressionless orcs trudge in Many other races and organizations raid for
their duty, a large sack slouched over malformed plunder but are not to be considered in the same
shoulders that are broader than any soldier's. way than in orcish culture.
Commonly treated with contempt, the wise The orc raider usually has six nets.
Horde chief knows that without these sturdy little
guys, the Horde war machine would grind to a Raider’s Dire Wolf
halt. Large beast, unaligned
They are nearly worthless in combat, which is Armor Class 14 (natural armor)
why they prefer to hide in burrows and throw Hit Points 37 (Sd10 + 10)
spears out the windows, if it comes to that. Speed 50 ft.
Downtrodden, the orc peons slave thanklessly to STR DEX CON INT WIS CHA
please their overseers. While it is rare, it is 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
possible for a peon of certain clans to rise from Skills Perception +3, Stealth +4
the dregs to attain a new rank, like that of Senses passive Perception 13
Overseer. Languages –
Challenge 1 (200 XP)
Orc Raider Traits
―Ready for battle!‖ Keen Hearing and Smell. The wolf has
Armor Class 14 (heavy leather) advantage on Spirit (Perception) checks that rely
Hit Points 45 (6d10 + 12) on hearing or smell.
Speed 30 ft. Pack Tactics. The wolf has advantage on an
STR AGI STA INT SPI CHA attack roll against a creature if at least one of the
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) wolf's allies is within 5 feet of the creature and
Senses darkvision 60 ft., passive Perception 10 the ally isn't incapacitated. A rider counts as an
Languages Orcish, Low Common ally for this purpose.
Challenge 2 (450 XP) ACTIONS
120
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 10 (3d6) fire damage. This requires at least 1
one target. mana in reserve for each d6.
Hit: 10 (2d6 + 3) piercing damage. If the target is REACTIONS
a creature, it must succeed on a DC 13 Strength Relentless. This acts as the relentless warrior talent
saving throw or be knocked prone. of the same name.
121
that turn or regurgitate all swallowed creatures, the cloud, which otherwise disappears at the end
which fall prone in a space within 10 feet of of Ozumat‘s next turn.
Ozumat. If Ozumat dies, a swallowed creature is
no longer restrained by it and can escape from Ozumat’s Lair
the corpse using 15 feet of movement, exiting Ozumat, as all his offspring, lives in dark depths,
prone. usually a sunken rift or a cavern filled with
Tentacle. Melee Weapon Attack: +18 to hit, reach detritus, treasure, and wrecked ships.
30 ft., one target.
Hit: 20 (3d6 + 10) bludgeoning damage, and the Lair Actions
target is grappled (escape DC 18). Until this On initiative count 20 (losing initiative ties),
grapple ends, the target is restrained. Ozumat has Ozumat takes a lair action to cause one of the
ten tentacles, each of which can grapple one following magical effects:
target.
Fling. One Large or smaller object held or A strong current runs through Ozumat‘s
creature grappled by Ozumat is thrown up to 60 lair. Each creature within 60 feet of him
feet in a random direction and knocked prone. If must succeed on a DC 23 Strength
a thrown target strikes a solid surface, the target saving throw or be pushed up to 60 feet
takes 3 (1d6) bludgeoning damage for every 10 away. On a success, the creature is
feet it was thrown. If the target is thrown at pushed 10 feet away from Ozumat.
another creature, that creature must succeed on a Creatures in the water within 60 feet of
DC 18 Agility saving throw or take the same Ozumat have vulnerability to lightning
damage and be knocked prone. damage until initiative count 20 on the
Lightning Storm. Ozumat magically creates three next round.
bolts of lightning, each of which can strike a The water in Ozumat‘s lair becomes
target Ozumat can see within 120 feet of it. A electrically charged. All creatures within
target must make a DC 23 Agility saving throw, 120 feet of the kraken must succeed on a
taking 22 (4d10) lightning damage on a failed DC 23 Stamina saving throw, taking 10
save, or half as much damage on a successful one. (3d6) lightning damage on a failed save,
or half as much damage on a successful
LEGENDARY ACTIONS one.
Ozumat can take 3 legendary actions, choosing
from the options below. Only one legendary Regional Effects
action option can be used at a time and only at The region containing Ozumat‘s lair is warped by
the end of another creature's turn. Ozumat the creature's blasphemous presence, creating the
regains spent legendary actions at the start of its following magical effects:
turn.
Tentacle Attack or Fling. Ozumat makes one Ozumat can alter the weather at will in a
tentacle attack or uses its Fling. 6-mile radius centered on its lair. The
Lightning Storm (Costs 2 Actions). Ozumat uses effect is identical to the control weather
Lightning Storm. spell.
Ink Cloud (Costs 3 Actions). While underwater, Water elementals coalesce within 6 miles
Ozumat expels an ink cloud in a 60-foot radius. of the lair. These elementals can't leave
The cloud spreads around corners, and that area the water and have Intelligence and
is heavily obscured to creatures other than Charisma scores of 1 (-5).
Ozumat. Each creature other than Ozumat that Aquatic creatures within 6 miles of the
ends its turn there must succeed on a DC 23 lair that have an Intelligence score of 2
Stamina saving throw, taking 16 (3d10) poison or lower are charmed by Ozumat and
damage on a failed save, or half as much damage aggressive toward intruders in the area.
on a successful one. A strong current disperses
122
When Ozumat dies, all of these regional effects Although their massive girth makes them look
fade immediately. sedentary, they move at relatively high speed
despite their massive stature.
Tales of the monstrous kraken that terrorize Born from sheer hatred of the Nether, the
Azeroth's high seas were once relegated to myths Annihilan are a powerful species of demons
of superstitious Kul‘tiran sailors... but no longer. recruited by Archimonde the Defiler to serve the
By some ill means, the naga have bent Ozumat - Burning Legion. Their leader was Mannoroth the
the patriarch of all kraken - to their will and Destroyer. The Pit Lord race are all members of
unleashed him against Neptulon and his the Annihilan species. They are driven by rage
followers. and bloodlust, and resemble massive lizards from
the waist down, and muscle-bound humanoids
from the waist up, with thick, leathery wings
P sprouting from their backs. Their mouths are
filled with rows of teeth, their eyes light with fel-
Pit Lord (Annihilan) fire, and their tongues are studded with fangs.
Introduction Although their massive girth makes them look
The pit lords are usually nothing more than sedentary, they move at relatively high speed
butchers: brutal killers, occasional torturers, and despite their massive stature.
hunters that prefer intelligent prey. They are
engines of hate and flame, bred for only one Pit Lord Hero
purpose: to destroy everything in their path. Large fiend (demon), chaotic evil
Occasionally, one rises above all others and Armor Class 15 (natural armor)
becomes a leader of the Legion's armies. When Hit Points 126 (12d10 + 60)
reproached by mortal paladins or hacked at by Mana Points 26 (18 + 3 + 5)
heroes defending their towns, the pit lords smile Speed 30 ft.
ever more widely. Gore, screams, and suffering STR AGI STA INT SPI CHA
prove to them their victory, and the horror and 22 (+6) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 18 (+4)
anger of those mortals capable of opposing them Saving Throws Agi +4, Sta +8, Spi + 5
serve as the Pit lords have a humanoid head, Damage Resistances cold; bludgeoning, piercing,
arms, and torso, although the head has far too and slashing from non-magical weapons that
many teeth. (More grow continuously, forming a aren't silvered
forest of ivory needles in the pit lord's mouth.) Damage Immunities fire, poison
Their waist attaches seamlessly to a headless Condition Immunities poisoned
equine body plated with a flexible, multipart Senses darkvision 60 ft., truesight 30 ft., passive
carapace, typically with four to six trunk-thick Perception 12
lizard legs in a deep purple body. Languages Eredun, telepathy 30 ft.
Born from sheer hatred of the Nether, the Challenge 7 (2,900 XP)
Annihilan are a powerful species of demons Traits
recruited by Archimonde the Defiler to serve the Howl of Terror. As an action, the pit lord may
Burning Legion. Their leader was Mannoroth the howl, forcing any creature within 30 ft. to make a
Destroyer. The Pit Lord race are all members of DC 15 Spirit saving throw. On a failed save, the
the Annihilan species. They are driven by rage creature is frightened until the start of its next
and bloodlust, and resemble massive lizards from turn. If a creature's saving throw is successful, the
the waist down, and muscle-bound humanoids creature is immune to the pit lord‘s howl for the
from the waist up, with thick, leathery wings next 24 hours.
sprouting from their backs. Their mouths are Chaos Weapons. The pit lord‘s weapon attacks
filled with rows of teeth, their eyes light with fel- are magical.
fire, and their tongues are studded with fangs.
123
Demonic Doom. Roll as intervention, roll 1d20. purpose: to destroy everything in their path.
11 or higher casts demonic doom. Occasionally, one rises above all others and
Innate Spellcasting. The pit fiend is an 18th level becomes a leader of the Legion's armies. When
spellcaster. The pit fiend's spellcasting ability is reproached by mortal paladins or hacked at by
Charisma (spell save DC 15, +7 to spell attacks). heroes defending their towns, the pit lords smile
The pit fiend can innately cast the following ever more widely. Gore, screams, and suffering
spells, requiring no material components: prove to them their victory, and the horror and
1st level: detect magic anger of those mortals capable of opposing them
3rd level: dispel magic, rain of fire serve as the Pit lords have a humanoid head,
5th level: conjure fiend (felguard) arms, and torso, although the head has far too
ACTIONS many teeth. (More grow continuously, forming a
Multiattack. The pit fiend makes two attacks forest of ivory needles in the pit lord's mouth.)
with its two-bladed sword. With a bonus action, Their waist attaches seamlessly to a headless
it may attack again with its two-bladed sword, or equine body plated with a flexible, multipart
use its Doom Stomp ability. carapace, typically with four to six trunk-thick
Alternatively, it may cleave with its two-bladed lizard legs in a deep purple body.
sword, dealing damage to a 15-foot-radius half-
circle (180-degree sphere), in the direction of its Pit Lord Primordial
choice to sweep. Creatures in the area take Huge fiend (demon), chaotic evil
damage as if hit with the two-bladed sword, with Armor Class 19 (natural armor)
a DC 17 Agility check to half. This costs two Hit Points 324 (24d12 + 168)
attacks. Mana Points 35 (20 + 6 + 9)
Fel Blade (Two-Bladed Sword). Melee Weapon Speed 30 ft.
Attack: +10 to hit, reach 15 ft., one target. STR AGI STA INT SPI CHA
Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6) 26 (+8) 14 (+2) 24 (+7) 20 (+5) 18 (+4) 20 (+6)
damage. Half the damage is fire, and the other Saving Throws Agi +8, Sta +13, Spi +10
half is fel. Damage Resistances cold; bludgeoning, piercing,
Doom Stomp (3/rest). As a bonus action, the pit and slashing from non-magical weapons that
lord stomps the ground with a hoof, creating a aren't silvered
shockwave. All creatures fifteen feet away from Damage Immunities fire, poison
them must perform a Agility saving throw with a Condition Immunities poisoned
DC of 17 or be knocked prone, and take 10 Senses darkvision 120 ft. truesight 120 ft., passive
(3d6) points of bludgeoning damage. Perception 14
REACTIONS Languages Eredun, telepathy 120 ft.
Death Throes. When the pit lord dies, it explodes, Challenge 20 (25,000 XP)
and each creature within 30 feet of it must make Traits
a DC 16 Agility saving throw, taking 31 (9d6) fire Howl of Terror. As an action, the primordial
damage on a failed save, or half as much damage may howl, forcing any creature within 30 ft. to
on a successful one. The explosion ignites make a DC 20 Spirit saving throw. On a failed
flammable objects in that area that aren't being save, the creature is frightened until the start of
worn or carried, and it destroys the pit lord's its next turn. If a creature's saving throw is
weapons. successful, the creature is immune to the pit
Equipment. Great fel blade lord‘s howl for the next 24 hours.
Chaos Weapons. The primordial‘s weapon
The pit lords are usually nothing more than attacks are magical.
butchers: brutal killers, occasional torturers, and Innate Spellcasting. The primordial is an 18th
hunters that prefer intelligent prey. They are level spellcaster. The primordial‘s spellcasting
engines of hate and flame, bred for only one ability is Charisma (spell save DC 20). The
124
primordial can innately cast the following spells, Armor Class 14 (Natural Armor)
requiring no material components: Hit Points 32 (5d8 + 10)
1st level (0 mana): detect magic Speed 30 ft.
3rd level (2 mana): dispel magic, rain of fire STR AGI STA INT SPI CHA
7th level (7 mana): conjure fiend (felguards) 15 (+2) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 6 (-2)
9th level (9 mana): demonic doom, gate Skills Perception +3
ACTIONS Senses passive Perception 13
Multiattack. The primordial makes two attacks Languages –
with its two-bladed sword. With a bonus action, Challenge 1 (200 XP)
it may attack again with its two-bladed sword, or Traits
use its Doom Stomp ability. Charge. If the quilboar moves at least 20 feet
Alternatively, it may cleave with its two-bladed straight toward a target and then hits it with a
sword, dealing damage to a 15-foot-radius half- tusk attack on the same turn, the target takes an
circle (180-degree sphere), in the direction of its extra 3 (1d6) piercing damage. If the target is a
choice to sweep. Creatures in the area take creature, it must succeed on a DC 12 Strength
damage as if hit with the two-bladed sword, with saving throw or be knocked prone.
a DC 22 Agility check to half. This costs two Relentless (1/rest). If the quilbeast drops to 0 hit
attacks. points and doesn‘t die outright, they can make a
Two-Bladed Sword. Melee Weapon Attack: +15 to DC 10 Stamina saving throw. If they succeed,
hit, reach 15 ft., one target. they drop to 1 hit point instead.
Hit: 22 (3d8 + 9) slashing damage plus 7 (2d6) ACTIONS
damage. Half the damage is fire, and the other Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft.,
half is fel. one target.
Doom Stomp (6/rest). As a bonus action, the pit Hit: 6 (1d6 + 2) piercing damage.
lord stomps the ground with a hoof, creating a Needles. Melee or Ranged Weapon Attack: +4 to
shockwave. All creatures fifteen feet away from hit, reach 5 ft. or range 20/60 ft., one target.
them must perform a Agility saving throw, DC 22 Hit: 7 (2d4 + 2) piercing damage. The needles can
or be knocked prone, and take 10 (3d6) points of only be launched up to 5 times per long rest.
bludgeoning damage.
REACTIONS Quilbeasts share a powerful affinity with
Death Throes. When the pit lord dies, it explodes, Quilboars, leading some quilboars to believe they
and each creature within 30 feet of it must make are infused with the rage and strength of the
a DC 21 Agility saving throw, taking 70 (20d6) boar-like demigod Agamaggan, while they are
fire damage on a failed save, or half as much infused with his wisdom and intellect.
damage on a successful one. The explosion
ignites flammable objects in that area that aren't Quilboar Introduction
being worn or carried, and it destroys the pit Quilboar (also spelled quillboar) are a race of
lord's weapons. humanoids native to the continent of Kalimdor.
They have long since battled for the rights of
The primordial pit lord represents powerful and their lands against the orcs since their
ancient Annihilan such as Mannoroth, Demon immigration from the Eastern Kingdoms. Many
King of Pit Lords, or Lord Magtheridon and people simply call them "boar-men" or "pig-men".
others of Mannoroth‘s lieutenants. Quilboar are primitive, resilient, fearless creatures
who inhabit the central Barrens of Kalimdor in
Q the labyrinthine maze of thorns called Razorfen
Downs. After the War of the Ancients and the
Quilbeast subsequent Sundering of the world, the
Medium beast, neutral
quilboars' surroundings became increasingly
125
hostile. Forced to fight for food and precious needle attack against their attacker, but may not
land against both tauren and centaur, they add their ability modifier to damage.
developed into aggressive and efficient warriors
over ten thousand years. Quilboar Packmaster
Large monstrosity, neutral
Quilboar Geomancer Armor Class 16 (Natural Armor)
Medium monstrosity, neutral Hit Points 45 (7d10 + 7)
Armor Class 14 (Natural Armor) Speed 30 ft.
Hit Points 22 (4d8 + 4) STR AGI STA INT SPI CHA
Mana Points 17 (14 + 2 + 1) 17 (+3) 14 (+2) 12 (+1) 7 (-2) 10 (+0) 6 (-2)
Speed 30 ft. Senses passive Perception 10
STR AGI STA INT SPI CHA Languages Common, Low Common
11 (+0) 14 (+2) 12 (+1) 7 (-2) 14 (+2) 6 (-2) Challenge 2 (450 XP)
Senses passive Perception 9 Traits
Languages Common, Low Common Blood of Agamaggan (2/proficiency, long rest).
Challenge 1 (200 XP) The packmaster may cast the Berserker Rage spell
Traits on himself as a bonus action. The packmaster
Boar Brothers (2/long rest). If the geomancer is does not gain a level of exhaustion at the end.
within 30 feet of a quilboar who died in the last This rage continues until the packmaster ends it
minute, it may invoke power to add its power to with a bonus action, or until the rage ends early
its own. This costs an action or bonus action, and (as described in the spell).
restores mana to the geomancer as if they rested Relentless (2/rest). If the quilboar drops to 0 hit
for 1 hour. If used during a short rest, the points and doesn‘t die outright, they can make a
communion of spirits allows the geomancer to DC 10 Stamina saving throw. If they succeed,
regain mana as if they rested for 2 hours instead. they drop to 1 hit point instead.
Relentless (1/rest). If the quilboar drops to 0 hit ACTIONS
points and doesn‘t die outright, they can make a Flail. Melee Weapon Attack: +5 to hit, reach 5 ft.,
DC 10 Stamina saving throw. If they succeed, one target.
they drop to 1 hit point instead. Hit: 10 (2d8 + 3) bludgeoning damage.
Spellcasting. The geomancer is a 1st level Needles. Melee or Ranged Weapon Attack: +5 to
spellcaster. Its spellcasting ability is Spirit (spell hit, reach 5 ft. or range 20/60 ft., one target.
save DC 12, +4 to hit with spell attacks). The Hit: 8 (2d4 + 3) piercing damage. The needles can
geomancer has the following spells (3) prepared only be launched up to 5 times per long rest.
from the shaman spell list: REACTIONS
Cantrips (1 mana): fire bolt, invoke elements Sharp Spines. When attacked by a target within 5
1st level (5 mana): conjure spirit (spirit boars), feet of the quilboar, the quilboar may make a
healing ward, riptide needle attack against their attacker, but may not
ACTIONS add their ability modifier to damage.
Waraxe. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Quilboar Raider
Hit: 6 (1d8 + 2) slashing damage. Medium monstrosity, neutral
Needles. Melee or Ranged Weapon Attack: +4 to Armor Class 14 (Natural Armor)
hit, reach 5 ft. or range 10/30 ft., one target. Hit Points 16 (3d8 + 3)
Hit: 4 (1d4 + 2) piercing damage. The needles can Speed 30 ft.
only be launched up to 4 times per long rest. STR AGI STA INT SPI CHA
REACTIONS 11 (+0) 14 (+2) 12 (+1) 7 (-2) 9 (-1) 6 (-2)
Sharp Spines. When attacked by a target within 5 Senses passive Perception 9
feet of the quilboar, the quilboar may make a Languages Common, Low Common
126
Challenge 1/2 (100 XP) Multiattack. The revenant makes two fist attacks.
Traits Heavy Mace. Melee Weapon Attack: +7 to hit,
Relentless (1/rest). If the raider drops to 0 hit reach 5 ft., one target.
points and doesn‘t die outright, they can make a Hit: 11 (2d6 + 4) bludgeoning damage.
DC 10 Stamina saving throw. If they succeed, it
drops to 1 hit point instead. Seemingly humanoid, this creature is a suit of
ACTIONS armor that rides on a ball of elemental energy
Waraxe. Melee Weapon Attack: +4 to hit, reach 5 rather than walking on two feet. The creature
ft., one target. wears flowing robes under scale armor, and
Hit: 6 (1d8 + 2) slashing damage. carries a heavy mace and large shield emblazoned
Needles. Melee or Ranged Weapon Attack: +4 to with a single eyeball. The eye sockets of the
hit, reach 5 ft. or range 20/60 ft., one target. creature's metallic helm shines with a menacing
Hit: 4 (1d4 + 2) piercing damage. The needles can light.
only be launched up to 4 times per long rest. Revenants are usually independent, and dislike
REACTIONS being commanded. They often take up strange
Sharp Spines. When attacked by a target within 5 tasks, such as guarding old relics or questing for
feet of the quilboar, the quilboar may make a strange unknowable reasons.
needle attack against their attacker, but may not
add their ability modifier to damage. Variant Revenants
Each revenant gains different powers depending
on its motor elemental power. Cold revenants
R shine blue, death revenants glow green, while fire
Revenant and lightning glow red and yellow, respectively.
Medium elemental, neutral
Armor Class 16 (scale armor) COLD REVENANT
Hit Points 109 (14d8 + 46) Damage Vulnerabilities fire
Speed 0 ft., fly 30 ft. (hover, cannot rise more Damage Resistances cold
than 5 feet from a solid surface) Traits
STR AGI STA INT SPI CHA Cold Aura. At the start of each of the revenant‘s
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4) turns, each creature within 5 feet of it takes 3
Saving Throws Str +7, Con +7, Wis +6, Cha +7 (1d6) cold damage. A creature that touches the
Damage Resistances psychic revenant or hits it with a melee attack while
Damage Immunities poison within 5 feet of it takes 3 (1d6) cold damage.
Condition Immunities charmed, exhaustion, Cold Magic (1/rest). The revenant can cast the
frightened, paralyzed, poisoned, stunned one of the following spells. Once one of these
Senses darkvision 60 ft., passive Perception 13 spells is cast, it cannot cast it again until after a
Languages Common, Kalimag short rest. The spell levels are cast as if 3rd level.
Challenge 5 (1,800 XP) Blizzard
Regeneration. The revenant regains 10 hit points Elemental tongue (cold)
at the start of its turn. If the revenant takes ACTIONS
arcane damage, or damage that it is vulnerable to, Frozen Blows. The revenant deals 7 (2d6) extra
this trait doesn't function at the start of the points of cold damage with its melee attacks.
revenant's next turn. The revenant's body is
destroyed only if it starts its turn with 0 hit points ICE REVENANTS
and doesn't regenerate. Ice revenants live further in the north than cold
Turn Immunity. The revenant is immune to revenants. They are immune to cold damage
effects that turn undead. instead, but are also vulnerable to acid damage.
ACTIONS Replace blizzard under Cold Magic with frost
nova
127
spells is cast, it cannot cast it again until after a
DEATH REVENANT short rest. The spell levels are cast as if 3rd level.
Damage Vulnerabilities holy Elemental shock (lightning)
Damage Resistances shadow Elemental tongue (lightning)
Traits Lightning bolt
Deathlike Presence. The death revenant is ACTIONS
treated as if an undead for the purposes of Shocking Blows. The revenant deals 7 (2d6)
healing. extra points of lightning damage with its melee
Create Spawn. A humanoid slain by the revenant attacks.
and then buried in the ground where it haunts
rises the following night as an undead (gaining Rip Tire
the skeletal or zombie template) under the
Small construct, unaligned
revenant's control.
Armor Class 14 (natural armor)
Death Magic (1/rest). The revenant can cast the
Hit Points 9 (2d6 + 2)
one of the following spells. Once one of these
Speed 30 ft., climb 10 ft.
spells is cast, it cannot cast it again until after a
STR AGI STA INT SPI CHA
short rest. The spell levels are cast as if 3rd level.
4 (-3) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 1 (-5)
Animate undead (skeletons)
Damage Immunities Poison
Death coil
Condition Immunities charmed, exhaustion,
ACTIONS
frightened, paralyzed, petrified, poisoned
Shadowy Blows. The revenant deals 7 (2d6) extra
Senses darkvision 60 ft., passive Perception 10
points of shadow damage with its melee attacks.
Languages understands the languages of its
creator but can't speak
FIRE REVENANT
Challenge 1/4 (50 XP)
Damage Vulnerabilities cold
Traits
Damage Resistances fire
Rip Tire. The tip tire can carry and use one
Traits
explosive mounted on it. When the rip tire
Fire Aura. At the start of each of the revenant‘s
explodes (taking the explode action), it deals the
turns, each creature within 5 feet of it takes 3
explosive‘s damage as well.
(1d6) fire damage. A creature that touches the
Repairing the rip tire requires only one-quarter
revenant or hits it with a melee attack while
the cost and time to craft and restore to health.
within 5 feet of it takes 3 (1d6) fire damage.
Constructed Mind. Mechanized creatures do not
Fire Magic (1/rest). The revenant can cast the
have a true mind, but are instead programmed to
one of the following spells. Once one of these
perform certain actions congruent with those of
spells is cast, it cannot cast it again until after a
similar natural creatures. Thus, instead of Animal
short rest. The spell levels are cast as if 3rd level.
Handling checks, a creature handling or riding a
Elemental tongue (fire)
mechanized animal makes checks with engineer‘s
Rain of fire
tools. Its new form is immune to all living
ACTIONS
creature-specific effects. It also consumes 1 charge
Fiery Blows. The revenant deals 7 (2d6) extra
(energy type determined by the creator) every
points of fire damage with its melee attacks.
hour of activity. It may remain latent, and
activate on a trigger to save charges.
LIGHTNING REVENANT
Fuel (8 max). The rip tire starts out with eight
Damage Vulnerabilities acid
fuel charges, and runs on a combustion engine,
Damage Resistances lightning, thunder
consuming one vial of phlogiston per hour.
Traits
ACTIONS
Lightning Magic (1/rest). The revenant can cast
Razor Slam. Melee Weapon Attack: +5 to hit,
the one of the following spells. Once one of these
reach 5 ft., one target.
128
Hit: 5 (1d4 + 3) slashing damage. STR AGI STA INT SPI CHA
Explode. The rip tire explodes, dealing 7 (2d6) 15 (+2) 13 (+1) 14 (+2) 3 (-4) 12 (+1) 8 (-2)
concussive damage in a 10-foot-sphere. If Senses passive Perception 11
mounted with one other explosive, it blows it up Languages —
as well. Challenge 1/2 (100 XP)
Traits
Very likely a goblin invention, the rip tire is a Pounce. If the saber cat moves at least 20 feet
device for absolute mayhem. Adopted by tinkers straight toward a creature and then hits it with a
employed with goblin cartels to perform claw attack on the same turn, that target must
spectacular assassinations and industrial sabotage, succeed on a DC 12 Strength saving throw or be
the rip tire is a nightmare to those who are hiding knocked prone. If the target is prone, the saber
under fortifications and hear its vicious engine cat can make one bite attack against it as a bonus
running. action.
Rip tires require remotes to detonate at the ACTIONS
desired point, or otherwise need simple Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
programming on where to head before exploding. one creature.
After exploding, a rip tire ends with 0 hit points, Hit: 6 (1d8 + 2) piercing damage.
and can usually be restored to health as per other
constructs. Saber Cat, Adult
A rip tire costs 20 crafting points (engineering) to Large beast, unaligned
construct as a construct of challenge 1/2 (or 500 Armor Class 14 (natural armor)
gp). It has a malfunction rating of 1-2. Hit Points 37 (5d10 + 10)
It costs 6 crafting points (150 gp) to craft. Speed 40 ft.
STR AGI STA INT SPI CHA
S 17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
Skills Perception +3, Stealth +6
Saber Cat Senses Passive Perception 13
Also known as Nightsabers or Frostsabers Languages —
depending on their environment, these large Challenge 1 (200 XP)
panther-like cats are silent stalkers of the wilds. Traits
Raised by night elves to serve as mounts, saber Silent Stalker. The saber cat has advantage on
cats are vicious, capricious, and powerful beasts. Spirit (Perception) checks that rely on smell, and
You may increase the adult saber cat‘s Challenge Agility (Stealth) checks in dim light or darkness.
to 2 by increasing its hit dice by 2, and its Pounce. If the saber cat moves at least 20 feet
Strength and Stamina by two points each. straight toward a creature and then hits it with a
The adolescent saber cat is a saber cat that has claw attack on the same turn, that target must
not yet been exposed to the great primal powers succeed on a DC 12 Strength saving throw or be
of Azeroth‘s natural magics. Some saber cats are knocked prone. If the target is prone, the saber
bestowed great longevity when bonded to night cat can make one bite attack against it as a bonus
elven riders, such as huntresses and priestesses of action.
the moon, ultimately living for thousands of years Favored Terrain. The saber cat gains the favored
with their charges. terrain ability, as a 1st level Hunter to its natural
environment.
Saber Cat, Adolescent ACTIONS
Medium beast, unaligned Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Armor Class 14 (natural armor) one creature.
Hit Points 19 (3d8 + 6) Hit: 8 (1d10 + 3) piercing damage.
Speed 50 ft.
129
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 14 (2d8 + 5) bludgeoning damage.
one target. Mystic Belch. Ranged Spell Attack: +4 to hit, range
Hit: 10 (2d6 + 3) slashing damage. 15/60 ft., one target.
Hit: 7 (2d6) fire damage. This does not require
Salamander mana in reserve.
The salamander is a monstrous reptilian
quadruped with a fiery breath weapon, reaching Salamander, Ancient
about 40 feet long and weighing close to 4,000 Huge beast, unaligned
pounds. Salamanders are found nearly exclusively Armor Class 14 (natural armor)
underground, where they make their lairs in vast Hit Points 133 (14d12 + 42)
caverns littered with the charred remains of their Speed 40 ft.
victims. They are omnivorous, and while they will STR AGI STA INT SPI CHA
graze on mosses native to their caverns, they will 23 (+6) 8 (-1) 17 (+3) 5 (-3) 14 (+2) 6 (-2)
also happily eat anything they catch. They are Senses passive Perception 12
only encountered in pairs during the mating Damage Resistances fire
season, when, if anything, they are even more Languages –
voracious hunters. Challenge 6 (2,300 XP)
These subterranean creatures share a common Traits
ancestry with kodo beasts, yet they have adapted Trampling Charge. If the salamander moves at
to life beneath the earth by evolving a number of least 20 feet straight toward a creature and then
natural defenses and abilities. They are not the gores them on the same turn, that target must
gentle beasts that the kodo are; instead, they are succeed on a DC 17 Strength saving throw or be
ferocious predators, hunting anything that enters knocked prone. If the target is prone, the
their realm. Troggs and mites worship the salamander can make another gore attack or
massive reptiles. mystic belch against it as a bonus action.
ACTIONS
Salamander, Adult Gore. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Large beast, unaligned one target.
Armor Class 11 (natural armor) Hit: 16 (3d8 + 6) bludgeoning damage. If the
Hit Points 45 (6d10 + 12) salamander ancient uses a bonus action as part of
Speed 40 ft. a successful attack (as a strike effect), the damage
STR AGI STA INT SPI CHA is doubled.
21 (+5) 8 (-1) 15 (+2) 2 (-4) 14 (+2) 6 (-2) Mystic Belch. Ranged Spell Attack: +5 to hit, range
Senses passive Perception 12 15/60 ft., one target.
Damage Resistances fire Hit: 24 (7d6) fire damage. This does not require
Languages – mana in reserve.
Challenge 2 (450 XP)
Traits Lightning Lizard
Trampling Charge. If the salamander moves at Lightning lizards are cousins to salamanders and
least 20 feet straight toward a creature and then share similar powers, save that lightning lizards‘
gores them on the same turn, that target must mystic belches deal lightning damage instead, and
succeed on a DC 15 Strength saving throw or be they are resistant to lightning damage.
knocked prone. If the target is prone, the
salamander can make another gore attack or Sasquatch
mystic belch against it as a bonus action. Large giant, chaotic neutral
ACTIONS Armor Class 14 (natural armor)
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., Hit Points 51 (6d10 + 18)
one target.
130
Speed 40 ft., climb 20 ft. effect ends on it, the target is immune to the
STR AGI STA INT SPI CHA Chilling Gaze of all yetis (except greater yetis, or
18 (+4) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 7 (-2) wendigo) for 1 hour.
Skills Perception +3, Stealth +3
Damage Resistances cold Wendigo (Greater Yeti)
Senses darkvision 60 ft., passive Perception 13 Huge monstrosity, chaotic evil
Languages Giant Armor Class 14 (natural armor)
Challenge 3 (700 XP) Hit Points 115 (10d12 + 50)
Traits Speed 40 ft., climb 20 ft.
Keen Smell. The sasquatch has advantage on STR AGI STA INT SPI CHA
Spirit (Perception) checks that rely on smell. 22 (+6) 13 (+1) 20 (+5) 8 (-1) 15 (+2) 7 (-2)
Hidden Giant. The sasquatch has advantage on Skills Perception +5, Stealth +3
Agility (Stealth) checks made to hide in hills, Damage Immunities cold
forests, and mountainous terrain, as well as Senses darkvision 60 ft., passive Perception 15
snowy terrain. Languages Giant
ACTIONS Challenge 7 (2,900 XP)
Multiattack. The sasquatch makes two claw Traits
attacks. Fear of Fire. If the wendigo takes fire damage, it
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., has disadvantage on attack rolls and ability checks
one target. until the end of its next turn.
Hit: 7 (1d6 + 4) slashing damage. Keen Smell. The wendigo has advantage on
Spirit (Perception) checks that rely on smell.
Jungle Stalker Snow Camouflage. The wendigo has advantage
Jungle stalkers are variant sasquatches who live in on Agility (Stealth) checks made to hide in snowy
tropical jungles and forests instead of hilly and terrain, and can hide with a bonus action in this
rocky regions. They are similar statistically, except terrain.
for the following: their resistance to cold is ACTIONS
resistance to lightning instead. Multiattack. The wendigo can use its Chilling
Gaze and makes two claw attacks.
Yeti Claw. Melee Weapon Attack: +9 to hit, reach 10
Yetis are variant sasquatches who live in fridged ft., one target.
regions. They are similar statistically, except for Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6)
the following: their AC is 2 points less (Armor cold damage.
Class 12), their resistance to cold is immunity Chilling Gaze. The wendigo targets one creature
instead, and they have the Fear of Fire trait and it can see within 30 feet of it. If the target can see
the Chilling Gaze action, as described below. the wendigo, it must succeed on a DC 16
Fear of Fire. If the yeti takes fire damage, it has Stamina saving throw against this magic or take
disadvantage on attack rolls and ability checks 24 (7d6) cold damage and then be paralyzed for 1
until the end of its next turn. minute, unless it is immune to cold damage. The
Chilling Gaze. The yeti targets one creature it can target can repeat the saving throw at the end of
see within 30 feet of it. If the target can see the each of its turns, ending the effect on itself on a
yeti, it must succeed on a DC 13 Stamina saving success. If the target‘s saving throw is successful,
throw against this magic or take 10 (3d6) cold or if the effect ends on it, the target is immune to
damage and then be paralyzed for 1 minute, the Chilling Gaze of all wendigo for 1 hour.
unless it is immune to cold damage. The target
can repeat the saving throw at the end of each of Satyr Introduction
its turns, ending the effect on itself on a success. In the War of the Ancients, the Burning Legion‘s
If the target‘s saving throw is successful, or if the taint worked strangely on some night elves,
131
corrupting them into satyrs. In the years since, as the Night Elves would often attack on sight,
other races have also joined their ranks. Satyrs and are most commonly aligned to the Burning
resemble the creatures they once were, but much Legion. In some rare cases, a satyr may be
of the resemblance ends at the physical level. independent.
Satyrs are bloodthirsty, depraved individuals who
enjoy slicing open their opponents with curved Agent of the Legion. You have proficiency with
blades and flinging entrails everywhere. Satyrs the Stealth and Sleight of Hand skills.
operate at a faster level than other creatures; Cunning. You gain the Cunning Action Rogue
whereas night elves (for example) are serene and talent
languid in their speed, satyrs move sharply and Shadowmeld. When you are in dim or dark light,
talk quickly. you gain advantage on Stealth checks.
They tend to function as if their heart rates and
metabolisms operate at two or three times normal Male Names. Zalan, Delmanis, Makron, Zevrim.
speed, which may be precisely the case. Though Female Names. Akhzor, Marigore, Nektis,
satyrs are immortal, rumors tell of certain satyrs Zydaxxis
that apparently ―burn out‖ and die at ages much Tribe Names. Banebreath, Darkthought,
younger than that of night elves. Satyrs usually Thornhoof, Vileclaw
ally with demons, and those who do can
understand (but typically don‘t speak) Eredun. Satyr Scout
Any creature can become a satyr, changing its Medium monstrosity, chaotic evil
racial abilities appropriately. The method of how Armor Class 12 (natural armor)
the satyr curse function is unknown, but once Hit Points 11 (2d8 + 2)
affected by a character who casts the Bestow Speed 30 ft.
Curse cast from a 7th or higher level slot from a STR AGI STA INT SPI CHA
spellcaster who studied satyrs (or is one), the 14 (+2) 15 (+2) 12 (+1) 12 (+1) 8 (-1) 14 (+2)
creature suffers for 24 hours, before turning into Skills Deception +4, Perception +2, Sleight of
a satyr in a flash of fel light, unless the spell was Hand +4, Stealth +4, and +4 to all checks to
dispelled beforehand. The moment before identify spells and magic lore
transformation allows another saving throw to Senses darkvision 60 ft. passive Perception 16
avoid falling victim to the curse, which has no Languages Common, Elven
known cure (other than divine intervention or an Challenge 1/2 (100 XP)
effect with similar power). Traits
Cunning. On each of its turns, the satyr can use
Satyrs as Characters a bonus action to take the Dash, Disengage, or
Satyrs are treated as an elven subrace. Hide action.
Age. A Satyr‘s age is treated as a Night Elf‘s age. Sneak Attack (1/Turn). The satyr deals an extra
Affiliation. Independent. Satyrs are hateful 3 (1d6) damage when it hits a target with a
beings that serve the Burning Legion, and have weapon attack and has advantage on the attack
goals that revolve on causing immense pain to roll, or when the target is within 5 feet of an ally
the Night Elves and their allies to weaken them of the satyr that isn‘t incapacitated and the satyr
for a Legion invasion. doesn‘t have disadvantage on the attack roll.
Languages. Elven, Eredun Shadowmeld. When you are in dim or dark light,
you gain advantage on Stealth checks.
Satyr Traits ACTIONS
Ability Score Increase. Your Charisma score Multiattack. The satyr makes two claw attacks or
increases by 1. one shortbow attack.
Affiliation. Burning Legion or Independent. The Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
satyrs are too far gone to belong to the Alliance, one creature.
132
Hit: 4 (1d4 + 2) slashing damage. Multiattack. The satyr makes two weapon
Shortbow. Ranged Weapon Attack: +4 to hit, range attacks.
80/320 ft., one target. Claw. Melee Weapon Attack: +9 to hit, range 5 ft.,
Hit: 5 (1d6 + 2) piercing damage. one target.
Hit: 9 (1d6 + 6) slashing damage.
Satyr Dreadbringer Shadow Blast. Ranged Spell Attack: +7 to hit,
Medium monstrosity, chaotic evil range 30 ft., one target.
Armor Class 15 (natural armor) Hit: 20 (8d4) shadow damage.
Hit Points 112 (15d8 + 45)
Mana Points 26 (19 + 3 + 4) Scourge Death Knight Hero
Speed 30 ft. "Let terror reign!"
STR AGI STA INT SPI CHA Medium undead (human), lawful evil
15 (+2) 21 (+6) 16 (+3) 13 (+1) 12 (+1) 19 (+4) Armor Class 19 (plate)
Skills Deception +7, Perception +4, Sleight of Hit Points 82 (11d10 + 22)
Hand +9, Stealth +9, and +6 to all checks to Mana Points 21 (15 + 3 + 3)
identify spells and magic lore Speed 30 ft.
Damage Resistances fel, shadow; bludgeoning, STR AGI STA INT SPI CHA
piercing, and slashing from nonmagical weapons 16 (+3) 11 (+0) 15 (+2) 11 (+0) 11 (+0) 15 (+2)
Senses darkvision 60 ft. passive Perception 14 Saving Throws Sta +6, Cha +5
Languages Common, Elven Senses darkvision 60 ft., passive Perception 13
Challenge 6 (2,300 XP) Languages Common, Necril
Traits Challenge 7 (2,900 XP)
Cunning. On each of its turns, the satyr can use Traits
a bonus action to take the Dash, Disengage, or Runic Strike. The death knight can expend
Hide action. mana (equal to any spell he has access) to add
Sneak Attack (1/Turn). The satyr deals an extra 2d8 shadow damage to a successful attack. For
28 (8d6) damage when it hits a target with a each spell level above 1, he adds 1d8. The
weapon attack and has advantage on the attack damage increases by 1d8 if the target is a celestial
roll, or when the target is within 5 feet of an ally or a follower of the Holy Light (or if not a
of the satyr that isn‘t incapacitated and the satyr follower, one who merely uses it).
doesn‘t have disadvantage on the attack roll. Corrupting Touch. As an action, the death
Shadowmeld. When you are in dim or dark light, knight can cause unholy wounds. For every mana
you gain advantage on Stealth checks. point the death knight spends, they heal 3 hit
Spellcasting. The satyr is a 7th level spellcaster. points. Amount you heal is instead treated as
Its spellcasting ability is Charisma (spell save DC shadow damage for undead and fiends (in which
15, +7 to hit with spell attacks). The satyr has the case, this requires a melee spell attack). Excess hit
following spells (11) prepared from the priest points are lost. When performing Corrupting
spell list: Touch on himself, this is instead a bonus action.
Cantrips (0 mana): thaumaturgy, toll the dead, Alternatively, the death knight can expend the
vicious mockery mana to inflict one disease or one poison of your
1st level (3 mana): animate undead (zombies), choice. Each disease or poison requires spending
death coil, mind blast mana points equal to one-quarter the saving
2nd level (5 mana): aid, mana burn, shadow word throw DC of the poison or disease. The death
pain, unholy frenzy knight may inflict multiple diseases or poisons
3rd level (6 mana): enemies abound, mind flay, this way. The death knight can choose be a
power word shield carrier to up to three separate poisons or diseases
4th level (7 mana): drain life on your person. The death knight needs previous
ACTIONS exposure to a poison or disease to be a carrier.
133
This feature has no effect on constructs. The Undead Nature. An undead does not need to
death knight carries the blinding sickness, crypt eat, drink, sleep, or breathe.
fever, and the undead plague diseases. ACTIONS
Spellcasting. The death knight is a 5th level Hooves. Melee Weapon Attack: +4 to hit, reach 5
spellcaster. His spellcasting ability is Charisma ft., one target.
(spell save DC 12, +5 to hit with spell attacks). Hit: 11 (2d6 + 4) bludgeoning damage.
The death knight has the following spells (7)
prepared from the death knight spell list:
1st level (4 mana): animate undead (skeletons),
Scourge Gargoyle
Medium monstrosity, lawful evil
death coil, death pact, abandonment aura (free)
Armor Class 15 (natural armor)
2nd level (5 mana): find steed, rune array
Hit Points 52 (7d8 + 21)
(vampiric), necrotic aura (free)
Speed 10 ft., fly 60 ft.
3rd level (6 mana): death grip (telekinesis), unholy
STR AGI STA INT SPI CHA
aura 15 (+2) 11 (+0) 16 (+3) 6 (- 2) 11 (+0) 7 (- 2)
ACTIONS Damage Resistances Fel, bludgeoning, piercing,
Multiattack. The death knight makes two melee and slashing from non-magical weapons that
attacks. aren't adamantine
Runic Greatsword. Melee Weapon Attack: +8 to Damage Immunities poison
hit, reach 5 ft., one target. Condition Immunities exhaustion, petrified,
Hit: 12 (2d6 + 5) slashing damage. poisoned
Equipment. Runeblade (rare greater attunement Senses darkvision 60 ft., passive Perception 10
weapon, has +2 to attack and damage with the Languages –
magic weapon) Challenge 2 (450 XP)
Traits
Death Knight’s Warhorse False Appearance. While the gargoyle remains
Large undead, lawful evil motionless, it is indistinguishable from an
Armor Class 12 (armor) inanimate statue.
Hit Points 30 (4d10 + 8) Spell Resistance. The gargoyle has advantage to
Speed 60 ft. any saving throw versus spells that targets it,
STR AGI STA INT SPI CHA except Flesh to Stone (which drops it from the
18 (+4) 12 (+1) 15 (+2) 6 (-2) 8 (-1) 5 (-3) sky if it is flying) and Stone to Flesh (which
Saving Throws Sta +4, Spi +3 suppresses its stone form ability, and prevents it
Damage Vulnerabilities bludgeoning from entering the state for 24 hours).
Damage Immunities poison Statue Form. The gargoyle may turn into a statue
Condition Immunities exhaustion, poisoned at will. During this form, the gargoyle cannot fly,
Senses darkvision 60 ft., passive Perception 9 and gains resistance to all energy damage. The
Languages — gargoyle may not fly, move, attack, or perform
Challenge 1 (200 XP) any action in statue form. While in this form, the
Traits gargoyle may rest, doubling its benefit from hit
Dark Bond. The skeletal horse is bound (as the dice. It takes one round to enter and leave Statue
Bind Undead spell) to the death knight. form.
Trampling Charge. If the skeletal horse moves at ACTIONS
least 20 feet straight toward a creature right Multiattack. The gargoyle makes two attacks: one
before hitting it with a hooves attack, the target with its bite and one with its claws.
must succeed on a DC 14 Strength saving throw Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
or be knocked prone. If the target is prone, the one creature.
skeletal horse can take a bonus action to make Hit: 5 (1d6 + 2) piercing damage.
another attack with its hooves against the target.
134
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 6 (1d6 + 3) piercing damage. When the
one target. ghoul bites a living creature, it regains 1 hit
Hit: 5 (1d6 + 2) slashing damage. point. This cannot exceed its total hit points.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Gargoyles are among the most vicious and violent one target.
of creatures in all Azeroth. They are a Hit: 5 (1d4 + 3) slashing damage.
bloodthirsty, sadistic, and frighteningly
destructive race. Ghouls act as the shock troops for the Scourge.
Gargoyles aren‘t undead creatures, nor are they These lumbering, rotting corpses were once
necessarily allies of the Lich King. The Lich King, innocent townsfolk who have made the final
however, calls upon the many gargoyles of transition into true undeath. Ghouls have great
Northrend as his allies. stamina and revel in combat with living beings.
All gargoyles have rough crystalline hides that are Ghouls are ravenous cannibals who can replenish
resistant to many attacks. Also, they can land their health by devouring the flesh of fallen
when needed and convert their hides into a warriors, friend and foe alike.
stone-like substance. They cannot attack in this Ghouls are the main forces of the undead
state, but they may heal more effectively during Scourge. They are vicious creatures, retaining
this state. Despite their humanoid appearance, little of their humanity. The plague has torn away
gargoyles are not sentient. most of their memories, leaving only hunger and
basic survival instincts in their place. Ghouls are
Scourge Ghoul feral and animalistic and are often considered to
be the lowest form of undead. While generally
―Must feed.‖
Medium undead, lawful evil humanoid in appearance, a ghoul is easy to
Armor Class 15 (natural armor) recognize on the battlefield by its pallor,
Hit Points 27 (6d8) hunched-over posture, and feral face.
Speed 30 ft.
STR AGI STA INT SPI CHA Scourge Lich Hero
16 (+3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 8 (-1) ―Dead man walking!‖
Damage Resistances shadow Medium undead, lawful evil
Damage Immunities poison Armor Class 14 (natural armor)
Condition Immunities exhaustion, poisoned Hit Points 55 (10d6 + 20)
Senses darkvision 60 ft., passive Perception 10 Mana Points 26 (18 + 3 + 5)
Languages Common Speed 30 ft.
Challenge 2 (450 XP) STR AGI STA INT SPI CHA
Traits 11 (+0) 11 (+0) 14 (+2) 18 (+4) 15 (+2) 11 (+0)
Berserker Rage (2/long rest). The ghoul can rage Saving Throws Int +7, Spi +5
as a 1st warrior with the talent of the same name. Skills Arcana +7, History +7, Intimidation +4
Cannibalize. The ghoul can consume the corpse Damage Resistances shadow
of any natural creature. Eating a creature takes a Damage Immunities poison
minute, allowing the ghoul to expend hit dice to Condition Immunities exhaustion, poisoned
restore hit points. A natural creature may be Senses darkvision 60 ft., passive Perception 13
cannibalized once before their corpse becomes Languages Common, Elven, Necril
unusable. Challenge 7 (2,900 XP)
ACTIONS Traits
Multiattack. The ghoul may bite once, or attack Cold Aura (3 mana). The lich can manifest an
twice with its claws as an action. aura of frost around him as an action. At the start
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., of each of the lich‘s turns, each creature within 5
one target. feet of it takes 3 (1d6) cold damage. A creature
135
that touches the lich or hits it with a melee attack ground as mortals do, liches float above it on
while within 5 feet of it takes 3 (1d6) cold frosty mist, which manifests when they fly and
damage. This effect does not require have their cold aura active.
concentration, and remains for 1 hour.
Rejuvenation. If it has a phylactery, a destroyed Scourge Necromancer
lich gains a new body in 1d10 days, regaining all
―The shadows beckon.‖
its hit points and becoming active again. The new
Medium humanoid (human), lawful evil
body appears within 5 feet of the phylactery.
Armor Class 10
Spellcasting. The lich is a 10th level spellcaster.
Hit Points 27 (6d6 + 6)
His spellcasting ability is Intelligence (spell save
Mana Points 23 (17 + 3 + 3)
DC 15, +7 to hit with spell attacks). The lich has
Speed 30 ft.
the following spells (14) prepared from the mage
STR AGI STA INT SPI CHA
spell list:
11 (+0) 11 (+0) 13 (+1) 17 (+3) 14 (+1) 14 (+2)
Cantrips (0 mana): mage hand, frost bolt, chill
Skills Arcana +7, Deception +4, Religion +4
touch Senses passive Perception 14
1st level (2 mana): animate undead (zombies), Languages Common, any other of his choice
arcane armor, elemental armor (frost), death pact, Challenge 3 (700 XP)
death coil Traits
2nd level (3 mana): blink step Grim Harvest. Once per turn when, when the
3rd level (5 mana): counterspell, fly, frost nova, necromancer kill one or more creatures with a
telekinesis spell of 1st level or higher, he regains hit points
4th level (6 mana): blight, teleport equal to twice the spell‘s level, or three times its
5th level (7 mana): death and decay, mind freeze level if the spell belongs to the School of
ACTIONS Necromancy. The necromancer does not gain
Chains of the Undying Mage. Melee Weapon this benefit for killing constructs or undead.
Attack: +8 to hit, reach 10 ft., one target. Undead Thralls. When the necromancer casts
Hit: 8 (1d6 + 5) slashing damage. animate undead, he can create one additional
Frostbolt Volley (Recharge on 5-6). The lich can creature of a lower CR than the one he
release three frost bolts at any number of enemies summoned. The necromancer also adds +6 hit
within range of the cantrip, or focus them on one points to each undead he raises, and grants +3 to
target. all damage rolls they make.
Equipment. Chains of the Undying Mage Spellcasting. The necromancer is a 6th level
spellcaster. His spellcasting ability is Intelligence
Liches are among the most powerful spellcasters (spell save DC 15, +5 to hit with spell attacks).
and allies of the Scourge, serving their master The necromancer can prepare the following spells
with evil intent and great power. Often, they (9) prepared from the mage spell list.
command armies as generals, surrogates for the Cantrips (0 mana): chill touch, frostbolt
Lich King himself. They are deeply entwined with 1st level (4 mana): animate undead (zombies)
the cold power of the grave. As a rule, these death coil, false life, ray of sickness
creatures are power-hungry, devious, and vicious. 2nd level (5 mana): bind undead, ray of
They utilize their great intellect and dark powers enfeeblement, unholy frenzy
not only to serve the Lich King, but also to defeat 3rd level (6 mana): slow
each other in subtle political machinations, ACTIONS
gaining strength and renown from each Quarterstaff. Melee Weapon Attack: +3 to hit,
opponent‘s death. reach 5 ft., one target.
A lich resembles a skeleton with a chill blue glow Hit: 3 (1d6) bludgeoning damage, plus 3 (1d6)
emanating from within its bones. Liches often shadow damage.
dress in flowing robes. Instead of walking on the
136
Although retaining their humanity after making a naturally invisible, its invisibility ends until it
pact with death, necromancers became the most spends 1 minute in focus. If it took holy damage,
terrifying agents of the Scourge. These dark, it cannot resume its invisibility until it completes
insidious men were once thought to be aspiring a short rest.
geniuses by the mageocracy of Dalaran. However, ACTIONS
their insatiable lust to delve into the secrets of the Shadow Touch. Melee Weapon Attack: +3 to hit,
dark arts drove them to forsake their very souls. reach 5 ft., one target.
Ner‘zhul, the Lich King, granted these malevolent Hit: 10 (2d6 + 3) shadow damage.
sorcerers true power over the dead in exchange
for unwavering loyalty and obedience. The Born by casting the essence seal spell (level 2) on
shadowy necromancers have the power to acolyte willingly sacrificing himself in the Pit of
command various types of Undead and even Sacrifice, and then casting the bind spell (level 2)
spread the foul undead plague as well. to maintain link to conjurer. The one
maintaining the connection is usually a
Scourge Shade necromancer of influence in the Scourge, as a
―All shall be revealed.‖ Shade is an excellent scout, so long as they don‘t
Medium undead, lawful evil pass a hallowed area or get detected by an Alarm
Armor Class 10 spell.
Hit Points 22 (5d8)
Speed 0 ft., fly 40 ft. (hover) Shadowfiend
STR AGI STA INT SPI CHA Medium aberration (void), neutral evil
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Armor Class 16 (natural armor)
Skills Stealth +3 Hit Points 33 (6d8+6)
Damage Vulnerabilities holy Speed 40 ft.
Damage Resistances acid, fire, lightning, STR AGI STA INT SPI CHA
thunder; bludgeoning, piercing, and slashing 16 (+3) 14 (+2) 12 (+1) 7 (-2) 12 (+1) 14 (+2)
from non magical weapons Skills Perception +3, Stealth +4
Damage Immunities cold, shadow, poison Damage Resistances psychic, shadow
Condition Immunities exhaustion, frightened, Damage Immunities poison
grappled, paralyzed, petrified, poisoned, prone, Condition Immunities exhaustion, poisoned
restrained Senses darkvision 60 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 11 Languages Shath‘Yar
Languages any languages it knew in life Challenge 2 (450 XP)
Challenge 2 (450 XP) Traits
Traits Dark Stalker. The shadowfiend has advantage to
Incorporeal Movement. The shade can move Agility (Stealth) checks made in darkness or dim
through other creatures and objects as if they light.
were difficult terrain. It takes 5 (1d10) force Shadow Bond. If the shadowfiend is conjured or
damage if it ends its turn in side an object. bound to a creature, damage it deals is treated as
Link to Conjurer. The shade is linked to if it was dealt by the creature that conjured or
whoever conjured or bound it. If its master uses bound it, but only once per round. If the creature
an action, they can utilize the shade‘s senses so that conjured it was a shadow priest, therefore,
long as they are both upon blighted ground (even the shadow priest gains one shadow orb per
if the ground itself is unconnected to each end) round if the shadowfiend deals damage.
or within 1 mile. Shadow Well (1/rest). The shadowfiend can use
Natural invisibility. The shade is naturally an action to draw darkness closer to it. If it does
invisible. If it uses its shadow touch ability on a so, it can extend normal shadows up to 15 feet in
creature that is not incorporeal or otherwise any direction, changing the light level to dim or
137
dark (depending on the ambient light level). The areas, usually far from native settlements. They
extended shadows remain pinned in place for sometimes prove impartial to travelers, but
one minute. This cannot be used in an area of defend their territory ferociously from invaders.
bright light. Scholars disagree on the origins of the Silithid.
ACTIONS Some believe they are an offshoot of the
Multiattack. The shadowfiend makes two claw arachnathid, an insect race that mostly dwells in
attacks. It can replace one claw attack with a bite the northern regions of Azeroth. Others believe
attack. they are a new race heretofore unknown on
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Azeroth, possibly having arrived from another
one target. world elsewhere in the Twisting Nether, much as
Hit: 6 (1d6 + 3) piercing damage. When the the orcs once did. Still others posit that they are
shadowfiend bites a living creature, it regains 1 servants of the qiraji, and that their presence in
hit point. This cannot exceed its total hit points. Southern Kalimdor is a harbinger of an
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., impending qiraji invasion.
one target. To humanoids‘ eyes, Silithid are enormous bugs,
Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) most of man-size or larger, with powerful natural
psychic damage. weapons at their disposal. They do not seem to
Shadowcrawl. The shadowfiend can move up 80 use tools, although they do build structures out
feet and make a single attack. If it moves at least of natural materials using their bodily secretions.
20 feet and successfully hits a living target, they Silithid hives are immense, alien affairs with
must succeed on a DC 12 Spirit saving throw or towering antenna-like spires jutting out of the
have their speed reduced by half until the earth. In the maze of tunnels below, the creatures
beginning of their turn in the next round. raise their young, tend to their wounded, manage
food storage, and fend off invaders. Most scholars
agree that a Silithid begins life by hatching from
Silithid Introduction an egg. At this point the young Silithid is a
The Silithid were created from the qiraji by the broodling — a larva yet unspecialized for any role
Old God C'Thun. The qiraji, in turn were an in the hive.
evolution of the aqir race that had been spawned Eventually, the broodling encases itself in a
by the Old Gods in the days of the Black Empire cocoon and changes into its new form — a wasp,
and then forced to hide in Ahn'Qiraj after the reaver, swarmer, or possibly some other as-yet
Aqir and Troll War. unknown type of Silithid. While Silithid haven‘t
Silithid can range in size from a normal insect to been a visible part of the world long enough for
gigantic. Size seems to depend on how long the anyone to accurately gauge their lifespans, some
Silithid are allowed to develop in their egg stage. researchers think that after achieving its new
It appears that size is also directly correlated with form, a common Silithid can live for up to 5
colony size. years, although queens can survive for decades.
Silithid are capable of communicating by
In the wake of the Shattering, a submerged touching antennae to one another. They can also
colony of Silithid can be found at the Sunken send simple messages to larger groups by sending
Dig Site, suggesting they are capable of living out chemical signals in the air. Individual Silithid
underwater for long periods or indefinitely. In possess a certain level of animal cunning, but are
addition, a silthid with a protruding brain-type unintelligent. They exist to serve the hive, and are
feature, Hive Controller can be found here. specialized in their roles. Wasps attack, tunnelers
dig, reavers defend, colossi train, queens lay eggs,
Silithid are an unintelligent insectoid race that and so on. A Silithid instinctively gives its life for
have grown in strength and power in recent years. the colony.
They first appeared in the region called Silithus,
but have since founded colonies in neighboring
138
Silithid Colossus Hero Pincer. Melee Weapon Attack: +8 to hit, reach 5
Huge beast, unaligned ft., one target.
Armor Class 15 (natural armor) Hit: 15 (3d6 + 5) piercing damage. The target
Hit Points 104 (11d10 + 44) must make a DC 14 Stamina saving throw, taking
Speed 40 ft., burrow 20 ft. 21 (6d6) poison damage on a failed save, or half
STR AGI STA INT SPI CHA as much damage on a successful one.
21 (+5) 15 (+2) 19 (+4) 12 (+1) 12 (+1) 16 (+3) Horn. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Skills Athletics +8, Intimidation +6 one target.
Senses blindsight 20 ft., passive Perception 11 Hit: 15 (3d6 + 5) piercing damage, and the target
Languages Common, Shath‘Yar must make a DC 14 Strength saving throw. If
Challenge 7 (2,900 XP) they fail, they are pushed up to 15 feet. If the
Traits colossus lands two horn attacks, the target is
Blessing of the Old One. A colossus scores a pushed back 30 feet instead at the end of the
critical hit on the result of a 19 or 20, and their attack. If they come into impact with an object or
attacks are treated as magical. creature, the two take 1d6 points of damage per
Dismember. The colossus starts hacking to every 10 feet of distance remaining.
dismember a limb. A successful critical hit made Creeping Plague (useable only when below 22
by the colossus inflicts a -1 penalty to all attack hit points). The colossus releases an exhaust of
and damage rolls of the target with attacks using poisonous breath in a 20-foot radius. Every
said limb. This penalty stacks. If the penalty creature in the area suffers 33 (6d10) poison
reaches -5, the target must succeed on a DC 16 damage and causes the creatures to suffer from
Stamina saving throw. If they fail, the body part is blindness for 1 minute. A successful Stamina
disabled and cannot be used (speed is reduced by saving throw against a DC of 13 halves the
half if a leg, arm cannot be used to attack, etc.). If damage and negates the blindness. Any creature
the saving throw failed by 5 or more points, the that was in the area leaves a clear scent to
body part is dismembered, and the target suffers Silithids, allowing them to be detected (as if using
from 1d6 bleed damage until they receive at least blindsight) at a range of 30 feet. Silithids are
10 points of magical healing. immune to the poison damage of this ability.
The wound penalty decreases by 1 at the end of a
long rest, or with every 10 points of magical With their four legs, two scythe-like arms,
healing. It can also decrease by 1 at the end of a gouging horns, and large two-part bodies, they
short rest with a successful Stamina saving throw. seem similar to the kunchong of the Mantid and
Expending a use of a healer‘s kit gives advantage the spiderlords of Azjol-Nerub, hinting at a
on the saving throw. shared origin. Their massive thorax-heads seem to
Defensive Carapace. When the colossus is contain a giant brain, which can become exposed.
damaged, he takes 3 less points of damage from
slashing and piercing weapons. The carapace also After The Scarab Gong was rung and the ancient
returns 1 point of damage to any melee attacker Gates of Ahn'Qiraj opened, the horrors of the
per every 3 points of damage taken if the attacker Silithid and their Qiraji masters were revealed.
is within 5 feet, negated by an Agility save with a Massive Qiraji resonating crystals broke through
DC of 8 + proficiency + Strength. the earthen crust of Kalimdor and the colossi of
Relentless (3/rest). If the colossus drops to 0 hit the hives in Silithus emerged from their cocoons
points and doesn‘t die outright, they can make a beneath the hives. They heard the call to battle
DC 10 Stamina saving throw. If they succeed, and rose to serve their masters. They cast their
they drop to 1 hit point instead. massive shadow upon the whole of Silithus and
ACTIONS marched into war.
Multiattack. The colossus makes three attacks, The possibility that more of those beasts existed
only two of which can be a pincer attack. deep within Ahn'Qiraj was confirmed when the
139
instance was opened. Buru the Gorger, along The giant wasp‘s wings release a nerve-wracking
with the Silithid Royalty, are Silithid colossi. buzz. Spellcasters who hear this buzz and who are
not related to Silithids (such as Silithid
Silithid Giant Wasp spellcasters, Nerubeans, etc.) must succeed on a
Medium beast, unaligned concentration check to ritually cast any spell
Armor Class 12 within 100 feet of the giant wasp. A large
Hit Points 39 (6d8 + 12) squadron of Silithid wasps can be heard up to
Speed 5 ft., fly 30 ft. (hover) half a mile away, depending on ambient noise,
STR AGI STA INT SPI CHA and cause this effect to that radius.
9 (-1) 16 (+3) 15 (+2) 2 (- 4) 8 (-1) 7 (-2)
Senses darkvision 60 ft., passive Perception 9 Silithid Larva
Challenge 2 (450 XP) Tiny beast, unaligned
Traits Armor Class 5
Flyby. The giant wasp doesn't provoke an Hit Points 3 (1d4 + 1)
opportunity attack when it flies out of an enemy's Speed 0 ft., fly 5 ft. (hover)
reach. STR AGI STA INT SPI CHA
Suicide Sting. If d20 on roll is a result of a 15 to 3 (-4) 4 (-3) 12 (+1) 2 (-4) 7 (-2) 2 (-4)
19, a wasp‘s sting can be turned into is a critical Challenge 0 (10 XP)
hit. If the dice‘s roll was already a critical hit, the ACTIONS
damage is tripled instead. After using this ability, Slam. Melee Weapon Attack. -1 to hit, one target.
the giant wasp is reduced to 0 hit points and is Hit: 1 bludgeoning damage
unconscious, and cannot stabilize unless the
stinger is returned. Depending on the time the larva has lived to
ACTIONS develop, it can turn into the following creatures.
Stinger. Melee Weapon Attack: +5 to hit, reach 5 A common Silithid can live up to 5 years, but
ft., one target. colossi and queens can live up to decades.
Hit: 10 (2d6 + 3) piercing damage. The target
must make a DC 13 Stamina saving throw, taking Time Spent Creature
10 (3d6) poison damage on a failed save, or half 30 days Scarab or Wasp
as much damage on a successful one. 1 year Reaver or Giant Wasp
3 years Colossus (only if the larva is
Silithid wasps are the mobile attack force of a male)
hive, patrolling the territory‘s borders and 10 years Queen (only if larva is female)
ruthlessly driving out intruders. They are fearless
combatants who willingly sacrifice themselves to It is a 10% chance a given larva is female.
bring down a foe. Wasps begin learning to fly
from the moment they molt out of their Silithid Queen
broodling state, and use their mobility in combat Huge beast, unaligned
to great advantage. Armor Class 8
Although a wasp has legs for perching while the Hit Points 104 (11d12 + 45)
creature rests, they are useless for ambulation. Speed 0 ft., fly 5 ft. (hover)
Silithid wasps emit a telltale droning sound when STR AGI STA INT SPI CHA
flying or hovering. The sound increases 10 (+0) 8 (-1) 16 (+3) 16 (+3) 14 (+2) 17 (+3)
dramatically as more wasps add to the formation. Skills Intimidation +6, Perception +6, Persuasion
Silithid wasps are 7 to 8 feet long and weigh 150 +6
pounds. Damage Resistances shadow
Senses blindsight 60 ft., passive Perception 12
Droning Languages Common, Shath‘Yar
140
Challenge 5 (1,800 XP) taking 22 (4d10) poison damage on a failed save,
Traits or half as much damage on a successful one.
Devotion (3/rest). The Silithid Queen can cast REACTIONS
the Devotion Aura or Abandonment Aura spells Matronly Grace. If successfully hit with an attack
(as 3rd level spells). roll, the Silithid queen can command any Silithid
Hive Command. The Silithid Queen maintains within sight of her to move up to her and take a
perfect telepathy with her offspring so long as blow for her. If the Silithid ends adjacent to the
they are within 5 miles. If her offspring are queen, the Silithid takes the damage of the attack
within the range of telepathy, she can, as an or the spell instead, even if the Silithid would
action, see through her offspring‘s eyes and hear have ignored the blow (such as from having
what they hear until the start of her next turn, higher AC). If the Silithid dies from this attack,
gaining the benefits of any special senses the the Silithid Queen may roll a d20. On the result
offspring has. During this time, she is deaf and of an 11 or higher, she can force the Silithid
blind with regard to her own senses. She may also corpse to explode (see queenly presence).
communicate through her offspring‘s mouth. Inspiring Grace (3d6). The Silithid Queen can
Queenly Presence. The Silithid can use a bonus spend a d6, and add the result to any d20 roll
action and give a mental command to a Silithid made by an ally within 30 feet. The dice
or egg within 90 feet. The queen can choose to replenish after a long rest.
manifest one of the following effects.
Mother’s Command. The chosen Silithid Silithid Reavers
can make one weapon attack as a reaction Medium beast, unaligned
against a target of the queen‘s choice. Armor Class 15 (natural armor)
Mutate Spawn. The Silithid queen can Hit Points 39 (6d8 + 12)
mutate any living Silithid egg or larva within Speed 30 ft., burrow 5 ft.
90 feet with a mental command so long as it STR AGI STA INT SPI CHA
can see it. The Silithid must succeed on a 16 (+3) 8 (-1) 15 (+2) 2 (- 4) 8 (-1) 7 (-2)
Stamina saving throw with a DC of 10. If it Senses darkvision 60 ft., passive Perception 9
fails the saving throw, it explodes (as Explode Challenge 2 (450 XP)
Spawn above). If it succeeds, it mutates into a Traits
Silithid wasp or scarab with terrible rapidity Aggressive. The reaver use a bonus action Dash,
that draws its potential lifeforce inside out. If but only to approach a hostile creature.
turned into a wasp, it can live up to five Relentless (1/rest). If the reaver drops to 0 hit
hours. If turned into a scarab, it can live up points and doesn‘t die outright, they can make a
to one. At the end of this duration, the DC 10 Stamina saving throw. If they succeed,
mutated Silithid dies. After four hours, the they drop to 1 hit point instead.
mutated Silithid dies from internal ACTIONS
complications. Horn. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Explode. This can only target a living egg. An one target.
egg deals 20 damage to all targets within 10 Hit: 10 (2d6 + 3) piercing damage, and the target
feet of it. Half the damage is acid, and half is must make a DC 13 Strength saving throw. If
shadow. A successful Agility saving throw they fail, they are pushed up to 15 feet.
against a DC of 14 halves the damage. The
queen cannot be harmed by her own ability. Silithid reavers, also called battle tanks, are the
ACTIONS main attack troops of the Silithid. They are very
Sting. Melee Weapon Attack: +3 to hit, reach 10 aggressive. Reavers are morphologically similar to
ft., one target. the Silithid wasp, except with underdeveloped
Hit: 10 (2d8 + 1) piercing damage, and the target vestigial wings.
must make on a DC 14 Stamina saving throw,
141
Silithid Scarab 2 (-4) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 3 (-4)
Small beast, unaligned Senses darkvision 30 ft., passive Perception 10
Armor Class 11 (natural armor) Languages –
Hit Points 1 (1d4 - 1) Challenge 1/2 (100 XP)
Speed 10 ft. Traits
STR AGI STA INT SPI CHA Keen Smell. The rat swarm has advantage on
2 (- 4) 11 (+0) 8 (-1) 1 (-5) 8 (- 1) 2 (-4) Spirit (Perception) checks that rely on smell.
Senses blind sight 10 ft., passive Perception 9 ACTIONS
Languages – Bite. Melee Weapon Attack: +3 to hit, reach 0 ft.,
Challenge 0 (10 XP) one target in the swarm‘s space.
ACTIONS Hit: 11 (4d4 + 1) piercing damage, or 6 (2d4 + 1)
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., piercing damage if the swarm has less of half its
one creature. hit points or lower. The target must make a DC 9
Hit: 1 piercing damage, and the target must make Stamina saving throw, taking 7 (2d6) poison
a DC 9 Stamina saving throw, taking 4 (1d8) damage on a failed save, or half as much on a
poison damage on a failed save, or half as much successful one.
damage on a successful one.
Snap Dragon
Silithid scarabs are part of a caste of the Silithid. Large beast, unaligned
Often found in and outside the hives. Many of Armor Class 13 (natural armor)
these Silithid are not aggressive unless they or Hit Points 68 (8d10 + 24)
another nearby Silithid is attacked. Speed 30 ft., swim 50 ft.
STR AGI STA INT SPI CHA
Silithid Wasp 18 (+4) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 15 (+2)
Tiny beast, unaligned Damage Resistances acid, poison
Armor Class 10 Condition Immunities poisoned
Hit Points 1 (1d4 - 1) Skills Perception +4, Stealth +4
Speed 0 ft., fly 20 ft. (hover) Senses passive Perception 12
STR DEX CON INT WIS CHA Languages understands Elven but can't speak
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4) Challenge 3 (700 XP)
Senses darkvision 30 ft., passive Perception 10 Traits
Languages – Amphibious. The snap dragon can breathe air
Challenge 0 (10 XP) and water.
Traits Dark Predator. When in dim or dark light, or
ACTIONS when hiding in swampy terrain or water, the snap
Sting. Melee Weapon Attack: +0 to hit, reach 5 ft., dragon has advantage to Agility (Stealth) checks.
one target. Natural Ambusher. The snap dragon adds +2 to
Hit: 1 piercing damage, and the target must make their initiative rolls, and has a +10 increase to
on a DC 9 Stamina saving throw, taking 3 (1d6) speed in their first turn of a combat encounter.
poison damage on a failed save, or half as much ACTIONS
damage on a successful one. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target.
Silithid Wasp Swarm Hit: 11 (2d6 + 4) piercing damage. The target
Tiny beast swarm, unaligned must make a DC 13 Stamina saving throw, taking
Armor Class 11 7 (2d6) poison damage on a failed save, or half as
Hit Points 27 (5d8 + 5) much damage on a successful one.
Speed 0 ft., fly 20 ft. (hover) Acid Spit. Ranged Weapon Attack: +4 to hit, range
STR DEX CON INT WIS CHA 30/60 ft., one target.
142
Hit: 7 (2d6) acid damage. The target must make a Languages Kalimag. If conjured, the spirit
DC 13 Stamina saving throw, taking 3 (1d6) creature gains a telepathic bond with the
poison damage on a failed save, or half as much conjurer, regardless of distance, allowing them
damage on a successful one. communication.
Challenge 2 (450 XP)
Snap dragons are predators able to spit painful Traits
acid. It is a long, wiry, lizardlike creature. It runs Spirit Nature. A spirit does not need to eat,
with an undulating grace reminiscent of a snake. drink, or sleep.
Its head is also snakelike, and a red tongue darts Spirit Sight. The spirit creature can see
from its mouth. It is obviously amphibious, with incorporeal or ethereal creatures and objects up
a red, finlike ridge extending down its spine. to 60 feet away.
Large fins flare from its head and tail. They Keen Hearing and Smell. The spirit wolf has
appear as trained beasts in many naga armies. In advantage on Spirit (Perception) checks that rely
the wild, snap dragons dwell along tropical on hearing or smell.
coasts, entering the water to lay in wait for prey. Pack Tactics. The wolf has advantage on an
When they sense it coming near, they rise and attack roll against a creature if at least one of the
spit acid until the prey falls. The snap dragon wolf‘s allies is within 5 feet of the creature and
then ambles over and feasts on the partially the ally isn‘t incapacitated.
liquefied meal. ACTIONS
Many snap dragons exist in the South Seas, Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
where they are a danger. All avoid them except one target.
the naga, who train the beasts for war. Snap Hit: 10 (2d6 + 3) piercing damage. If the target is
dragons spend much of their time on land, where a creature, it must succeed on a DC 13 Strength
their acidic spit is effective, but use the water to saving throw or be knocked prone. The bite is
surprise prey and to move quickly through their treated as a magical weapon attack.
territory.
Snap dragons attack from ambush. They use A spirit wolf is also sometimes known as a
watery environments to conceal their presence, shadow wolf.
and to move to where they can attack prey from
the most advantageous places. They spit at their
prey repeatedly and retreat from attackers, only to
Storm Crow Introduction
circle around and try again. They bite only if Storm Crow Adolescent
cornered or if underwater. Small beast, neutral
Armor Class 12
Hit Points 7 (2d6)
Spirit Wolf Speed 5 ft., fly 40 ft.
Large beast, unaligned STR AGI STA INT CHA SPI
Armor Class 14 (natural armor) 7 (-2) 15 (+2) 11 (+0) 3 (-4) 13 (+1) 10 (+0)
Hit Points 37 (5d10 + 10) Skills Perception +3, Stealth +4
Speed 60 ft. Senses passive Perception 13
STR AGI STA INT SPI CHA Languages –
17 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 7 (-2) Challenge 1/4 (50 XP)
Saving Throws +4 to any save to resist Traits
movement-restraining or slowing effects. Keen Hearing and Sight. The stormcrow has
Skills Perception +3, Stealth +4 advantage on Wisdom (Perception) checks that
Senses darkvision 60 ft., passive Perception 13 rely on hearing or sight.
Damage Immunities poisons ACTIONS
Condition Immunities poisoned Talons. Melee Weapon Attack: +4 to hit, reach 5
ft., one target.
143
Hit: 4 (1d4 + 2) slashing damage. STR AGI STA INT SPI CHA
16 (+3) 15 (+2) 14 (+2) 3 (-2) 13 (+1) 1 (-5)
Storm Crow Adult Skills Perception +3
Medium beast, neutral Senses passive Perception 13
Armor Class 15 Challenge 1 (200 XP)
Hit Points 16 (3d8 + 3) ACTIONS
Speed 5 ft., fly 40 ft. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
STR AGI STA INT CHA SPI one target.
10 (+0) 16 (+3) 13 (+1) 5 (-3) 13 (+1) 10 (+0) Hit: 10 (2d6 + 3) piercing damage.
Skills Perception +3, Stealth +5
Senses passive Perception 13 The hawkstrider is a large flightless bird that is
Languages – the blood elves' racial mount. As their name
Challenge 1 (200 XP) implies, hawkstriders resemble the tallstrider
Traits family, though their plumage is both larger and
Flyby. The stormcrow doesn't provoke more vibrant. They are also suspected to be
opportunity attacks when it flies out of an related to Dragonhawks, another creature closely
enemy's reach. tied to the blood elven culture and military.
Keen Hearing and Sight. The stormcrow has They come in a variety of bright colors and have a
advantage on Wisdom (Perception) checks that thin, curved beak and burning orange eyes. The
rely on hearing or sight. hawkstrider's movements exhibit the same
ACTIONS rhythmic, back-and-forth motion which
Multiattack. The stormcrow can make two characterizes the other two-legged mounts.
attacks. When Kael'thas led his followers to the ruined
Talons. Melee Weapon Attack: +5 to hit, reach 5 world of Outland, the vibrant hawkstriders that
ft., one target. were brought with them proved to be welcome
Hit: 6 (1d6 + 3) slashing damage. reminders of the blood elves‘ beauteous home in
Quel'Thalas. Valued for their trustworthiness and
speed, these colorful avian creatures embody the
T inherent splendor of the forests within the blood
Tallstrider elven kingdom. While tragedy has befallen
Medium beast, unaligned Quel‘Thalas in recent years, the hawkstriders
Armor Class 11 remain an integral part of the elves‘ day-to-day
Hit Points 16 (3d8 + 3) lives.
Speed 50 ft.
STR AGI STA INT SPI CHA Tauren Spirit Walker
14 (+2) 12 (+1) 12 (+1) 3 (-2) 11 (+0) 1 (-5) Medium humanoid (tauren), neutral good
Senses passive Perception 10 Armor Class 13 (heavy leather)
Challenge 1/4 (50 XP) Hit Points 37 (5d8 + 10 + 5)
ACTIONS Mana Points 22 (17 + 2 + 3)
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., Speed 30 ft.
one target. STR AGI STA INT SPI CHA
Hit: 5 (1d6 + 2) piercing damage. 14 (+2) 8 (-1) 14 (+2) 13 (+1) 17 (+3) 13 (+1)
Damage Resistance poison
Hawkstrider Skills Medicine +5, Nature +4, Persuasion +3,
Large beast, unaligned Religion +4, Herbalism kit +5
Armor Class 13 Senses passive Perception 13
Hit Points 30 (4d10 + 8) Languages Common, Kalimag, Orcish, Taur-ahe
Speed 55 ft. Challenge 3 (700 XP)
144
Traits Senses passive Perception 15
Shamanistic Art. The spirit walker adds +3 hit Languages Common, Orcish, Taur-ahe
points to the total hit points healed by a single Challenge 4 (1,100 XP)
healing spell. They can also use their reaction to Traits
move a cast totem half their own speed, giving Tauren Totem Master. When the tauren warrior
them +3 to AC, and have +5 hit points above scores a critical hit with a melee weapon or
normal totems. reduces a creature to 0 hit points with one, he
Channel Elements (2/rest). The spirit walker can can make one melee weapon attack as a bonus
channel the elements either by turning them, or action.
by releasing them. Also, before making a melee attack with a heavy
Spellcasting. The spirit walker is a 5th level weapon that he is proficient with, he can choose
spellcaster. Its spellcasting ability is Spirit (spell to take a - 5 penalty to the attack roll. If the attack
save DC 13, +5 to hit with spell attacks). The hits, he adds +10 to the attack‘s damage.
spirit walker has the following spells (8) prepared Warrior Talent. The tauren has the following
from the shaman spell list: warrior talents.
Cantrips (0 mana): invoke elements, shocking bolt Execute (1/rest)
1st level (4 mana): protection from evil and good, Tremor (4/rest)
healing ward, riptide, healing ward (free) ACTIONS
2nd level (5 mana): conjure elemental (minor Tauren Totem. Melee Weapon Attack: +6 to hit,
water elemental), fury hex (berserker rage), reach 5 ft., one target.
ancestral guardians (free) Hit: 11 (2d6 + 4) bludgeoning damage.
3rd level (6 mana): healing stream, spirit link, Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
spirit infusion, revivify (free) one target.
ACTIONS Hit: 8 (1d8 + 4) bludgeoning damage. If the
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., tauren warrior used a dash action before
one target. attacking, the enemy is also subject to the shove
Hit: 6 (1d8 + 2) bludgeoning damage. If the spirit action as a strike effect.
walker used a dash action before attacking, the
enemy is also subject to the shove action as a The mighty Tauren of the Kalimdor plains have
strike effect. pledged their allegiance to the new Horde out of
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., respect for their courage and honor. The bold
one target. Tauren seek only to safeguard their quiet culture
Hit: 5 (1d6 + 2) bludgeoning damage. from the deathly fires of the Burning Legion.
Mystic Blast. Ranged Spell Attack: +6 to hit, range When roused, Tauren are fierce fighters and use
30 ft., one target. their weapons and horns alike to smash their
Hit: 10 (3d6) fire damage. This requires at least 1 enemies.
mana in reserve for each d6.
Tuskarr
Tauren Warrior Medium humanoid (tuskarr), any alignment
Medium humanoid (tauren), neutral good Armor Class 13 (natural armor)
Armor Class 14 (natural armor) Hit Points 16 (3d8 + 3)
Hit Points 68 (8d8 + 24 + 8) Speed 20 ft., swim 20 ft.
Speed 30 ft. STR AGI STA INT SPI CHA
STR AGI STA INT SPI CHA 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
19 (+4) 11 (+0) 16 (+3) 8 (-1) 16 (+3) 9 (-1) Skills Nature +3, Perception +3, Survival +3,
Saving Throws +6 Str, +5 Sta Fishing Tools +2
Damage Resistances poison Damage resistances cold
Skills Perception +5, Herbalism kit +5 Senses passive Perception 15
145
Languages Common, Tuskarr Troggs have a distinctly Neanderthal look — low,
Challenge 1/2 (100 XP) sloping forehead; thick skin covered with bristly
Traits black hairs; and the long arms and bent spines of
ACTIONS an ape. They are dull-witted and savage, but
Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 possess a ferocious cunning that makes them
ft., one target. dangerous despite their lack of civilization.
Hit: 6 (1d8 + 2) piercing damage. Troggs are related to dwarves, but if anything, the
Spear. Melee or Ranged Weapon Attack: +4 to hit, two races are distant cousins.
reach 5 ft. or range 20/60 ft., one target. Some legends say that both dwarves and troggs
Hit: 5 (1d6 + 2) piercing damage. descended from the original earthen race left
behind by the titans after the world was shaped
The tuskarr (known as Kalu'ak in their own in ages past. While the dwarves evolved into the
language) are a peaceful humanoid walrus-like stocky creatures known today, the troggs retained
people indigenous to the cold shores of a stronger connection to the stone from which
Northrend. They make their home along the they were made. For reasons not yet fully
southern coast of the continent having understood, the troggs‘ evolutionary path led
settlements in Borean Tundra, Dragonblight and them to their present state — crude, stupid
Howling Fjord. creatures only barely above the level of beasts, but
quite capable in a contest of physical strength.
Trogg
Medium humanoid, chaotic neutral or evil Troll Headhunter
Hit Points 15 (2d8 + 6) "You got it, boss."
Armor Class 11 (natural armor) Medium humanoid (forest troll), chaotic neutral
Speed 30 ft. Armor Class 13 (leather)
STR AGI STA INT SPI CHA Hit Points 32 (5d8 + 10)
17 (+3) 8 (-1) 17 (+3) 6 (-2) 12 (+1) 4 (-3) Speed 30 ft.
Senses passive Perception 11 STR AGI STA INT SPI CHA
Languages Low Common 14 (+2) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 9 (-1)
Challenge 1 (200 XP) Skills Intimidation +1, Perception +3, Stealth +3
Traits Senses darkvision 60 ft., passive Perception 13
Berserker Rage (2/day). The trogg can rage as a Languages Common, Troll
1st level warrior with the talent of the same Challenge 1 (200 XP)
name. Traits
ACTIONS Berzerking (2/long rest). The headhunter can
Bone Club. Melee Weapon Attack +5 to hit, reach rage as having the rage warrior talent of a level 1
5 ft., one target. warrior.
Hit 6 (1d6 + 3) bludgeoning damage. Fighting Style (Archery). The headhunter has +2
Slam. Melee Weapon Attack +5 to hit, reach 5 ft., to attack with ranged weapons.
one target. Natural Explorer. The headhunter is an expert
Hit 5 (1d4 + 3) bludgeoning damage. on their local terrain (typically plains or sea). He
REACTIONS is not slowed by difficult terrain, can move
Stoneform (1/rest). When the trogg takes damage, stealthily at normal pace, is always alert to danger,
they can roll 1d12 + 2, and can reduce the forages double as much food as normal, and
damage by that total. If the damage exceeds any knows the exact number, sizes, and how long a
ongoing bleed damage he takes, he ends the tracked quarry remained in an area.
effect as well. Rapid Regeneration. Whenever the troll rests or
is subject to healing, they can roll twice and take
the higher result of any roll to grant them hit
146
points. If this dice has a special effect on a certain Mask Magic (1/long rest per mask). The shadow
result (such as of the holy priest and paladins‘ hunter can spend a bonus action to wear one of
Light‘s Insight ability), they may either choose to the following masks, which grants them a special
roll the healing twice or roll maximized dice, not benefit.
both. Legba Mask. The shadow hunter may cast
They can also regrow a lost limb after a week of the Haste spell.
losing them, unless the limb was lost through Lukou Mask. The shadow hunter adds +3
their own will or through magic, so long as they to the final number of hit points healed
have adequate rest and satiation. by hunter or shaman spells. This can be
Troll Spearman. The headhunter treats spears as added to the final damage to undead
finesse weapons. cured by said spells. This mask grants the
ACTIONS benefit for one hour.
Handaxe. Melee or Ranged Weapon Attack: +5 to Shango Mask. The shadow hunter adds +3
hit (+7 if ranged), reach 5 ft. or ranged 20/60 ft., to the final number of damage points
one target. dealt by his hunter or shaman lightning
Hit: 5 (1d6 + 3) slashing damage. spells. This mask grants the benefit for
Spear. Melee or Ranged Weapon Attack: +5 to hit one hour.
(+7 if ranged), reach 5 ft. or ranged 20/60 ft., one Bwonsamdi Mask. The shadow hunter
target. treats the Exorcism spell as a bonus
Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) if prepared spell (hunter spell list). He may
used with both hands. cast the spell normally or apply it as a
Longbow. Ranged Weapon Attack: +7 to hit, strike effect. This benefit remains for one
ranged 150/600 ft., one target. hour. This affects all undead except
Hit: 7 (1d8 + 3) piercing damage. undead shadows.
Equipment. A headhunter typically carries four Ogoun and Dambala Masks. The shadow
handaxes and two spears. hunter casts the Polymorph spell for 5
mana points while the mask is active.
This is usually used to turn into a snake,
Troll Shadow Hunter Hero or turn an enemy into a frog or likewise
"Want to see somethin' real scary?"
helpless critter.
Medium humanoid (troll), chaotic neutral
The Dark Mask. The shadow hunter casts
Armor Class 16 (leather)
the Big Bad Voodoo spell. This mask
Hit Points 82 (11d10 + 22)
also costs 6 mana points to use.
Mana Points 21 (17 + 3 + 3)
Natural Explorer. The shadow hunter is an
Speed 30 ft.
expert on their local terrain (typically forest or
STR AGI STA INT SPI CHA
marshes). He is not slowed by difficult terrain,
14 (+2) 19 (+4) 14 (+2) 11 (+0) 17 (+3) 14 (+2)
can move stealthily at normal pace, is always alert
Saving Throws Str +5, Agi +7
to danger, forages double as much food as
Skills Athletics +5, Acrobatics +7, Intimidation
normal, and knows the exact number, sizes, and
+5, Stealth +7, Survival +6
how long a tracked quarry remained in an area.
Senses passive Perception 13
Rapid Regeneration. Whenever the troll rests or
Languages Common
is subject to healing, they can roll twice and take
Challenge 7 (2,900 XP)
the higher result of any roll to grant them hit
Traits
points. If this dice has a special effect on a certain
Dread Ambusher. The shadow hunter adds a
result (such as of the holy priest and paladins‘
bonus to their initiative rolls equal to +3. Also,
Light‘s Insight ability), they may either choose to
the start of their first turn of each combat
roll the healing twice or roll maximized dice, not
encounter, their speed increases by 10 feet, which
both.
lasts until the end of that turn.
147
They can also regrow a lost limb after a week of The Shadow Hunters walk the line between
losing them, unless the limb was lost through darkness and light in hopes of salvaging the
their own will or through magic, so long as they future for their savage brethren.
have adequate rest and satiation.
Voodoo Ritualist. The shadow hunter may triple Troll Witch Doctor
the casting time of his hunter spells via a magical
"I hear de summons!"
(and often noisy) mask-dance to heighten it by
Medium humanoid (troll), chaotic neutral
one spell level. This increase does not stack with
Armor Class 13 (heavy leather)
itself, and can increase the spell level beyond your
Hit Points 32 (5d8 + 10)
normal maximum.
Mana Points 22 (17 + 2 + 3)
Spellcasting. The shadow hunter is a 6th level
Speed 30 ft.
spellcaster. Its spellcasting ability is Spirit (spell
STR AGI STA INT SPI CHA
save DC 14, +6 to hit with spell attacks). The
10 (+0) 12 (+1) 14 (+2) 13 (+1) 17 (+3) 14 (+2)
shadow hunter has the following spells (9)
Languages Common, Kalimag, Troll
prepared from the hunter and shaman spell lists.
Challenge 3 (700 XP)
The shadow hunter can always see in the area of
Traits
his own darkness spell.
Rapid Regeneration. Whenever the troll rests or
1st level (4 mana): animate undead (shadows),
is subject to healing, they can roll twice and take
charm undead, riptide, stasis trap
the higher result of any roll to grant them hit
2nd level (5 mana): darkness, serpent ward points. If this dice has a special effect on a certain
3rd level (6 mana): healing stream, polymorph (or result (such as of the holy priest and paladins‘
hex), shot array (black) Light‘s Insight ability), they may either choose to
ACTIONS roll the healing twice or roll maximized dice, not
Multiattack. The shadow hunter can make two both.
attacks. Only one can be a witch blast. If They can also regrow a lost limb after a week of
attacking with the warglaive, the shadow hunter losing them, unless the limb was lost through
can make an extra attack with the warglaive as a their own will or through magic, so long as they
bonus action, and can add his ability modifier to have adequate rest and satiation.
the damage of the attack. Voodoo Witchery (1/rest). The witch doctor can
Warglaive. Melee Weapon Attack: +7 to hit, range to re-awaken fading magics. This can extend
5 ft., one target. concentration spells one more round, and reset
Hit: 7 (1d6 + 4) slashing damage. the durations of a spell or potion whose duration
Longbow. Ranged Weapon Attack: +7 to hit, ended or were dispelled. If the duration ended
ranged 150/600 ft., one target. normally, it regains half the duration it once had.
Hit: 8 (1d8 + 4) piercing damage. This cannot affect instantaneous spells or spells
Witch Blast. Ranged Spell Attack: +6 to hit, range with a duration more than 24 hours.
30 ft., one target. Spellcasting. The witch doctor is a 6th level
Hit: 10 (3d6) lightning damage. This requires at spellcaster. His spellcasting ability is Spirit (spell
least 1 mana in reserve for each d6. save DC 13, +5 to hit with spell attacks). The
Equipment. Voodoo doll witch doctor has the following spells (9) prepared
from the shaman spell list:
These reclusive, wily jungle trolls are considered Cantrips (0 mana): invoke elements, shocking bolt,
to be the highest authority within their respective vicious mockery
warbands. They are masters of strange voodoo 1st level (4 mana): elemental armor (lightning),
magics who can use their spirit-powers to both healing ward, sentry ward, stasis trap, riptide
heal their allies and place curses upon their 2nd level (5 mana): divine shield (bad voodoo),
hapless enemies, while being an excellent scout serpent ward
and combatant.
148
3rd level (6 mana): chain lightning (lightning bolt), Quick Startup. The turbo-trike takes one round
weakening hex (curse of weakness) or bloodlust to activate.
ACTIONS Cinematic Leap. The turbo-trike can jump as a
Staff. Melee Weapon Attack: +2 to hit, 5 ft., one normal creature, jumping twice the normal
target. horizontal distance (10 feet instead of 5), but the
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) if distance it can vertically jump is halved for its
used with both hands. Strength (1 foot instead of 2). If in circumstances
Witch Blast. Ranged Spell Attack: +5 to hit, 30 ft. where the DM allows an Athletics check to jump,
one target. the trike has a +4 bonus.
Hit: 10 (3d6) lightning damage. This requires at Fuel (8 max). The turbo-trike starts out with
least 1 mana in reserve for each d6. eight fuel charges, and runs on a gas engine,
Equipment. The witch doctor usually has two consuming one pint of gas per hour. The hull‘s
potions of healing (holy light) and one potion of capacity is equal to eight pints of gas.
enlarge. ACTIONS
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Trolls are the ultimate witch doctors. It was the one target.
trolls, so they say, who invented the art. Their Hit: 5 (1d6 + 2) bludgeoning damage.
pots ever bubble with strange concoctions, and
they scatter protective and decorative totems With the Bilgewater goblins now in the trenches
around their dwellings. They speak in tongues with the bigger brutes of the Horde, a significant
most can't understand, communing with the number of trampling deaths have been reported.
strange voodoo spirits from their tribal religion Normally unconcerned with such matters, Trade
that grant them their power. Prince Gallywix was alarmed to learn that the
They decorate themselves with ritual tattoos and Forsaken‘s accountants refused to pay soldier
designs, and shrunken heads dangle from their death benefits if the soldiers never got to the
staves. The iconic troll witch doctor focuses on actual battle, and accidental stomps caused by
helping his allies with his strange blend of science tauren maneuvers made it extremely difficult to
and faith. He plants magic totems to help his calculate how many goblins had made it to the
allies, which may start a bloodlust or an battlefield before they were rendered flat.
adrenaline rush in his body. A powerful witch Gallywix offered a substantial cash reward for an
doctor may even transform their foes into frogs. invention that could both lift goblins out of hoof
He's not a particularly skillful combatant, but traffic and speed them along at comparable
when the Horde is in a scrape, somebody calls for velocities so that goblin soldiers could die in ―a
the doctor. calculate-able and reimbursable fashion.‖
Hundreds of submissions were made. Most
exploded upon delivery. In the end, the clear
Turbo-Trike (and relatively undamaged) winner was the sturdy
Medium construct (vehicle), unaligned
transport trike created by the remarkably aged
Armor Class 12 (plating)
Jibidiah ―No Fingers‖ Gragglefutz. Gragglefutz
Hit Points 16 (3d8 + 3)
had been a street-side grenade salesman for
Speed 50 ft.
decades, and years of product-related mishaps
STR AGI STA INT SPI CHA
had borne fruit in this speedy, durable, and
14 (+2) 14 (+2) 12 (+1) 1 (-5) 3 (-4) 1 (-5)
mostly un-explodable vehicle. Jibidiah gained
Skills Athletics +4
some renown for his creation, and he now claims
Senses passive Perception 10
that Gallywix has him hard at work on a speedier
Languages –
―turbo‖ version of the trike. Jibidiah's one
Challenge 1/2 (100 XP)
complaint is that the substantial cash reward for
Traits
designing the trike has been stuck in a
particularly insidious mess of red tape and mail
149
delivery issues. The trade prince apologizes for Disputed between being recognized as a dwarven
this and promises to put his top goblins on it or gnomish invention (though likely gnomish),
immediately. turrets remain as powerful and reliable defensive
A turbo trike costs 80 crafting points constructs in Alliance territory. Adopted by
(engineering) to construct as a construct of tinkers on the field and designed to carry up
challenge 1 (or 2,000 gp). It has a malfunction firearms and protect set locations, the gnomish
rating of 1-2. turret is often a term for a person who can deal
It costs 26 crafting points (650 gp) to craft. lots of damage at a distance, but cannot take a
hit.
Turret, Gnomish
A gnomish turret costs 20 crafting points
Small construct, unaligned
(engineering) as a construct of challenge 1/2 (or
Armor Class 14 (natural armor)
500 gp). It has a malfunction rating of 1-2.
Hit Points 9 (2d6 + 2)
It costs 6 crafting points (150 gp) to craft.
Speed 0 ft.
STR AGI STA INT SPI CHA
4 (-3) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 1 (-5) U
Damage Immunities poison Undead Hexer Spirit
Condition Immunities charmed, exhaustion,
Medium undead, chaotic neutral
frightened, paralyzed, petrified, poisoned
Armor Class 11
Senses darkvision 60 ft., passive Perception 10
Hit Points 38 (7d8 + 7)
Languages understands the languages of its
Speed 0 ft., fly 60 ft.
creator but can't speak
STR AGI STA INT SPI CHA
Challenge 1/4 (50 XP)
7 (-2) 13 (+1) 12 (+1) 10 (+0) 12 (+1) 17 (+3)
Traits
Damage Resistances acid, fire, cold, lightning,
Quick Startup. The gnomish turret takes one
thunder; bludgeoning, piercing, and slashing
round to activate.
from nonmagical weapons
Mounted Turret. The gnomish turret can carry,
Damage Immunities necrotic, poison
use, and reload any firearms mounted on it, and
Condition Immunities frightened, grappled,
can be programmed to respond to certain
paralyzed, petrified, poisoned, prone, restrained
targeting parameters decreed by its user. If
Senses darkvision 60 ft., passive Perception 11
manipulated by using Thieves‘ Tools or
Languages Kalimag
Engineer‘s Tools against a DC of 10 + user‘s
Challenge 3 (700 XP)
engineering bonus, it can be altered to target
Traits
different creatures.
Ethereal Sight. The hexer can see 60 feet into the
Fuel (8 max). The gnomish turret starts out with
Ethereal Plane when it is on the Material Plane,
eight fuel charges, and runs on a steam engine,
and vice versa.
consuming four pounds of coal per hour. The
Voodoo Awareness. The hexer spirit can sense its
hull‘s capacity is equal to thirty-two pounds of
quarry as if under the effects of a Locate Create
coal.
spell.
ACTIONS
Incorporeal Movement. The hexer can move
Boomstick. Ranged Weapon Attack (Malfunction 1- through other creatures and objects as if they
3): +5 to hit, range 200/800; capacity 2 bullets, were difficult terrain. It takes 5 (1d10) arcane
one target. damage if it ends its turn inside an object.
Hit: 12 (2d8 + 3) piercing damage. ACTIONS
Withering Touch. Melee Weapon Attack: +5 to
The boomstick is a common heavy firearm, and hit, reach 5 ft., one creature.
can be exchanged for more damage. Hit: 17 (4d6 + 3) shadow damage.
150
Etherealness. The hexer enters the Ethereal STR AGI STA INT SPI CHA
Plane from the Material Plane, or vice versa. It is 16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 14 (+2)
visible on the Material Plane while it is in the Saving Throws Str +5, Sta +4
Border Ethereal, and vice versa, yet it can‘t affect Damage Resistances cold; bludgeoning, piercing,
or be affected by anything on the other plane. and slashing from non magical weapons that
Carry Voodoo (1/long rest). The hexer can hold aren't silvered
one spell from its master (up to a maximum spell Damage Immunities poison, shadow
level equal to its hit dice), and inflict it on a Condition Immunities poisoned
target its master commands. Senses darkvision 120 ft., passive Perception 10
Once the spell is discharged, the hexer spirit is Languages understands Shath‘yar but cannot
free to perform any other duty. The hexer can speak it
cast any spell on the target it has been tasked to Challenge 2 (450 XP)
carry, which requires the normal casting time of Traits
such a spell. Shadow Sight. Magical darkness doesn't impede
the voidwalker‘s darkvision.
Hexers are chaotic spirit beings that prefer to Consume Shadows (1/long rest). A voidwalker in
reside in small areas with lingering necromantic total darkness can spend an action concentrating,
power. They have served witch doctors for eons and heal itself as if it is resting (such as by
as aides in magic. Although most spellcasters who spending as much hit dice to heal as it wishes,
are familiar with witch doctors ward their lands despite it not actually resting or spending an
against hexers (often by a hallow spell, magic hour). This acts as normal rest for all purposes
circle, or alarm), hexers are useful allies when an except for regaining uses of abilities. A
enemy is unaware of their existence, acting as voidwalker may consume shadows in shadowy
'magical rogues' in a fashion. illumination but heals only half this amount.
Should the Scourge decimate the Ice trolls of Magic Resistance. The voidwalker has advantage
Zul'drak, it is likely that such spirits will fall on saving throws against spells and other magical
under the dominion of the Lich King, adding yet effects.
another weapon to his arsenal. Tormenting Strike. The voidwalker may, as a
Hexer spirits usually require sacrifices in return bonus action, affect a creature struck by it with
for their service—a significant amount or quality the Compelled Duel spell, DC 14. The effect
of sacrifices may grant the hexer spirit additional ends if the voidwalker attacks another creature,
hit dice (as determined by the DM). has the strike on another target, if the targeted
The trolls of the Darkspear Tribe suffered from creature is attacked by an ally of the Voidwalker,
issues with Hexer spirits once the Horde‘s or if the voidwalker ends its turn more than 30 ft.
leadership made it clear that sacrifices of away from the targeted creature.
intelligent humanoids was not to be tolerated, ACTIONS
and most Hexers that opted to remain with their Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
original witch doctors have grown used to animal one target.
sacrifices instead of that of humans, elves, or Hit: 6 (1d6 + 3) bludgeoning damage.
orcs.
This hulking blue creature looks vaguely
V humanoid. It seems to appear from within a
black cloud as dark as the void. Voidwalkers are
Voidwalker demons created from the chaos of the Twisting
Medium fiend (shadow), evil Nether. Their touch is misery, and it can
Armor Class 14 (natural deflection) momentarily blind a creature to other threats.
Hit Points 45 (7d8 + 14) A voidwalker‘s sole purpose is to unconditionally
Mana Points 16 (14 + 2) serve a master. Thus, travelers rarely encounter
Speed 30 ft. them alone. The voidwalker is often a warlock‘s
151
choice fel companion for its ability to intercept a mist, benefitting from their superior sight in
single foe and keep him or her occupied. Many these conditions.
warlocks also prefer to do without the
mischievousness of an imp or the jealousy of a Kvaldir use the statistics of Vrykul, except that
succubus, preferring instead the unwavering, they are undead and not giants, and they have
silent loyalty of a voidwalker. Voidwalkers the following traits.
understand but do not speak Eredun until they Mistsight. The Kvaldir ignore concealment from
have 10 hit dice--in which case they also develop fog and mist.
speech. Undead Nature. Kvaldir do not need to eat,
drink, sleep, or breathe.
Vrykul Introduction
Vrykul (pronounced "VRYE-kool") are a race of Vrykul Crewman
fearsome half-giant warriors who are the result of Large giant (vrykul), lawful evil
the Curse of Flesh afflicting the iron vrykul. They Armor Class 13 (hide armor)
are the progenitors of the human race, which Hit Points 13 (2d8 + 4)
consists in the weak and deformed offsprings that Speed 30 ft.
the vrykul produced when they were hit by the STR AGI STA INT SPI CHA
Curse of Flesh. The vrykul live mostly in 14 (+2) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 10 (+0)
Northrend, and are led by King Ymiron from Skills Vehicles (Water) +2, Navigator‘s Tools +2
Utgarde Keep. Senses darkvision 60 ft., passive Perception 10
Thousands of years ago, a group of them Languages Common, Vrykul
migrated to the sacred region of Stormheim in Challenge 1/2 (100 XP)
search of their true gods. Being a seafaring race, ACTIONS
some also took to the seas, with one such group Battleaxe. Melee Weapon Attack +4 to hit, reach 5
settling on Kul Tiras, inhabiting the region of ft., one target.
Drustvar as the Drust. Hit: 11 (2d8 + 2) slashing damage, or 14 (2d10 +
2) slashing damage if used with both hands.
Kvaldir Javelin. Melee or Ranged Weapon Attack: +5 to hit,
Undead Vrykul reach 5 ft. or range 30/120 ft., one target.
―Beware the mist and fog, mortals; for with them comes Hit: 9 (2d6 + 2) piercing damage.
your end.‖
— Windan of the Kvaldir Vrykul Raider
The kvaldir also known as sea vrykul, are the Large giant (vrykul), lawful evil
spirits of fearsome vrykul warriors or seafaring Hit Points 37 (5d10 + 15)
raiders who roam the seas raiding ships and Armor Class 14 (armor scraps)
coastal settlements. Working for Helya, the Speed 30 ft.
kvaldir raid the coasts and pull souls to Helheim, STR AGI STA INT SPI CHA
thus robbing Odyn of potential champions. 16 (+3) 14 (+2) 13 (+3) 10 (0) 11 (+0) 10 (0)
The spirits of those dishonorable warriors spend Saving throws Sta +5
eternity in Helheim locked in an endless futile Skills Perception +2, Navigator‘s Tools +2
battle, always seeking glory but never able to Senses passive Perception 12
attain it. Languages Common, Vrykul
The tuskarr call the kvaldir tuk-hariq, meaning Challenge 1 (200 XP)
"walkers of the fog" in their language. They also ACTIONS
refer to the kvaldir as sons of the mist. Battleaxe. Melee Weapon Attack +5 to hit, reach 5
The Kvaldir ride on longships to attack waterside ft., one target.
settlements under the cover of night, fog, and Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 +
3) slashing damage if used with both hands.
152
Javelin. Melee or Ranged Weapon Attack: +5 to hit, The vrykul is known as a dragon witch if female,
reach 5 ft. or range 30/120 ft., one target. and a mystic if a male.
Hit: 10 (2d6 + 3) piercing damage.
Iron Vrykul
Vrykul raiders ride in parties of ten to twenty on Huge giant, neutral
longships, raiding the shores of Northrend or Armor Class 14 (natural armor)
southern isles. Hit Points 115 (10d12 + 50)
Speed 30 ft.
Vrykul Mystic STR AGI STA INT SPI CHA
Large giant (vrykul), lawful evil 22 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0)
Armor Class 13 (armor scraps) Damage Resistances cold, fel, shadow;
Hit Points 39 (6d10 + 6) bludgeoning, piercing, and slashing from
Mana points 22 (16 + 3 + 3) nonmagical weapons
Speed 30 ft. Damage Immunities lightning, poison, psychic
STR AGI STA INT SPI CHA Condition Immunities exhaustion, petrified,
14 (+2) 12 (+1) 12 (+1) 16 (+3) 10 (+0) 12 (+1) poisoned
Saving throws Sta +3, Int +3 Senses passive Perception 8
Skills Medicine +7, Perception +5, Religion +4, Languages Giant
Persuasion +3 Challenge 6 (2,300 XP)
Senses darkvision 60 ft., passive Perception 15 Traits
Languages Common, Vrykul Lightning Affinity (1/rest). The iron vrykul can
Challenge 3 (700 XP) cast the one of the following spells. Once one of
Traits these spells is cast, it cannot cast it again until
Mistsight. The vrykul ignore concealment from after a short rest. The spell levels are cast as if 3rd
fog and mist. level.
Spellcasting. The vrykul is a 6th level spellcaster. Elemental Armor spell (can only choose
Its spellcasting ability is Intelligence (spell save lightning)
DC 13, +5 to hit with spell attacks). The vrykul Elemental Shock (can only choose lightning)
can prepare the following spells (9) from the Elemental Tongue
mage spell list: ACTIONS
Cantrips (0 mana): chill touch, minor illusion, Multiattack. The iron vrykul makes two
frost bolt greatsword attacks.
1st level (4 mana): cause fear, fog cloud Greatsword. Melee Weapon Attack: +9 to hit,
2nd level (5 mana): berserker rage, blink step, reach 10 ft., one target.
phantasmal force, gust of wind Hit: 20 (4d6 + 6) slashing damage.
3rd level (6 mana): blizzard, gaseous form, Rock. Ranged Weapon Attack: +9 to hit, range
telekinesis 30/120 ft., one target.
ACTIONS Hit: 28 (4d10 + 6) bludgeoning damage.
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Iron vrykul are the original form of the vrykul,
Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + before they were afflicted with the Curse of Flesh.
2) slashing damage if used with both hands. They were created by the titan Keepers from the
Misty Blast. Ranged Spell Attack: +5 to hit, range Forge of Wills, in the Halls of Lightning wing of
30 ft., one target. Ulduar, alongside many other titan-forged such
Hit: 10 (3d6) cold damage. This requires at least as the earthen.
1 mana in reserve for each d6. The vrykul were created by the Titans during the
ordering of Azeroth. After the defeat of the Old
Gods on Azeroth, the keepers crafted with the
153
help of the Forge of Wills a second generation of night elves. While good-tempered and wise, the
titan-forged, amongst them the iron-skinned wildkin fights fiercely against evildoers, especially
vrykul. Their task was to safeguard the Keeper's undead and the forces of the Burning Legion.
holding alongside the chiseled tol'vir. The vrykul Most wildkin treat peaceful travelers with respect,
revered their creators and worshiped them as sometimes coming to their aid or assisting lost
gods. They were aware to at least some extent of visitors out of their forests. They ferociously
the events which took place in that period, attack hostile creatures on sight. The wildkin
including Tyr's battle with the mighty Galakrond, have long been considered a sacred animal by the
and incorporated at least some of their exploits night elves, and the tauren. The priests of Elune
during that period into their legends and see the wildkin as imbued with the spirit and
mythology. strength of the Moon Goddess, and the druids
see them as guardians and protectors of nature.
W Full-grown wildkin exceed 10 feet in height and
weigh over 3,000 pounds. They prefer the
Wildkin serenity of nature and stay away from populated
Large monstrosity, unaligned areas, frequenting the Barrens or the glades of
Armor Class 13 (natural armor) Mount Hyjal. They are known to assist night
Hit Points 52 (5d10 + 15) elves and ancients in guarding locations that
Speed 30 ft. those races deem important. Heroes who
STR AGI STA INT SPI CHA encounter wildkin either come away speaking of
16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 7 (-2) their incredible gentleness or their tremendous
Skills Perception +3 ferocity.
Senses darkvision 60 ft., passive Perception 13
Languages Understands Elven and Druidic, but
cannot speak it
Wisp
Small fey, neutral good
Challenge 2 (450 XP)
Armor Class 11
Traits
Hit Points 9 (2d6 + 2)
Keen Sight and Smell. The wildkin has
Speed fly 40 ft. (hover)
advantage on Spirit (Perception) checks that rely
STR AGI STA INT SPI CHA
on sight or smell.
12 (+1) 12 (+1) 13 (+1) 7 (-2) 13 (+1) 15 (+2)
Strength of the Wilds (2/day). The wildkin can
Skills Stealth +3
rage, gaining advantage to Strength checks and
Senses passive Perception 11
Strength saving throws, +2 to damage rolls, and
Languages Understands Elven, but cannot speak
gains resistance to bludgeoning, piercing, and
it
slashing damage. This rage remains for one
Challenge 1/4 (50 XP)
minute, or until the wildkin does not hit or get
Traits
hit for one round.
Extract Wood. The wisp can extract wood by
ACTIONS
stimulating its growth and warping. This acts as
Multiattack. The wildkin makes two attacks: one
normal harvesting, but takes three times as long,
with its beak and one with its claws.
though it does not harm the tree.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
ACTIONS
one target.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Hit: 8 (1d10 + 3) piercing damage.
one target.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit: 1 arcane damage.
one target.
Detonate. The wisp can cast the Detonate Mana
Hit: 12 (2d8 + 3) slashing damage.
spell at the cost of its life.
Plant Ancient. The wisp can implant itself to
The wildkin, a beast half-bear/half-owl, acts as a
create an ancient. This process creates an ancient
powerful force for good and a staunch ally of the
154
which cannot move or act, but transforms over Keen Hearing and Smell. The wolf has
the years into a powerful ally to the Night Elves. advantage on Spirit (Perception) checks that rely
Treant (minor) takes 10 years on hearing and smell.
Ancient of Lore, War, and Wind takes 250 Pack Tactics. The wolf has advantage on an
years attack roll against a creature if at least one of the
Tree of life takes 1,000 years wolf‘s allies is within 5 feet of the creature and
the ally isn‘t incapacitated.
Wisps are ancient spirits of nature that inhabit ACTIONS
the forestlands of Kalimdor. Legends say that Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Wisps are actually the disembodied spirits of one target.
deceased night elves, but these rumors have yet to Hit: 4 (1d6 + 1) piercing damage. If the attack
be proven. The wisps act in unison with the night deals maximum damage, the wolf also knocks the
elves and serve to strengthen the demigod-like target prone.
trees known as the Ancients. Beckoned by the
night elves, Wisps are capable of animating Wolf, Frost
various trees and expanding themselves into Large beast, unaligned
rough-hewn structures of living wood and stone. Armor Class 14 (natural armor)
Mysterious ―forest spirits‖ of unknown origin, Hit Points 37 (5d10 + 10)
wisps are able to heal ancients and keep the forest Speed 50 ft.
clean and pure. STR AGI STA INT SPI CHA
They are dedicated to the well-being of night elf 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
forests, and are connected to the forest on a Skills Perception +3, Stealth +4
supernatural level rivaling that of Cenarius‘ Damage Resistances cold
children; indeed, many believe that wisps often Senses passive Perception 13
evolve into mighty ancient protectors and other Languages —
creatures. Wisps play a major role in night elf life Challenge 1 (200 XP)
by creating and repairing their wooden Traits
structures. In addition to healing living wood Keen Hearing and Smell. The wolf has
with their mere touch they can detonate advantage on Spirit (Perception) checks that rely
themselves to banish or kill summoned monsters on hearing or smell.
(such as any fiend, elemental, or several kinds of Pack Tactics. The wolf has advantage on an
undead). Wisps show little intelligence, free will attack roll against a creature if at least one of the
or self-interest. They appear to exist purely to wolf‘s allies is within 5 feet of the creature and
serve the will of the night elves. the ally isn‘t incapacitated.
ACTIONS
Wolf Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Medium beast, unaligned one target.
Armor Class 13 (Natural Armor) Hit: 10 (2d6 + 3) piercing damage. If the target is
Hit Points 11 (2d8 + 2) a creature, it must succeed on a DC 13 Strength
Speed 40 ft. saving throw or be knocked prone.
STR AGI STA INT SPI CHA
13 (+1) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 6 (-2) Wolf, Frost, Greater
Skills Perception +3, Stealth +4 Large monstrosity, neutral
Senses passive Perception 13 Armor Class 13 (natural armor)
Languages — Hit Points 75 (10d10 + 20)
Challenge 1/4 (50 XP) Speed 50 ft.
Traits STR AGI STA INT SPI CHA
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
155
Skills Perception +5, Stealth +3 battle strategies and capable of performing
Damage Immunities cold advanced maneuvers utilizing terrain, ambush,
Senses passive Perception 15 and flanking, as well as distinctive formations for
Languages Understands Common and Orcish, different foes.
but cannot speak them Most wyrmkin fight in large units, they known
Challenge 3 (700 XP) for flanking their enemies or taking specific
Traits formations, but they rarely think of strategies on
Keen Hearing and Smell. The wolf has their own. Their one critical flaw is a lack of
advantage on Spirit (Perception) checks that rely initiative and creative, independent thinking.
on hearing or smell. Despite this shortcoming, they are a feared battle
Pack Tactics. The wolf has advantage on an unit, capable of wreaking much havoc.
attack roll against a creature if at least one of the Fortunately, most of these groups are led by
wolf‘s allies is within 5 feet of the creature and higher-ranking dragonspawn, to whom the
the ally isn‘t incapacitated. wyrmkin looks for orders. Wyrmkin are almost
Snow Camouflage. The wolf has advantage on always warriors, although some mages are found
Agility (Stealth) checks made to hide in snowy within their ranks, but very rarely — those who
terrain. show such talent are promoted to the
ACTIONS flametongue legions.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Depending on the wrymkin‘s ancestry and
one creature. bloodline, the colors of their scales change,
Hit: 11 (2d6 + 4) piercing damage. If the target is altering the type of damage dealt by their breath
a creature, it must succeed on a DC 14 Strength weapon and resisted.
saving throw or be knocked prone.
Cold Breath (Recharge 5–6). The wolf exhales a Wyrmkin Fighter
blast of freezing wind in a 15-foot cone. Each Medium dragon, neutral
creature in that area must make a DC 12 Agility Armor Class 17 (splint)
saving throw, taking 18 (4d8) cold damage on a Hit Points 26 (4d8 + 8)
failed save, or half as much damage on a Speed 30 ft.
successful one. STR AGI STA INT SPI CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Wyrmkin Introduction Saving Throws Str +5, Sta +4
Wyrmkin, also known as wyrm kin, form the Skills Athletics +5, Perception +4
bulk of dragonspawn forces. Wyrmkin are the Damage Resistances Resistance (see scales above)
most common and low-ranking of the spawn, but Senses Blindsight 10 ft., darkvision 60 ft., passive
they are nonetheless fierce opponents in battle. Perception 14
They are tough and hardy, but not particularly Languages Common, Draconic
intelligent. Most lack self-motivation, requiring a Challenge 1 (200 XP)
leader to give them specific instructions and Traits
commands. Those who show ingenuity, superior ACTIONS
skill, or sorcererous talent are elevated to the Greatsword. Melee Weapon Attack: +5 to hit,
ranks of the flametongues or scalebanes. reach 5 ft., one target.
Wyrmkin usually carry shields and swords Hit: 10 (2d6 + 3) slashing damage.
(usually longsword) or spears provided by their Spear. Melee or Ranged Weapon Attack: +5 to hit,
patrons. Wyrmkin are clever warriors, well reach 5 ft. or ranged 20/60 ft., one target.
trained and organized. Wyrmkin are trained to Hit: 6 (1d6 + 3) piercing damage.
setup ambushes, use hit-and-run tactics, and Breath Weapon (1/long rest). The wyrmkin
generally do everything they can to gain the exhales an elementally-charged breath in a 15-foot
upper hand in a battle. They employ advanced cone. Each creature in the line must make a DC
156
13 Agility saving throw, taking 22 (4d8) damage and create new strategies as opportunities arise.
on a failed save, or half as much damage on a They are encouraged to branch out and learn
successful one. The damage type depends on the new things in order to bring diversity to their
dragon‘s scales. command.
157
Equipment. Magic uncommon-quality While most scalebanes are intellectual, they still
greatsword (+1 to attack and damage rolls). have large builds, powerfully built for combat,
standing seven feet tall or just little under on
Scalebanes are the most elite and powerful of the average, and wear elaborate armor with dragon-
dragonspawn, and they represent a small fraction crested helms that stand out from the rest their
of dragonspawn society. These are the leaders, the unit. Many scalebanes may also carry banners or
most powerful spellcasters, and the elders of the other markings delineating their command.
dragonspawn race. While scalebanes were These banners represent their draconic patron or
wyrmkin earlier in life, scalebanes are technically matron, such as Azuregos the blue or Vaelastrasz
a different species, having been transformed by a the red.
complicated ritual similar to those undergone by Scalebanes spend most of their time in combat
dragons as they mature. Scalebanes are chosen commanding their units, but those with
from the best of the lesser ranks, those who spellcaster abilities pepper their enemies with
demonstrate exceptional leadership as well as spells from a distance. If pressed, they fight
combat or magical abilities. fearlessly, but avoid melee combat because they
know they are most effective in command
positions.
158
Raiders usually have at least ten javelins, with two poisoned by the wyvern‘s sting.
159
Templates Alignment. Always Lawful Evil
Armor Class. -2 Natural armor or scraps
Ancient, Corrupted Attribute scores. Strength and Agility
An ancient that is corrupted uses the original unchanged; Stamina 15, Intelligence 6, Spirit 8,
statistics, except where altered by the following and Charisma 5.
template. Damage Vulnerabilities bludgeoning
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities exhaustion, poisoned
Challenge. Unchanged. Senses darkvision 60 ft.
Traits. Corrupted ancients can choose to deal Languages. Understands the languages in life,
slashing or bludgeoning damage (chosen during but cannot speak
each attack), and have the poison claws and Challenge. Unchanged.
breath abilities (see below). Traits. Any physical (non-cognitive) ability it
Poison Claws. With each claw attack, the ancient possessed in life, as well as undead nature.
can choose to apply poison through its claws. Actions. Any melee/ranged or natural attacks it
This deals deal 7 (2d6) extra poison damage. possessed in life.
Poison Breath (Recharge 5-6). The corrupted Undead Nature. An undead does not need to
ancient exhales poisonous gas in a 60-foot cone. eat, drink, sleep, or breathe.
Each creature in that area must make a DC 15
Stamina saving throw, taking 13 (3d8) poison
damage on a failed save, or half as much damage
Mechanized
A creature that is made by engineering (or is
on a successful one.
made into a construct) uses its original statistics,
except where altered by the following template.
Demonic Attribute scores Strength unchanged, Agility,
A creature that is descended into a demonic and Stamina unchanged; Intelligence 3, Spirit 11,
fiend is altered by the following template. and Charisma 1.
Demons are always treated as if their mana is Damage Immunities poison, psychic
active for the purposes of stealing or Condition Immunities exhaustion, frightened,
manipulating mana, though draining demonic paralyzed, petrified, poisoned
mana might have an unforeseen negative effect Languages Understands its creator‘s language (if
(up to the DM). it can speak, it may also speak it)
Alignment. Always chaotic evil Challenge Unchanged.
Damage Resistances cold, fire, lightning Traits Any physical (non-cognitive) ability its
Damage Immunities poison original form possesses, and Constructed Mind.
Condition Immunities poisoned Actions Any melee/ranged or natural attacks its
Saving Throws. Any two original form possesses.
Senses. Darkvision 120 ft. Constructed Mind Mechanized creatures do not
Languages. Understands Eredun (if it can speak, have a true mind, but are instead programmed to
it may also speak it) perform certain actions congruent with those of
Challenge. Unchanged. similar natural creatures. Thus, instead of Animal
Traits. Any physical (non-cognitive) ability it Handling checks, a creature handling or riding a
possessed previously. mechanized animal makes checks with engineer‘s
Actions. Any melee/ranged or natural attacks it tools. Its new form is immune to all living
possessed in a previous life. creature-specific effects. It also consumes 1 charge
(energy type determined by the creator) every
Skeletal hour of activity. It may remain latent, and
A creature that is turned into a skeleton is altered activate on a trigger to save charges.
by the following template.
160
Malfunction. The mechanized creature has a procreate with similar animals of its type (if
malfunction rating of 1 to its challenge rating. possible).
For instance, a Challenge 4 creature has a
malfunction rating of 1-5. Spirit
Spirit creatures are any beast that originates from
Homunculus the two spirit planes near the material (the
A creature that is made by alchemy uses its Emerald Dream, Shadowlands, etc.). Spirit
original statistics, except where altered by the creatures are flickering, translucent pale blue
following template. beasts that emit a faint glow. According to orc
Attribute scores Strength unchanged, Agility, shamans, spirit wolves (the most common spirit
and Stamina unchanged; Intelligence 6, Spirit 11, creatures known to spellcasters) prowl the spirit
and Charisma 5. realms, always hunting and killing.
Damage Resistances poison, psychic Spirit creatures can be summoned by shamans,
Condition Immunities confusion and the template applies always to natural
Languages Understands its creator‘s language (if creatures such as beasts. A shaman who casts
it can speak, it may also speak it) Polymorph can also turn into a spirit creature
Challenge Unchanged. (commonly a ghost wolf for orc shamans, but
Traits Any physical (non-cognitive) ability its often the spirit animal of the shaman‘s race).
original form possesses, and Synthesized Mind. Spirit Nature. A spirit does not need to eat,
Actions Any melee/ranged or natural attacks its drink, or sleep.
original form possesses. Attribute scores. Strength and Agility
Synthesized Mind. Homunculi are creates unchanged; Intelligence 6, and Spirit 12 (unless
synthesized and formed from creatures with true existing attribute scores are higher).
minds. Therefore, a homunculus has a shadow of Damage Immunities poisons (from natural
the original creature‘s thoughts (usually speaking poisons)
or expressing itself), and performs actions Condition Immunities poisoned (from natural
congruent with those of similar natural creatures. poisons)
Thus, instead of Animal Handling checks, a Senses darkvision 60 ft.
creature handling or riding a homunculus makes Spirit Sight. The spirit creature can see
checks with alchemy supplies. A homunculus is incorporeal or ethereal creatures and objects up
treated as if a beast for the purposes of the to 60 feet away.
awaken spell. Challenge increases by 1.
Traits. Weapon attacks are treated as magical.
A homunculus can be designed to mimic living Swift Movement. The spirit creature gains a +10
creatures (in which case it eats, drinks, breathes, bonus to their base speed, and +4 to any saving
and sleeps) or closer to a construct (in which case throw to resist movement-restraining or slowing
it requires none of the above). If designed to be effects.
construct-like, the homunculus also requires an Languages. Kalimag. If conjured, the spirit
engine and fuel (as if a normal construct). creature gains a telepathic bond with the
Some creatures that are unnaturally born from conjurer, regardless of distance, allowing them
magic used to be homunculi. communication.
In some cases, a DM may allow a homunculus‘s
mind to awaken, in which case it regains its full Tainted/Fel
mental ability scores (or retains the current ones, A creature that has is cursed or has drunk
whichever is higher) and changes its creature type demon-blood given by a CR 10 or higher demon
to a monstrosity. Homunculi affected by the may become tainted. This is a template that alters
awaken spell are more likely to gain this spark and the creature in the following ways.
become independent creatures, soon becoming to
161
A tainted creature often changes color (typically Fiendish Nature. The void beast is a fiend
red, though other colors are not unheard of), and (shadow). Void beasts do not need to eat, drink,
shows signs of corruption (such as sharper teeth, sleep, or breathe.
unnatural bone protrusions, etc.), as well as eyes Attribute scores. Strength and Agility
burning with fel-fire, and becomes more violent unchanged; Intelligence 6, and Spirit 12 (unless
and prone to anger and rage. existing attribute scores are higher).
Tainted creatures may be sensed with a DC 10 Damage Resistances psychic, shadow
Spirit on sight or Intelligence (if possessing mana Damage Immunities poison
or innate spellcasting) check on sight, revealing Condition Immunities confusion, poisoned
that something is off. Senses darkvision 60 ft.
Those who exceed the DC by 5 points can also Languages Understands Shath‘yar, but cannot
specifically sense fel magic reeking in the speak it
creature. Challenge unchanged
Alignment. Always chaotic evil Traits.
Attribute Scores. +1 to Strength or +1 to Shadow Sight. Magical darkness doesn't impede
Charisma (choose one). the void beast‘s darkvision.
Senses darkvision 120 ft. Might of the Void. Weapon attacks are treated as
Languages. Understands Eredun (if it can speak, magical.
it may also speak it)
Challenge. Unchanged. Zombie
Traits. Any abilities it possessed previously, as
A creature that is turned into a zombie is altered
well as Chaos Weapons and Fel Enslavement.
by the following template.
Chaos Weapons. The creature‘s weapon attacks
Armor Class -3 to any natural armor or alter due
are treated always as magical for the purpose of
to Agility penalty.
overcoming damage resistances.
Attribute scores Strength unchanged; Agility 8,
Fel Enslavement. The creature suffers
Stamina 16, Intelligence 3, Spirit 6, and
disadvantage to saving throws against being
Charisma 5.
compelled to harm, betray, or deal violence to
Saving Throws Spirit
creatures (including its allies, but not itself). If the
Damage Immunities poison
fel creature is immune to being charmed, it loses
Condition Immunities poisoned, exhaustion
the immunity for this specific purpose.
Senses darkvision 60 ft.
Languages understands the languages in life, but
Void Beast cannot speak them
Void beings are treated as fiend (shadow) Challenge unchanged
regardless of their original creature type. Traits. Any physical (non-cognitive) ability it
possessed in life, as well as Undead Fortitude and
Void beings are any beast that originates from the Undead Nature.
Shadowlands or one that is sufficiently suffused Actions. Any melee/ranged or natural attacks it
with void or shadow magic. Void beasts creatures possessed in life. Proficient with melee Slam
are flickering, violet beasts that emit a faint glow. attack has a reach of normal for its size, and deals
Void beasts can appear as the reflection of any 1d6 if medium, 2d6 if large, 3d6 if huge, etc. plus
being, with the most common void creature Strength.
being hounds or wraiths, with a few others being Undead Fortitude If damage reduces the zombie
in the shape of wolves or oozes. to 0 hitpoints, it can make a Stamina saving
Void beasts can be conjured by priests (nearly throw with a DC of 5 + the damage taken, unless
always shadow priests). the damage is holy or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
162
Undead Nature. An undead does not need to
eat, drink, sleep, or breathe.
163
Factions
The Undead Scourge
The Scourge focuses its arcane power on necromancy. Its members‘ goals are to use their necromancy and
their plagues to swell their armies of undead and retake Azeroth for their Lich King, a vile and unholy
spiritual union between the might of the fallen Paladin Arthas, heir to Lordaeron of the Alliance, and the
traitor shaman Ner‘Zhul of the Horde.
Undead fiends and similar creatures still haunt pockets of Kalimdor. Ghosts seek the embrace of the living,
only to kill those with whom they seek solace; abominations look for bodies to add to their monstrous
corpses. Other creatures simply seek living flesh to consume. Gargoyle wings creak in the night.
Unlike the demons of the Burning Legion, the Scourge has little organization on Kalimdor. The undead are
focused on survival instead of conquest, and attack the weak and the solitary. If the undead are lucky
enough to find a necromancer, they flock to her like sheep, begging for direction. They were created to
serve a more powerful being, and without that being they are no better than directionless killing machines.
If their necromancer is slain, the undead become uncontrolled, wandering aimlessly and slaying the living
until another necromancer calms them or a hero destroys them.
The Scourge in Lordaeron exists in a different situation than on Kalimdor. The Lich King remains in far-off
Northrend; but his general, Kel‘Thuzad, rules from Stratholme. The Scourge controls a huge swath of
Lordaeron and therefore has access to the cemeteries in the destroyed towns. They work to eliminate the
small Alliance population still residing in the ravaged countryside and attempt to bring the rebel Forsaken
back into the fold, before consuming all the Eastern Kingdoms, and then moving west--to Kalimdor.
Known to be a hated enemy and rival of the Burning Legion, the Lich King waits atop his Frozen Throne,
plotting and amassing his strength--so that the mortal world will once see the full extend of his wrath and
hatred.
The Alliance
The Alliance (AKA the Grand Alliance) is one of two major political factions of the mortal races in
Azeroth, its counterpart being the Horde. The Alliance consists of powerful cultures and groups bound not
by desperation or necessity, but by their deep commitments to abstract concepts like nobility and honor.
The Alliance was once also known as the Alliance of Lordaeron when its leadership was centered in
Lordaeron. However, the Alliance was forced to move the bulk of its forces to Kalimdor and to the
southern Eastern Kingdoms continents of Khaz Modan and Azeroth after the plague of undeath ravaged
the Kingdom of Lordaeron several years ago.
Although the remaining living nations of Lordaeron are not as strong as they once were, they have pledged
their loyalty to the Grand Alliance with the hopes of becoming strong once again. Over the course of the
years new members and races have joined the Alliance furthering its united strength.
The Sentinels used to be an independent faction, but have chosen to join forces with the Alliance.
The Horde
The Horde is one of the two major political factions of the mortal races in Azeroth, its counterpart being
the Alliance. The Horde, a faction founded by Orcish immigrants from Draenor, have survived in the
hostile world of Azeroth by forging alliances (some trusting, some less so) with local races such as the
Tauren people and the Trolls.
Although its ideals, policies, and beliefs have been revised and membership has changed over time, it is the
same Horde inherited by Thrall of the Frostwolf Clan (son of Chieftain Durotan) through Warchief
Orgrim Doomhammer.
164
Changelog
March (3.1)
Massive update.
Renamed document to Monster Guide (per conventions and to avoid IP).
Added over 84 new stats (bloodpedals, various oozes, cloud serpents, carrion grub, night elf units, orc units,
mounts, turbo-trikes, kvaldir, nerubean workers, mana wyrms, wyrmscale details, Silithids, 8 new dinosaurs,
5 treants, core hounds, constructs, giant Scorpid, more kobolds, Makrura, Mur‘gul, orc raider, pit lord hero
(challenge 7), quilbeast, more quilboars, rip tire, storm crows, lesser infernals (more easily conjured), among
dozens of others)
Simplified several abilities and unified languages
Added purchase and crafting prices for constructs (latter is 1/3), and added malfunction rating for devices.
These are base prices, that can be further lowered by levels in the tinker class or other abilities.
Added equipment to hero units (1 rare item) if they didn‘t already start with one
Modified templates and clarified them (and added void beast)
Overhaul of monster organization to be alphabetical and not divided by origin (outlands, Azeroth, scourge,
etc.)
Rebalancing
Doomguard lowered to challenge 7 to be summoned at warlock level 13 (or 11 with cabal casting). Ancient
of Life lowered to challenge 17 to conform to spellcasting expectations and to prevent power creep (in
preparation for Shadows and Light). Lowered Avatar of Vengeance to challenge 3 (level 6) to be conjured by
conjure fiend.
Bosses
Added the first boss monster—Onyxia of the Black Dragonflight.
165