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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)
1 BESTIARY
Bhaalspawn Slayer Bomber
Medium humanoid (fiend), chaotic evil Medium humanoid (dwarf), neutral
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)
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
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)
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
5 BESTIARY
Fire Snake Ghoul
Medium elemental, neutral evil Medium undead, chaotic evil
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)
BESTIARY 6
Halfling Rogue Hunting Hound
Small humanoid (halfling), neutral Medium beast, unaligned
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)
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.
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
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)
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
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)
9 BESTIARY
Patriar Duelist Patriar Youth
Medium humanoid (human), lawful neutral Medium humanoid (human), neutral
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)
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
BESTIARY 10
Rat Rilsa Rael
Tiny beast, unaligned Medium humanoid (human), neutral
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)
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
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)
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
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)
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)
15 BESTIARY
Viekang Watch Sergeant
Medium humanoid (human), chaotic evil Medium humanoid (human), neutral
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)
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.
17 BESTIARY