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Murder in Baldur's Gate Bestiary Redux

Monster Statistics for Dungeons & Dragons Fifth Edition


Conversions made by Mike Harvey

Image Credit: Wizards of the Coast


Abdel Adrian Acolyte of Gond
Medium humanoid (human), neutral Medium humanoid (human), neutral good

Armor Class 18 (plate mail) Armor Class 10


Hit Points 26 (4d8 + 8) Hit Points 9 (2d8)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)

Senses passive Perception 10 Skills Medicine +4, Religion +2


Languages Common Senses passive Perception 10
Challenge 1 (200 XP) Languages Common
Challenge 1/8 (25 XP)
Powerful. If Abdel deals 6 or more damage to a
creature with a single attack, that creature is Spellcasting. The acolyte is a 2nd-level spellcaster.
knocked prone. Their spellcasting modifier is Wisdom (spell save
DC 12, spell attack +4). The acolyte has the
following spells prepared:
Actions Cantrips: light, sacred flame, thaumaturgy
Gauntlet. Melee Weapon Attack: +5 to hit, reach 1st level (3 slots): bless, cure wounds, sanctuary
5ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target.
Reactions Hit: 2 (1d4) bludgeoning damage.
Guardian. If an enemy within 5 feet of Abdel attacks
a target other than Abdel, that enemy provokes an
opportunity attack from Abdel.

1 BESTIARY
Bhaalspawn Slayer Bomber
Medium humanoid (fiend), chaotic evil Medium humanoid (dwarf), neutral

Armor Class 14 (natural armour) Armor Class 13 (hide armour)


Hit Points 32 (5d8 + 10) Hit Points 22(3d8 + 9)
Speed 40ft., climb, jump (see traits below) Speed 25ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 11 (+0) 11 (+0) 13 (+1) 16 (+3) 12 (+1) 17 (+3) 10 (+0) 14 (+2) 11 (+0)

Damage Immunities poison Damage Resistances poison


Condition Immunities diseased, poisoned Senses Darkvision 60ft., passive Perception 12
Senses Darkvision 60ft., passive Perception 10 Languages Common, Dwarvish
Languages Common Challenge 1/4 (50 XP)
Challenge 1 (200 XP)
Dwarven Resilience. The bomber has advantage on
Climb. The slayer can climb as part of its movement. saving throws against poison, and has resistance
No ability check is required. against poison damage.

Jump. The slayer can jump as part of its movement. Actions


No ability check is required. Jumping in this way
does not provoke opportunity attacks. Short Sword. Melee Weapon Attack: +5 to hit, reach
5ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Actions
Alchemical Fire. The bomber hurls a vial of volatile
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., liquid at a creature, object, or surface within 30
one target. feet. On impact, the vial detonates in a 5-foot
Hit: 8 (2d4 + 3) slashing damage, and the target radius. Any creature in that area must make a DC
must succeed on a DC 11 Constitution saving 10 Dexterity saving throw, taking 3 (1d6) fire
throw or its speed is reduced to 0. Instead of damage on a failed save. A flammabe object or
moving on its turn, or as an action, the target can surface takes full damage and catches fire for 1d6
make the saving throw again, ending the speed rounds.
reduction on a success. This is a poison effect.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target.
Hit: 12 (2d8 + 3) piercing damage, and the target
must succeed on a DC 11 Constitution saving
throw or be stunned for 1 minute. The target can
repeat the saving throw at the end of each of it's
turns, ending the stunned condition on a successful
save. This is a poison effect.

BESTIARY 2
Bristol Chosen of Bhaal
Small humanoid (lightfoot halfling), neutral When Rilsa Rael, Torlin Silvershield, Ulder
Ravengard, or a player character becomes the
Armor Class 16 (mage armour) Chosen of Bhaal, that character gains the following
Hit Points 27 (5d8 + 5) benefits.
Speed 25ft. Traits
Climb. The chosen can climb as part of its
STR DEX CON INT WIS CHA movement. No ability check is required.
12 (+1) 16 (+3) 13 (+1) 12 (+1) 14 (+2) 16 (+3) Jump. The chosen can jump as part of its
movement. No ability check is required. Jumping
this way does not provoke opportunity attacks.
Skills Acrobatics +5, Deception +5, Perception +4, Murder Magic. A creature hit by the chosen's attack
Performance +5, Stealth +5 must succeed on a DC 10 Constitution saving
Senses passive Perception 14 throw, or the creature's speed drops to 0. Instead
Languages Common, Halfling of moving on its turn, or as an action, the creature
Challenge 1/2 (100 XP) can repeat the saving throw, ending the speed
reduction on a successful save.
Brave. Bristol has advantage on saving throws If a creature that already has a speed of 0 is hit by
against being frightened. the chosen's attack, the creature must succeed on
a DC 10 Constitution saving throw or become
Halfling Nimbleness. Bristol can move through the stunned for 1 minute. A creature stunned this way
space of any creature that is of a size larger than can repeat the saving throw at the end of each of
his. its turns, ending the stunned condition on a
Naturally Stealthy. Bristol can attempt to hide even successful save.
when he is obscured only by a creature that is at
least one size larger than him.
Spellcasting. Bristol is a 3rd-level spellcaster. His
spellcasting ability is Charisma (spell save DC 13,
spell attack +5). He has the following spells
prepared:
Cantrips (at-will): eldritch blast, minor illusion
1st Level (at-will): disguise self, mage armour
2nd Level (2 slots/short rest): invisibility, sleep,
expeditious retreat, calm emotions

Actions
Summon Pact Rapier. Bristol summons a magical
rapier into his free hand. It disappears if it is more
than 5 feet away from him for more than 1 minute.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or range 20/80ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Pact Rapier. Melee Weapon Attack: +5 to hit, reach
5ft., one target.
Hit: 7 (1d8 + 3) piercing damage. This damage
counts as magical for the purposes of overcoming
immunity and resistance to nonmagical weapon
damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range
120ft., one target.
Hit: 5 (1d10) force damage.

3 BESTIARY
Coran Crew Member
Medium humanoid (wood elf), neutral Medium humanoid (human), neutral

Armor Class 16 (studded leather armour, defensive Armor Class 13 (studded leather armour)
style) Hit Points 11 (2d8 + 2)
Hit Points 39 (6d10 + 6) Speed 30ft.
Speed 35ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
13 (+1) 17 (+3) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
Senses passive Perception 11
Skills Perception +5 Languages Common
Condition Immunities Sleep Challenge 1/4 (50 XP)
Senses passive Perception 15
Languages Common, Elvish, Thieve's Cant
Challenge 1 (200 XP)
Actions
Short Sword. Melee Weapon Attack: +4 to hit, reach
Combat Superiority. Coran has a pool of 4d8 5ft., one target.
superiority dice. He regains any spent dice on a Hit: 5 (1d6 + 2) piercing damage.
short or long rest. Coran can spend one superiority
die per action.
Fey Ancestry. Coran has advantage on saving throws
against being charmed, and cannot be magically put
to sleep.
Mask of the Wild. Coran can attempt to hide even
when he is only lightly obscured by foliage, heavy
rain, falling snow, mist, and other natural
phenomena.

Actions
Multiattack. Coran makes either two short sword
attacks, or two longbow attacks.
Short Sword. Melee Weapon Attack: +6 to hit, reach
5ft., one target.
Hit: 6 (1d6 + 3) piercing damage. Coran can spend
one superiority die to add 4 (1d8) damage to the
damage roll, and the target must succeed on a DC
14 Strength saving throw or be disarmed.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600ft., one target.
Hit: 7 (1d8 + 3) piercing damage. Coran can spend
one superiority die to add 4 (1d8) damage to the
damage roll, and the target must succeed on a DC
14 Strength saving throw or be disarmed.
Volley. Coran spends one superiority die and can
make a longbow attack once against each creature
of his choice within 20 feet of a point within range,
rolling separately for each attack.

Reactions
Nimble Dodge. When Coran is hit by an attack, he
can use his reaction to spend and roll a superiority
die, adding the result to his AC against that attack.
If the attack then misses, Coran can move 10 feet
without provoking opportunity attacks.

BESTIARY 4
Flaming Fist Corporal Flaming Fist Private
Medium humanoid (human), neutral Medium humanoid (human), neutral

Armor Class 18 (plate mail) Armor Class 17 (scale mail, shield)


Hit Points 26 (4d8 + 8) Hit Points 16 (3d8 + 3)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10 Senses passive Perception 10


Languages Common Languages Common
Challenge 1 (200 XP) Challenge 1/2 (100 XP)

Actions Actions
Surge. (Recharge 5-6) The corporal makes two Longsword. Melee Weapon Attack: +4 to hit, reach
melee weapon attacks. 5ft., one target.
Hit: 6 (1d8 + 2) slashing damage. If the private
Flail. Melee Weapon Attack: +5 to hit, reach 5ft., deals 7 or more damage, the private can push the
one target. target back 5 feet and move 5 feet to remain within
Hit: 7 (1d8 + 3) bludgeoning damage. 5 feet of the target. This movement does not
provoke opportunity attacks.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320ft., one target.
Flaming Fist Hit: 5 (1d8 +1) piercing damage.

Lieutenant
Medium humanoid (human), neutral

Armor Class 16 (scale mail) Flaming Fist Sergeant


Hit Points 22 (4d8+ 4) Medium humanoid (human), neutral
Speed 30ft.
Armor Class 20 (plate mail, shield)
Hit Points 38 (6d8 + 12)
STR DEX CON INT WIS CHA Speed 30ft.
16 (+3) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 12 (+1)
STR DEX CON INT WIS CHA
Senses passive Perception 10
Languages Common 16 (+3) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 12 (+1)
Challenge 1/2 (100 XP)
Senses passive Perception 11
Languages Common
Actions Challenge 1 (200 XP)
Longsword. Melee Weapon Attack: +5 to hit, reach
5ft., one target.
Hit: 8 (1d10 + 3) slashing damage. If the lieutenant Actions
deals 9 or more damage, the target is also knocked Surge. (Recharge 5-6) The sergeant makes two
prone. melee weapon attacks.
Flail. Melee Weapon Attack: +5 to hit, reach 5ft.,
Reactions one target.
Hit: 7 (1d8 + 3) bludgeoning damage. If the
Guardian. If an enemy within 5 feet of the lieutenant sergeant deals 8 or more damage, the target is
attacks a target other than the lieutenant, that knocked prone.
enemy provokes an opportunity attack from the
lieutenant.

5 BESTIARY
Fire Snake Ghoul
Medium elemental, neutral evil Medium undead, chaotic evil

Armor Class 14 (natural armour) Armor Class 12


Hit Points 22(5d8) Hit Points 22(5d8)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 7 (-2) 10 (+0) 8 (-1) 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Vulnerabilities cold Damage Immunities poison


Damage Resistances bludgeoning, piercing, and Condition Immunities charmed, exhaustion,
slashing damage from nonmagical weapons poisoned
Damage Immunities fire Senses Darkvision 60ft., passive Perception 10
Senses Darkvision 60ft., passive Perception 10 Languages Common
Languages Understands Ignan but can't speak Challenge 1 (200 XP)
Challenge 1 (200 XP)
Actions
Heated Body. A creatue that touches the snake or
hits it with a melee attack while within 5 feet of it Bite. Melee Weapon Attack: +2 to hit, reach 5ft.,
takes 3 (1d6) fire damage. one target.
Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
Actions one target. Hit: 7 (2d4 + 2) slashing damage. If the
Multiattack. The snake makes two attacks: one with target is a creature other than an elf or undead, it
its bite and one with its tail. must succeed on a DC 10 Constitution saving
throw or be paralyzed for 1 minute. The target can
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., repeat the saving throw at the end of each of it's
one target. turns, ending the effect on itself on a success. This
Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire is a poison effect.
damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3
(1d6) fire damage.
Harbour Manifest
Uncommon wonderous item
The leather for this manifest's cover has a faint,
intricate pattern on it.
Property: To open the manifest, one must trace the
magic pattern on its cover. The book has been
opened so many times that the tracing marks are
clearly visible, but the pattern is so complex that
tracing it properly requires a DC 15 Dexterity
(Sleight of Hand) or Intelligence (Arcana) check. If
opened incorrectly, the manifest screeches in a
parrot voice, "Thief! Help! Thief! Help!" The cry can
be heard out to 100ft., and continues until the
symbol is traced correctly. An individual who has
opened it correctly once need not perform the
check again.
In addition, while it is open, the manifest records
on its pages any words dictated to it.

BESTIARY 6
Halfling Rogue Hunting Hound
Small humanoid (halfling), neutral Medium beast, unaligned

Armor Class 15 (studded leather armour) Armor Class 12


Hit Points 9 (2d8) Hit Points 11 (2d8 + 2)
Speed 25ft. Speed 40ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 10 (+0) 11 (+0) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Stealth +7 Skills Perception +3


Senses passive Perception 10 Senses Darkvision 30ft., passive Perception 13
Languages Common, Halfling, Thieve's Cant Languages --
Challenge 1 (200 XP) Challenge 1/8 (25 XP)

Brave. The halfling has advantage on saving throws Keen Hearing and Smell. The hunting hound has
against being frightened. advantage on Wisdom (Perception) checks that rely
Sneak Attack. When the halfling hits a target when it on hearing or smell.
has advantage on the attack roll, the attack deals 7
(2d6) extra damage of the same type as the Actions
weapon. The halfling doesn’t need advantage if the
target is within 5 feet of an enemy of the target, Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
that enemy isn’t incapacitated, and the halfling one target.
doesn’t have disadvantage on the attack. Hit: 5 (1d6 + 2) piercing damage. If the target is a
Cunning Action. On it’s turn, as a bonus action, the creature, it must succeed on a DC 11 Strength
halfling can take either the dash, the disengage, or saving throw or be knocked prone.
the hide action.

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Imbralym Skoond
reach 5ft. or range 20/80ft., one target. Medium humanoid (human), neutral evil
Hit: 5 (1d4 + 3) piercing damage.
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 30ft.

Human Bystander STR DEX CON INT WIS CHA


Medium humanoid (human), neutral
12 (+1) 14 (+2) 12 (+1) 17 (+3) 17 (+3) 12 (+1)
Armor Class 10
Hit Points 4 (1d8) Senses passive Perception 13
Speed 30ft. Languages Common, Elvish
Challenge 1 (200 XP)

STR DEX CON INT WIS CHA Spellcasting. Imbralym is a 4th-level spellcaster. His
11 (+0) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 11 (+0) spellcasting ability is Intelligence (spell save DC 13,
spell attack +5). Imbralym has the following spells
prepared:
Senses passive Perception 10 Cantrips: minor illusion, ray of frost, shocking grasp
Languages Common 1st level (4 slots): colour spray, magic missile,
Challenge 0 (0-10 XP) shield, thunderwave
Actions 2nd level (3 slots): invisibility, alter self, ray of
enfeeblement
Unarmed Attack. Melee Weapon Attack: +2 to hit,
reach 5ft., one target. Actions
Hit: 1 bludgeoning damage.
Rock. Ranged Weapon Attack: +2 to hit, range Quarterstaff. Melee Weapon Attack: +3 to hit, reach
20/80t., one target. 5ft., one target.
Hit: 1 bludgeoning damage. Hit: 5 (1d8 + 1) bludgeoning damage.

7 BESTIARY
Laraelra Thundreth Magma Mephit
Medium humanoid (half-elf), neutral Small elemental, neutral evil

Armor Class 15 (studded leather armour) Armor Class 11


Hit Points 11 (2d8 +2) Hit Points 22 (5d6 + 5)
Speed 30ft. Speed 30ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 10 (+0) 11 (+0) 12 (+1) 8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)

Condition Immunities sleep Skills Stealth +3


Senses Darkvision 60ft., passive Perception 10 Damage Vulnerabilities cold
Languages Common, Elvish Damage Immunities fire, poison
Challenge 1/2 (100 XP) Condition Immunities poisoned
Senses Darkvision 60ft., passive Perception 10
Focus. If Laraelra damages a creature with an attack, Languages Ignan, Terran
she can choose to gain advantage on her next Challenge 1/2 (100 XP)
attack roll made against that ceature. Laraelra can
use this once, and regains one use after a short or Death Burst. When the mephit dies, it explodes in a
long rest. burst of lava. Each creature within 5 feet of it must
make a DC 11 Dexterity saving throw, taking 7
Opportunistic. If Laraelra has advantage on an attack (2d6) fire damage on a failed save, or half as much
roll, she can give up the advantage to make two on successful one.
attacks instead.
False Appearance. While the mephit remains
Sneak. Laraelra has advantage on Dexterity (Stealth) motionless, it is indistinguishable from an ordinary
checks. mound of magma.
Fey Ancestry. Laraelra has advantage on saves Innate Spellcasting. (1/day) The mephit can innately
against being charmed, and cannot be magically put cast heat metal (spell save DC 10), requiring no
to sleep. material components. Its innate spellcasting ability
is Charisma.
Actions Summon Mephits. (1/day) As an action, the mephit
Dagger. Melee or Ranged Weapon Attack: +5 to hit, can attempt to summon more of its kind. The
reach 5ft. or range 20/80ft., one target. magma mephit has a 25% chance to summon 1d4
Hit: 5 (1d4 + 3) piercing damage. The taget cannot magma mephits within 60 feet of it. The
make opportunity attacks against Laraelra until the summoned mephits cannot summon more
start of her next turn. mephits, and they remain for 1 minute, or until
their summoner dies, or until the summoner
dismisses them as an action.

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target.
Hit: 3 (1d4 + 1) slashing damage, plus 2 (1d4) fire
damage.
Fire Breath. (Recharge 6) The mephit exhales a 15-
foot cone of fire. Each creature in that area must
make a DC 11 Dexterity saving throw, taking 7
(2d6) fire damage on a failed save, or half as much
on a successful one.

BESTIARY 8
Nant Thangol Nine-Fingers
Medium humanoid (dwarf), neutral Medium humanoid (human), neutral

Armor Class 13 (studded leather armour) Armor Class 15 (leather armour)


Hit Points 15 (2d8 + 6) Hit Points 39 (6d8 + 12)
Speed 25ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 10 (+0) 17 (+3) 10 (+0) 12 (+1) 18 (+4) 14 (+2) 13 (+1) 17 (+3) 14 (+2)

Damage Resistances poison Senses passive Perception 13


Senses Darkvision 60ft., passive Perception 13 Languages Common, Dwarvish
Languages Common, Dwarvish Challenge 2 (450 XP)
Challenge 1 (200 XP)
Acrobatic Escape. While Nine-Fingers is moving
Dwarven Resilience. Nant has advantage on saving during her turn, she gains a +3 bonus to AC.
throws against poison and resistance to poison
damage. Focus. Recharge on Short Rest. If Nine-Fingers
damages a creature, she can choose to gain
Sneak Attack. When Nant hits a target when he has advantage on her next attack roll made against that
advantage on the attack roll, the attack deals 7 creature for 1 minute.
(2d6) extra damage of the same type as the Sneak Attack. When Nine-Fingers hits a target when
weapon. Nant doesn’t need advantage if the target she has advantage on the attack roll, the attack
is within 5 feet of an enemy of the target, that deals 7 (2d6) extra damage of the same type as the
enemy isn’t incapacitated, and Nant doesn’t have weapon. Nine-Fingers doesn’t need advantage if the
disadvantage on the attack. target is within 5 feet of an enemy of the target,
Cunning Action. On Nant's turn, as a bonus action, that enemy isn’t incapacitated, and Nine-Fingers
Nant can take either the dash, the disengage, or the doesn’t have disadvantage on the attack.
hide action. Cunning Action. On Nine-Fingers' turn, as a bonus
action, she can take either the dash, the disengage,
Actions or the hide action.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or range 20/80ft., one target. Actions
Hit: 5 (1d4 + 3) piercing damage. Multiattack. Nine-Fingers makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +7 to hit,
reach 5ft. or range 20/80ft., one target.
Hit: 6 (1d4 + 4) piercing damage.

9 BESTIARY
Patriar Duelist Patriar Youth
Medium humanoid (human), lawful neutral Medium humanoid (human), neutral

Armor Class 15 (breastplate) Armor Class 10


Hit Points 9 (2d8) Hit Points 5 (1d8 + 1)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 11 (+0) 11 (+0) 12 (+1) 10 (+0) 11 (+0) 11 (+0)

Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 10


Senses passive Perception 12 Languages Common
Languages Common Challenge 0 (0-10 XP)
Challenge 1/8 (25 XP)
Actions
Actions Improvised Weapon. Melee Weapon Attack: +0 to
Rapier. Melee Weapon Attack: +3 to hit, reach 5ft., hit, reach 5ft., one target.
one target. Hit: 2 (1d4) bludgeoning damage.
Hit: 5 (1d8 + 1) piercing damage.

Reactions
Parry. The duelist adds 2 to its AC against one
melee attack that would hit it. To do so, the duelist
must see the attacker and be wielding a weapon.

Patriar Retainer
Medium humanoid (human), neutral

Armor Class 12 (leather armour)


Hit Points 11 (2d8 + 2)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages Common
Challenge 1/4 (50 XP)
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach
5ft., one target.
Hit: 7 (1d10 + 2) damage. If the retainer deals 8 or
more damage, it can push the target 5 feet and
move 5 feet to remain within 5 feet of the target.
This movement does not provoke opportunity
attacks.

BESTIARY 10
Rat Rilsa Rael
Tiny beast, unaligned Medium humanoid (human), neutral

Armor Class 10 Armor Class 15 (leather armour)


Hit Points 1(1d4 - 1) Hit Points 39 (6d8 + 12)
Speed 20ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) 14 (+2) 18 (+4) 14 (+2) 10 (+0) 11 (+0) 15 (+2)

Senses Darkvision 30ft., passive Perception 10 Skills Perception +6


Languages -- Senses passive Perception 16
Challenge 0 (10 XP) Languages Common, Dwarvish
Challenge 2 (450 XP)
Keen Smell. The rat has advantage on Wisdom
(Perception) checks that rely on smell. Focus. Recharge on Short Rest. If Rilsa damages a
creature, she can choose to gain advantage on her
next attack roll made against that creature for 1
Actions minute. Rilsa can use this trait twice.
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., Slick. Rilsa has advantage on ability checks made to
one target. persuade, sense motive, and sneak.
Hit: 1 piercing damage. The target must succeed Sneak Attack. When Rilsa hits a target when she has
on a DC 11 Constitution saving throw or contract advantage on the attack roll, the attack deals 7
sewer plague. (2d6) extra damage of the same type as the
weapon. Rilsa doesn’t need advantage if the target
is within 5 feet of an enemy of the target, that
enemy isn’t incapacitated, and Rilsa doesn’t have
disadvantage on the attack.
Tactical Acumen. If Rilsa moves 15 feet or fewer on
her turn, her movement does not provoke
opportunity attacks.
Tactical Commands. Any friendly creature that can
hear Rilsa and is within 30 feet of her can move 15
feet or fewer on its turn, and this movement does
not provoke opportunity attacks.

Actions
Slash and Dash. Rilsa makes a short sword attack
against one creature and then moves, using Tactical
Acumen. She can then make a dagger attack. Her
turn then ends.
Short Sword. Melee Weapon Attack: +7 to hit, reach
5ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit,
reach 5ft. or range 20/80ft., one target.
Hit: 6 (1d4 + 4) piercing damage.

11 BESTIARY
Smokepowder Maker Street Sorcerer
Medium humanoid (human), neutral Medium humanoid (human), neutral evil

Armor Class 13 Armor Class 14 (dragon scales)


Hit Points 22 (4d6 + 8) Hit Points 28 (4d8 + 10)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 16 (+3)

Senses passive Perception 11 Skills Deception +5, Insight +3, Persuasion +5


Languages Common, Goblin Senses passive Perception 11
Challenge 1/2 (100 XP) Languages Common, Draconic, Dwarven
Challenge 1 (200 XP)
Spellcasting. The maker is a 1st-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 13, Draconic Resilience. The sorcerer gains an additional
spell attack +5). The maker has the following spells 2 hit points. As well, while not wearing armour, the
prepared: sorcerer's AC is equal to 13 + Dex modifier as their
body is covered in a thin sheen of black dragon-like
Cantrips: ray of frost, poison spray scales.
1st level (2/day): acid spray (see below)
Potent Spellcaster. The sorcerer adds their Charisma
Actions modifier (+3) to spell damage rolls. Spellcasting.
Quarterstaff. Melee Weapon Attack: +3 to hit, The sorcerer is a 2nd-level spellcaster. Their
reach 5ft., one target. spellcasting modifier is Charisma (spell save DC 13,
Hit: 5 (1d8 + 1) bludgeoning damage. spell attack +5). The sorcerer has the following
Acid Spray. (2/day) Each creature in a 15-foot spells prepared:
cone originating from the maker must make a
DC 13 Dexterity saving throw. On a failed save Cantrips: acid splash, chill touch, ray of frost,
the target takes 13 (3d8) acid damage, or half as shocking grasp
much on a successful save. 1st level (4 slots): colour spray, magic missile, ray
of sickness
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to
hit, reach 5ft. or ranged 20/60ft., one target.
Hit: 3 (1d4 + 1) piercing damage.

BESTIARY 12
Swarm of Rats "The Bloodhound"
Medium swarm of Tiny beasts, unaligned
Ardo Grimms
Armor Class 10 Medium humanoid (mountain dwarf), lawful neutral
Hit Points 24 (7d8 - 7)
Speed 30ft. Armor Class 14 (chain shirt)
Hit Points 37 (5d8 + 15)
Speed 25ft.
STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4) STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 15 (+2) 12 (+1) 10 (+0)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened,
paralyzed, petrified, prone, restrained, stunned Damage Resistances poison
Senses Darkvision 30ft., passive Perception 10 Skills Athletics +4, Insight +3, Perception +3
Languages -- Senses darkvision 60ft., passive Perception 13
Challenge 1/4 (50 XP) Languages Common, Dwarven
Challenge 1 (200 XP)
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell. Dwarven Resilience. Grimms has advantage on
Swarm. The swarm can occupy another creature's saving throws against poison, and has resistance to
space and vice versa, and the swarm can move poison damage.
through any opening large enough for a Tiny rat. Spellcasting. Grimms is a 2nd-level spellcaster. His
The swarm can't regain hit points or gain temporary spellcasting modifier is Intelligence (spell save DC
hit points. 12, spell attack +4). Grimms has the following
spells prepared:
Actions Cantrips: booming blade, lightning lure, message,
Bite. Melee Weapon Attack: +2 to hit, reach 0ft., ray of frost
one target in the swarm's square. 1st level (3 slots): colour spray, grease, sleep,
Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing tasha's hideous laughter
damage if the swarm has half of its hit points or Actions
fewer. The target must succeed on a DC 11 Quarterstaff. Melee Weapon Attack: +4 to hit,
Constitution saving throw or contract sewer plague. reach 5ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage.

13 BESTIARY
Thug Thurgo Songbuckle
Medium humanoid (human), neutral Small humanoid (halfling, wererat), neutral

Armor Class 12 (leather armour) Armor Class 13


Hit Points 11 (2d8 + 2) Hit Points 17 (5d6)
Speed 30ft. Speed 35ft., climb 15ft. (rat or hybrid only)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 16 (+3) 11 (+0) 12 (+1) 11 (+0) 11 (+0)

Senses passive Perception 10 Damage Immunities bludgeoning, piercing, and


Languages Common slashing damage from non-magical weapons that
Challenge 1/8 (25 XP) aren't silvered.
Senses Darkvision 30ft., passive Perception 13
Languages Common, Halfling
Actions Challenge 1/4 (50 XP)
Scimitar. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Cunning. Thurgo has advantage on ability checks
Hit: 4 (1d6 + 1) slashing damage. made to bluff, listen, sneak, and spot.
Light Crossbow. Ranged Weapon Attack: +3 to hit, Opportunist. If Thurgo has advantage on an attack
range 80/320ft., one target. roll, he can give up the advantage to instead make
Hit: 5 (1d8 + 1) piercing damage. two attacks.
Rat Scurry. In rat form, Thurgo can take either the
Disengage action or the Dash action as a bonus
action.
Tough Thug Shapechange. Thurgo can use his action to
polymorph into a Small rat-humanoid hybrid or into
Medium humanoid (human), neutral evil
a Small giant rat, or back to his true form, which is a
halfling. His statistics are the same in each form.
Armor Class 11 (leather armour)
Any equipment he is wearing or carrying isn't
Hit Points 32 (5d8 + 10)
transformed. He reverts to his true form if he dies.
Speed 30ft.
Actions
STR DEX CON INT WIS CHA Bite. (Rat or hybrid form only) Melee Weapon Attack:
15 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) +5 to hit, reach 5ft., one target.
Hit: 6 (1d6 + 3) piercing damage, and the target
must succeed on a DC 11 Constitution saving
Skills Intimidation +2 throw or be cursed with wererat lycanthropy.
Senses passive Perception 10
Languages Common, Thieve's Cant Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Challenge 1/2 (100 XP) reach 5ft. or range 20/80ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Pack Tactics. The thug has advantage on any attack
roll against a creature if it has at least one of the
thug’s allies within 5 feet of the creature, and if the
ally isn’t incapacitated.

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach
5ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400ft., one target.
Hit: 5 (1d10) piercing damage.

BESTIARY 14
Torlin Silvershield Ulder Ravengard
Medium humanoid (human), neutral Medium humanoid (human), neutral

Armor Class 17 (chain mail, soul of the forge) Armor Class 20 (plate mail, shield)
Hit Points 39 (6d8 + 12) Hit Points 45 (7d8 + 14)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 11 (+1) 14 (+2) 18 (+4) 17 (+3) 14 (+2) 14 (+2) 11 (+0) 10 (+) 15 (+2)

Damage Resistances fire Senses passive Perception 10


Skills Persuasion +6, Religion +4 Languages Common
Senses passive Perception 12 Challenge 2 (450 XP)
Languages Common
Challenge 2 (450 XP) Actions
Blessing of the Forge. Once per day, as an action, Multiattack Ulder makes two melee weapon attacks,
Torlin can make a weapon or a set of armour only one of which can be a shield bash.
magical for 8 hours. Such a weapon gains a +1 Bastard Sword. Melee Weapon Attack: +6 to hit,
bonus to attack and damage rolls, and such armour reach 5ft., one target.
gains a +1 bonus to AC. Torlin typically uses this Hit: 8 (1d10 + 3) slashing damage.
feature to enchant his holy symbol-morningstar.
Soul of the Forge. Torlin has the following benefits: Shield Bash. (Recharge 6) Melee Weapon Attack: +6
to hit, reach 5ft., one target.
+1 bonus to AC while wearing heavy armour Hit: 6 (1d6 + 3) bludgeoning damage. Ulder then
Resistance to fire damage. pushes the target up to 10 feet, then moves up to
10 feet. This movement from Ulder does not
Spellcasting. Torlin is a 6th-level spellcaster. His provoke opportunity attacks. If the target ends the
spellcasting ability is Wisdom (spell save DC 13, movement within 5 feet of a creature friendly to
spell attack +5). Torlin has the following spells Ulder, the target provokes an opportunity attack
prepared: from that creature.
Cantrips (at-will): light, resistance, sacred flame,
spare the dying Reactions
1st level (4 slots): bane, command, cure wounds,
guiding bolt, identify, searing smite, shield of Guardian. If an enemy within 5 feet of Ulder attacks
faith a target other than him, that enemy provokes an
2nd level (3 slots): heat metal, hold person, magic opportunity attack from Ulder.
weapon, spiritual weapon
3rd level (3 slots): beacon of hope, dispel magic,
elemental weapon, protection from energy
Actions
Multiattack. Torlin makes two melee attacks.
Morningstar. Melee Weapon Attack: +6 to hit,
reach 5ft., one target.
Hit: 7 (1d8 + 3) piercing damage. This damage
counts as magical for the purposes of overcoming
immunity and resistance to nonmagical weapon
damage.

15 BESTIARY
Viekang Watch Sergeant
Medium humanoid (human), chaotic evil Medium humanoid (human), neutral

Armor Class 15 (leather armour) Armor Class 16 (chain mail)


Hit Points 26 (4d8 + 8) Hit Points 32 (5d8 + 10)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 14 (+2) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 14 (+2)

Senses passive Perception 12 Skills Perception +2, Intimidation +4


Languages Common, Elvish, Thieves Cant Senses passive Perception 12
Challenge 2 (450 XP) Languages Common
Challenge 1/2 (100 XP)
Blade in the Dark. If Viekang hits with a melee attack
against a creature from which he is hidden, that Actions
attack deals an extra 2d6 + 4 damage of the same
type dealt by the weapon. Multiattack. The sergeant makes two melee attacks.
Halberd. Melee Weapon Attack: +4 to hit, reach
10ft., one target.
Actions Hit 7 (1d10 + 2) slashing damage. If the sergeant
Scimitar. Melee Weapon Attack: +6 to hit, reach deals 8 or more damage, the target is knocked
5ft., one target. prone.
Hit 7 (1d6 + 4) slashing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit,
range 80/320ft., one target.
Hit 8 (1d8 + 4) piercing damage.
Veil of Shadow. (Recharge 4-6) A 10-foot radius
Watch Soldier
Medium humanoid (human), neutral
sphere centered on Viekang fills with darkness.
Darkvision cannot see through this darkness, and Armor Class 16 (chain mail)
no light can illuminate it, but Viekang can see in it. Hit Points 16 (3d8 + 3)
Viekang can then move if he wishes, and he can Speed 30ft.
make a Dexterity check with advantage to become
hidden. The darkness lasts until Viekang attacks or
until the end of his next turn. STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+2)

Skills Perception +2
Senses passive Perception 12
Languages Common
Challenge 1/8 (25 XP)

Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5ft. or range 20/60ft., one target.
Hit 5 (1d8 + 1) piercing damage. If the soldier
deals 6 or more damage, the target is knocked
prone.

BESTIARY 17
Yssra Brackrel
Medium humanoid (half-elf), neutral

Armor Class 12
Hit Points 18 (4d6 + 4)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 17 (+3) 15 (+2) 12 (+1)

Senses Darkvision 60ft., passive Perception 12


Languages Common, Elvish
Challenge 1 (200 XP)

Spellcasting. Yssra is a 4th-level spellcaster. Her


spellcasting ability is Intelligence (spell save DC 13,
spell attack +5). Yssra has the following spells
prepared:
Cantrips: dancing lights, mage hand,
prestidigitation, ray of frost
1st level (4 slots): burning hands, magic missile,
shield, sleep
2nd level (3 slots): cloud of daggers, hold person,
misty step
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit,
reach 5ft., one target.
Hit: 4 (1d8) bludgeoning damage.

17 BESTIARY

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