### Animated Major Object <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Animated Major Object</h2> <em>Large construct, unaligned</em> <hr> <strong>Armor Class</strong> 15 <br> <strong>Hit Points</strong> 20 <br> <strong>Speed</strong> 0 ft., fly 30 ft. (hover) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>18 (+4)</td> <td>8 (-1)</td> <td>10 (+0)</td> <td>3 (-4)</td> <td>3 (-4)</td> <td>1 (-5)</td> </tr> </tbody> </table> <hr> <strong>Damage Immunities</strong> poison, psychic<br> <strong>Senses</strong> blindsight 30 ft., passive Perception 6<br> <strong>Languages</strong> —<br> <strong>Challenge</strong> 2<br> <strong>Proficiency Bonus</strong> +4 <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The object makes two <strong><em>slam</em></strong> attacks. <p><strong><em>Slam.</em></strong> <em>Melee Weapon Attack:</em> +8 to hit, one target, reach 5 ft. <em>Hit:</em> 15 (2d10 + 4) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet (Varushka’s choice). If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 bludgeoning damage per 5 feet not moved and is grappled by the object (escape DC 16).</p> </div> ### Animated Minor Object <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Animated Minor Object</h2> <em>Small or medium construct, unaligned</em> <hr> <strong>Armor Class</strong> 15 <br> <strong>Hit Points</strong> 10 <br> <strong>Speed</strong> 0 ft., fly 30 ft. (hover) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>10 (+0)</td> <td>16 (+3)</td> <td>10 (+0)</td> <td>3 (-4)</td> <td>3 (-4)</td> <td>1 (-5)</td> </tr> </tbody> </table> <hr> <strong>Damage Immunities</strong> poison, psychic<br> <strong>Senses</strong> blindsight 30 ft., passive Perception 6<br> <strong>Languages</strong> —<br> <strong>Challenge</strong> 2<br> <strong>Proficiency Bonus</strong> +4 <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The object makes two <strong><em>slam</em></strong> attacks. <p><strong><em>Slam.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, one target, reach 5 ft. <em>Hit:</em> 8 (1d10 + 3) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or fall prone.</p> </div> ### Castle Gargoyle <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Gargoyle</h2> <em>Medium Elemental, Chaotic Evil</em> <hr> <strong>Armor Class</strong> 15 (natural armor) <br> <strong>Hit Points</strong> 37 (5d8 + 15) <br> <strong>Speed</strong> 15 ft., fly 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td data-label="STR">16 (+3)</td> <td data-label="DEX">8 (-1)</td> <td data-label="CON">16 (+3)</td> <td data-label="INT">6 (-2)</td> <td data-label="WIS">11 (+0)</td> <td data-label="CHA">7 (-2)</td> </tr> </tbody> </table> <hr> <strong>Damage Resistances</strong> piercing and slashing from nonmagical attacks that aren't adamantine<br> <strong>Damage Vulnerabilities</strong> thunder<br> <strong>Damage Immunities</strong> poison<br> <strong>Condition Immunities</strong> exhaustion, petrified, poisoned<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 10<br> <strong>Languages</strong> Terran<br> <strong>Challenge</strong> 2<br> <strong>Proficiency Bonus</strong> +2<br> <hr> <p><strong><em>False Appearance.</em></strong> While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.</p> <p><strong><em>Hot Shift.</em></strong> If the gargoyle takes fire damage, it glows with heat until the end of its next turn. While glowing, its <strong><em>claws</em></strong> deal an additional 1d4 fire damage on a hit. While glowing, the gargoyle gains vulnerability to cold damage and immediately stops glowing if dealt cold damage.</p> <p><strong><em>Cold Shift.</em></strong> If the gargoyle takes cold damage, it ices with frost until the end of its next turn. While iced, its <strong><em>claws</em></strong> deal an additional 1d4 cold damage on a hit. While iced, the gargoyle gains vulnerability to fire damage and its ice vanishes if dealt fire damage.</p> <p><strong><em>Stone Body.</em></strong> If the gargoyle takes cold damage while glowing, fire damage while iced, bludgeoning damage from a critical hit, or damage from the <em>shatter</em> spell or similar magic, the gargoyle's wings snap off, causing it to lose its fly speed.</p> <p><strong><em>Grappler.</em></strong> The gargoyle has advantage on attack rolls made against a creature it has grappled.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The gargoyle makes two attacks: one with its bite and one with its claws.</p> <p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage. Instead of dealing damage, the gargoyle can grapple the target (escape DC 13).</p> </div> ### Druid Assailant <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Druid Assailant</h2> <em>Medium human, neutral evil</em> <hr> <strong>Armor Class</strong> 11 (16 with <em>barkskin</em>) <br> <strong>Hit Points</strong> 55 (10d8 + 10) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>10 (+0)</td> <td>12 (+1)</td> <td>13 (+1)</td> <td>12 (+1)</td> <td>15 (+2)</td> <td>11 (+0)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Medicine +4, Nature +3, Perception +4<br> <strong>Senses</strong> passive Perception 14<br> <strong>Languages</strong> Druidic and Common<br> <strong>Challenge</strong> 2<br> <strong>Proficiency Bonus</strong> +2 <hr> <p><strong><em>Spellcasting.</em></strong> The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:</p> <ul> <li>Cantrips (at will): produce flame, shillelagh, thorn whip</li> <li>1st level (4 slots): faerie fire, longstrider, speak with animals, thunderwave</li> <li>2nd level (3 slots): barkskin, darkvision</li> </ul> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The druid makes two attacks with its <em>quarterstaff.</em></p> <p><strong><em>Quarterstaff.</em></strong> <em>Melee Weapon Attack:</em> +2 to hit (+4 to hit with <em>shillelagh</em>), reach 5 ft., one target. <em>Hit:</em> 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with <em>shillelagh</em>.</p> <h3>Bonus Actions</h3> <p><strong><em>Speed of the Adder.</em></strong> The druid casts a spell it knows with a casting time of 1 action. (The druid can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.)</p> <h3>Reactions</h3> <p><strong><em>Gift of the Gulthias.</em></strong> In response to being attacked by a creature it can see, the druid casts <em>barkskin</em>, provided it has a 2nd-level spell slot available. (The spell doesn't require concentration when cast in this way.)</p> </div> ### Druid Naturalist <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Druid Naturalist</h2> <em>Medium human, neutral evil</em> <hr> <strong>Armor Class</strong> 11 (16 with <em>barkskin</em>) <br> <strong>Hit Points</strong> 55 (10d8 + 10) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>10 (+0)</td> <td>12 (+1)</td> <td>13 (+1)</td> <td>12 (+1)</td> <td>15 (+2)</td> <td>11 (+0)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Medicine +4, Nature +3, Perception +4<br> <strong>Senses</strong> passive Perception 14<br> <strong>Languages</strong> Druidic and Common<br> <strong>Challenge</strong> 2<br> <strong>Proficiency Bonus</strong> +2 <hr> <p><strong><em>Spellcasting.</em></strong> The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:</p> <ul> <li>Cantrips (at will): gust, infestation, produce flame</li> <li>1st level (4 slots): entangle, fog cloud, speak with animals, thunderwave</li> <li>2nd level (3 slots): barkskin, moonbeam</li> </ul> <h3>Actions</h3> <p><strong><em>Quarterstaff.</em></strong> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if wielded with two hands.</p> <h3>Bonus Actions</h3> <p><strong><em>Speed of the Adder.</em></strong> The druid casts a spell it knows with a casting time of 1 action. (The druid can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.)</p> <h3>Reactions</h3> <p><strong><em>Gift of the Gulthias.</em></strong> In response to being attacked by a creature it can see, the druid casts <em>barkskin</em>, provided it has a 2nd-level spell slot available. (The spell doesn't require concentration when cast in this way.)</p> </div> ### Elder Twig Blight <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Elder Twig Blight</h2> <em>Medium Plant, Neutral Evil</em> <hr> <strong>Armor Class</strong> 14 <br> <strong>Hit Points</strong> 66 (12d8 + 12) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>8 (-1)</td> <td>15 (+2)</td> <td>12 (+1)</td> <td>4 (-3)</td> <td>8 (-1)</td> <td>3 (-4)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Stealth +3<br> <strong>Damage Vulnerabilities</strong> fire<br> <strong>Condition Immunities</strong> blinded, deafened<br> <strong>Senses</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 9<br> <strong>Languages</strong> understands Common and Druidic but can't speak<br> <strong>Challenge</strong> 1<br> <strong>Proficiency Bonus</strong> +2 <hr> <p><strong><em>False Appearance.</em></strong> While the blight remains motionless, it is indistinguishable from a dead sapling.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The twig blight makes one attack with its <em>claws</em> and up to one attack with its <em>roots</em>.</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage and the target is grappled (escape DC 9).</p> <p><strong><em>Root.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature that is grappled by the blight, incapacitated, or restrained. <em>Hit:</em> 4 (1d4 + 2) piercing damage plus 5 (2d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the blight regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</p> </div> ### Gargoyle <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Gargoyle</h2> <em>Medium Elemental, Chaotic Evil</em> <hr> <strong>Armor Class</strong> 15 (natural armor) <br> <strong>Hit Points</strong> 37 (5d8 + 15) <br> <strong>Speed</strong> 15 ft., fly 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td data-label="STR">16 (+3)</td> <td data-label="DEX">8 (-1)</td> <td data-label="CON">16 (+3)</td> <td data-label="INT">6 (-2)</td> <td data-label="WIS">11 (+0)</td> <td data-label="CHA">7 (-2)</td> </tr> </tbody> </table> <hr> <strong>Damage Resistances</strong> piercing and slashing from nonmagical attacks that aren't adamantine<br> <strong>Damage Vulnerabilities</strong> thunder<br> <strong>Damage Immunities</strong> poison<br> <strong>Condition Immunities</strong> exhaustion, petrified, poisoned<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 10<br> <strong>Languages</strong> Terran<br> <strong>Challenge</strong> 2<br> <strong>Proficiency Bonus</strong> +2<br> <hr> <p><strong><em>False Appearance.</em></strong> While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.</p> <p><strong><em>Hot Shift.</em></strong> If the gargoyle takes fire damage, it glows with heat until the end of its next turn. While glowing, its <strong><em>claws</em></strong> deal an additional 1d4 fire damage on a hit. While glowing, the gargoyle gains vulnerability to cold damage and immediately stops glowing if dealt cold damage.</p> <p><strong><em>Cold Shift.</em></strong>If the gargoyle takes cold damage, it ices with frost until the end of its next turn. While iced, its <strong><em>claws</em></strong> deal an additional 1d4 cold damage on a hit. While iced, the gargoyle gains vulnerability to fire damage and its ice vanishes if dealt fire damage.</p> <p><strong><em>Stone Body.</em></strong> If the gargoyle takes cold damage while glowing, fire damage while iced, bludgeoning damage from a critical hit, or damage from the <em>shatter</em> spell or similar magic, the gargoyle's wings snap off, causing it to lose its fly speed.</p> <p><strong><em>Grappler.</em></strong> The gargoyle has advantage on attack rolls made against a creature it has grappled.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The gargoyle makes two attacks: one with its bite and one with its claws.</p> <p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage. Instead of dealing damage, the gargoyle can grapple the target (escape DC 13).</p> </div> ### Plague of Rats <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Plague of Rats</h2> <em>Large swarm of Tiny beasts, chaotic evil</em> <hr> <strong>Armor Class</strong> 10 <br> <strong>Hit Points</strong> 49 (14d8 - 14) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>11 (+0)</td> <td>14 (+2)</td> <td>2 (-4)</td> <td>10 (+0)</td> <td>3 (-4)</td> </tr> </tbody> </table> <hr> <strong>Damage Resistances</strong> Bludgeoning, Piercing, Slashing<br> <strong>Condition Immunities</strong> Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned<br> <strong>Senses</strong> Darkvision 30 ft., passive Perception 10<br> <strong>Languages</strong> —<br> <strong>Challenge</strong> 2<br> <strong>Proficiency Bonus</strong> +2<br> <hr> <p><strong><em>Swarm.</em></strong> The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.</p> <p><strong><em>Keen Smell.</em></strong> The swarm has advantage on Wisdom (Perception) checks that rely on smell.</p> <p><strong><em>Tide of Vermin.</em></strong> An enemy that starts its turn in the swarm’s space must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). While grappled in this way, a creature is prone, blinded, and restrained, and can’t breathe. (A creature that can’t breathe in this way can hold its breath as described in the <span class="citation">Player’s Handbook</span>.)</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The swarm makes two attacks.</p> <p><strong><em>Bites.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 0 ft., each creature in the swarm's space. <em>Hit:</em> 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.</p> </div> ### Rootspike Triad <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Rootspike Triad</h2> <em>Large trio of Medium creatures, neutral evil</em> <hr> <strong>Armor Class</strong> 16 (natural armor)<br> <strong>Hit Points</strong> 120 (16d10 + 32)<br> <strong>Speed</strong> 30 ft.<br> <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>10 (+0)</td> <td>12 (+1)</td> <td>13 (+1)</td> <td>12 (+1)</td> <td>20 (+5)</td> <td>15 (+2)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Wis +8, Cha +4<br> <strong>Skills</strong> Perception +8, Nature +4<br> <strong>Senses</strong> blindsight 300 ft. (blind beyond this radius), passive Perception 13<br> <strong>Languages</strong> understands Common but can't speak, telepathic within 60 ft.<br> <strong>Challenge</strong> 5<br> <strong>Proficiency Bonus</strong> +3 <hr> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The triad casts <em>thorn whip</em> or <em>produce flame</em> twice.</p> <p><strong><em>Thorn Whip.</em></strong> The triad casts <em>thorn whip</em> (+8 to hit), dealing 10 (3d6) piercing damage on a hit.</p> <p><strong><em>Produce Flame.</em></strong> The triad casts <em>produce flame</em> (+8 to hit), dealing 13 (3d8) fire damage on a hit.</p> <p><strong><em>Thunderwave.</em></strong> The triad casts <em>thunderwave</em> (DC 16) in a 20-foot cube. A creature that fails its saving throw takes 18 (4d8) thunder damage instead.</p> <p><strong><em>Blight (3/day).</em></strong> The triad casts <em>blight</em> (DC 16).</p> <p><strong><em>Wall of Fire (1/day, requires concentration).</em></strong> The triad casts <em>wall of fire</em> (DC 16).</p> <p><strong><em>Wrath of Nature (1/day, requires concentration).</em></strong> The triad casts <em>wrath of nature</em> (DC 16).</p> <hr> </div> ### Swarm of Twig Blights <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Swarm of Twig Blights</h2> <em>Large Plant, Neutral Evil</em> <hr> <strong>Armor Class</strong> 13 <br> <strong>Hit Points</strong> 66 (12d8 + 12) <br> <strong>Speed</strong> 20 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>12 (+1)</td> <td>13 (+1)</td> <td>12 (+1)</td> <td>4 (-3)</td> <td>8 (-1)</td> <td>3 (-4)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Stealth +3<br> <strong>Damage Vulnerabilities</strong> fire<br> <strong>Condition Immunities</strong> blinded, deafened<br> <strong>Senses</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 9<br> <strong>Languages</strong> understands Common and Druidic but can't speak<br> <strong>Challenge</strong> 1<br> <strong>Proficiency Bonus</strong> +2 <hr> <p><strong><em>False Appearance.</em></strong> While the swarm remains motionless, it is indistinguishable from a patch of dead shrubs.</p> <p><strong><em>Swarm.</em></strong> The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small plant. The swarm can't regain hit points or gain temporary hit points.</p> <h3>Actions</h3> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., up to two targets in the swarm's space. <em>Hit:</em> 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.</p> </div> ### Werewolf <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Werewolf</h2> <em>Medium Humanoid (Human, Shapechanger), Chaotic Evil</em> <hr> <strong>Armor Class</strong> 11 in humanoid form, 12 (natural armor) in wolf or hybrid form <br> <strong>Hit Points</strong> 84 (13d8 + 26) <br> <strong>Speed</strong> 30 ft. (40 ft. in wolf form) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td data-label="STR">16 (+3)</td> <td data-label="DEX">13 (+1)</td> <td data-label="CON">14 (+2)</td> <td data-label="INT">10 (+0)</td> <td data-label="WIS">11 (+0)</td> <td data-label="CHA">10 (+0)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Str +5<br> <strong>Skills</strong> Perception +4, Stealth +3<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 14<br> <strong>Languages</strong> Common (can't speak in wolf form)<br> <strong>Challenge</strong> 3, or 2 without its regeneration<br> <strong>Proficiency Bonus.</strong> +2<br> <hr> <p><strong><em>Keen Hearing and Smell.</em></strong> The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p> <p><strong><em>Pack Tactics.</em></strong> The werewolf has advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</p> <p><strong><em>Regeneration.</em></strong> The werewolf regains 10 hit points at the start of its turn. If the werewolf takes necrotic damage or bludgeoning, piercing, or slashing damage from a silvered weapon, this trait doesn't function at the start of the werewolf's next turn. The werewolf dies only if it starts its turn with 0 hit points and doesn't regenerate.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (wolf or hybrid form).</p> <p><strong><em>Bite (Wolf or Hybrid Form Only).</em></strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Instead of dealing damage, the werewolf can grapple the target (escape DC 11). Additionally, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.</p> <p><strong><em>Claws (Wolf or Hybrid Form Only).</em></strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</p> <p><strong><em>Spear (Humanoid Form Only).</em></strong> Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.</p> <h3>Bonus Actions</h3> <p><strong><em>Shapechange.</em></strong> The werewolf polymorphs into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying melds into the new form. It reverts to its true form if it dies.</p> </div> ### Werewolf Brawler <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Werewolf Brawler</h2> <em>Medium Humanoid, Chaotic Evil</em> <hr> <strong>Armor Class</strong> 14 in humanoid form, 15 (natural armor) in wolf or hybrid form <br> <strong>Hit Points</strong> 142 (20d8 + 60) <br> <strong>Speed</strong> 30 ft. (40 ft. in wolf form) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>17 (+3)</td> <td>13 (+1)</td> <td>16 (+3)</td> <td>10 (+0)</td> <td>11 (+0)</td> <td>12 (+1)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Str +6, Con +6<br> <strong>Skills</strong> Athletics +6, Intimidation +4, Perception +6, Stealth +4<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 16<br> <strong>Languages</strong> Common (can't speak in wolf form)<br> <strong>Challenge</strong> 7, or 6 without its regeneration<br> <strong>Proficiency Bonus</strong> +3<br> <hr> <p><strong><em>Keen Hearing and Smell.</em></strong> The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p> <p><strong><em>Pack Tactics.</em></strong> The werewolf has advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</p> <p><strong><em>Regeneration.</em></strong> The werewolf regains 10 hit points at the start of its turn. If the werewolf takes necrotic damage or bludgeoning, piercing, or slashing damage from a silvered weapon, this trait doesn't function at the start of the werewolf's next turn. The werewolf dies only if it starts its turn with 0 hit points and doesn't regenerate.</p> <p><strong><em>Brute.</em></strong> A melee weapon deals one extra die of its damage when the werewolf hits with it (included in the attack).</p> <p><strong><em>Unarmored Defense.</em></strong> While the werewolf is wearing no armor, its AC includes its Constitution modifier.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The werewolf makes two attacks with its spear (humanoid form) or one attack with its bite and two attacks with its claws (wolf or hybrid form). It can replace one claws attack with a lob.</p> <p><strong><em>Bite (Wolf or Hybrid Form Only).</em></strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Additionally, if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.</p> <p><strong><em>Claws (Wolf or Hybrid Form Only).</em></strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be grappled.</p> <p><strong><em>Spear (Humanoid Form Only).</em></strong> Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.</p> <p><strong><em>Lob.</em></strong> The werewolf forces a creature it's grappling to succeed on a DC 14 Strength saving throw. On a failure, the creature is thrown 10 feet and falls prone. If the target can’t move the full distance, it takes an additional 1d6 bludgeoning damage for each 5 feet not moved.</p> <h3>Bonus Actions</h3> <p><strong><em>Shapechange.</em></strong> The werewolf polymorphs into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying melds into the new form. It reverts to its true form if it dies.</p> <p><strong><em>Crushing Grip.</em></strong> The werewolf forces a creature it's grappling to succeed on a DC 14 Constitution saving throw. The creature takes 10 (3d6) bludgeoning damage on a failure, and half as much damage on a success. A creature that fails the saving throw by 5 or more is also dazed until the end of its next turn. (The creature can move or take one action on its turn, not both. It also can't take a bonus action or a reaction.) </div> ### Wight Commander <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Wight Commander</h2> <em>Medium undead, neutral evil</em> <hr> <strong>Armor Class</strong> 14 (studded leather) <br> <strong>Hit Points</strong> 142 (19d8 + 57) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>18 (+4)</td> <td>14 (+2)</td> <td>16 (+3)</td> <td>10 (+0)</td> <td>13 (+1)</td> <td>15 (+2)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Con +6, Cha +5<br> <strong>Skills</strong> Athletics +7, Perception +4, Stealth +5<br> <strong>Damage Resistances</strong> Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered<br> <strong>Damage Immunities</strong> Poison<br> <strong>Condition Immunities</strong> Exhaustion, Poisoned<br> <strong>Senses</strong> Darkvision 60 ft., passive Perception 14<br> <strong>Languages</strong> The languages it knew in life<br> <strong>Challenge</strong> 10, or 6 if the players have magical or silvered weapons<br> <strong>Proficiency Bonus</strong> +3<br> <hr> <p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p> <p><strong><em>Chill of the Grave.</em></strong> Any non-undead creature that starts its turn within 5 feet of the wight commander must make a DC 14 Constitution saving throw. On a failed save, the creature takes 7 (2d6) cold damage.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The wight commander makes two attacks.</p> <p><strong><em>Life Drain.</em></strong> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one creature. <em>Hit:</em> 10 (2d6 + 3) necrotic damage and the target is grappled (escape DC 15). The wight commander and all non-hostile undead within 10 feet of it regain hit points equal to half the necrotic damage dealt. In addition, the target must succeed on a DC 14 Constitution saving throw or have its hit point maximum be reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. </p> <p><strong><em>Longsword.</em></strong> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.</p> <p><strong><em>Longbow.</em></strong> <em>Ranged Weapon Attack:</em> +5 to hit, range 150/600 ft., one target. <em>Hit:</em> 11 (2d8 + 2) piercing damage.</p> </div> ### Zombie <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Zombie</h2> <em>Medium Undead, Neutral Evil</em> <hr> <strong>Armor Class</strong> 8 <br> <strong>Hit Points</strong> 22 (3d8 + 9) <br> <strong>Speed</strong> 20 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th><th>DEX</th><th>CON</th><th>INT</th><th>WIS</th><th>CHA</th> </tr> </thead> <tbody> <tr> <td data-label="STR">13 (+1)</td> <td data-label="DEX">6 (–2)</td> <td data-label="CON">16 (+3)</td> <td data-label="INT">3 (–4)</td> <td data-label="WIS">6 (–2)</td> <td data-label="CHA">5 (–3)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Wis +0 <br> <strong>Damage Immunities</strong> Poison <br> <strong>Condition Immunities</strong> Poisoned <br> <strong>Senses</strong> darkvision 60 ft., passive Perception 8 <br> <strong>Languages</strong> understands the languages it knew in life but can’t speak <br> <strong>Challenge</strong> 1/4 <hr> <p><strong><em>Undead Fortitude.</em></strong> If damage reduces the zombie to 0 hit points, the zombie drops to 1 hit point instead. The zombie can’t use this ability if the damage is radiant or from a critical hit, if the damage taken is 15 or more, or if it had only 1 hit point remaining.</p> <h3>Actions</h3> <p><strong><em>Slam.</em></strong> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) bludgeoning damage.</p> </div> ### Zombie Plague Spreader <div style="clear: both; padding-top: 0.8rem;"></div> <div class="statblock"> <h2>Zombie, Plague Spreader</h2> <em>Medium Undead</em> <hr> <strong>Armor Class</strong> 10 <br> <strong>Hit Points</strong> 78 (12d8 + 24) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th><th>DEX</th><th>CON</th><th>INT</th><th>WIS</th><th>CHA</th> </tr> </thead> <tbody> <tr> <td data-label="STR">16 (+3)</td> <td data-label="DEX">10 (+0)</td> <td data-label="CON">15 (+2)</td> <td data-label="INT">3 (–4)</td> <td data-label="WIS">5 (–3)</td> <td data-label="CHA">5 (–3)</td> </tr> </tbody> </table> <hr> <strong>Damage Resistances</strong> Necrotic<br> <strong>Damage Immunities</strong> Poison <br> <strong>Condition Immunities</strong> Charmed, Exhaustion, Poisoned <br> <strong>Senses</strong> Darkvision 60 ft., passive Perception 7 <br> <strong>Languages</strong> understands the languages it knew in life but can’t speak <br> <strong>Challenge</strong> 4<br> <strong>Proficiency Bonus</strong> +2 <hr> <p><strong><em>Undead Fortitude.</em></strong> If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</p> <p><strong><em>Unusual Nature.</em></strong> The zombie doesn’t require air, food, drink, or sleep.</p> <p><strong><em>Viral Aura.</em></strong> Any creature that starts its turn within 10 feet of the plague spreader must make a DC 12 Constitution saving throw. On a failed save, the creature is poisoned and can’t regain hit points until the end of its next turn. On a successful save, the creature is immune to this plague spreader’s Viral Aura for 24 hours.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The plague spreader makes two Slam attacks.</p> <p><strong><em>Slam.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage.</p> <p><strong><em>Virulent Miasma (1/Day).</em></strong> The plague spreader releases toxic gas in a 30‑foot‑radius sphere centered on itself. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one. A Humanoid reduced to 0 hit points by this damage dies and rises as a zombie (see its stat block in the Monster Manual) 1 minute later. The zombie acts immediately after the plague spreader in the initiative count.</p> </div>