The Liberation of Sliberberg; Enemies and Allies

Alchemist

Medium Humanoid (Any Race), Neutral Evil

Armor Class  11 (leather armor)

Hit Points  32  (5d8 + 10)

Speed  30 ft.

STR 10 (+0)

DEX 113(+0)

CON 12 (+2)

INT 16 (+3)

WIS 13 (+1)

CHA 11 (+0)

Skills Arcana +5, Medicine +3, Investigation +5

Senses  Passive Perception 101

Languages  Common, plus any two languages

Challenge  1/2 (100 XP)

Proficiency Bonus +2

Actions

Multiattack. The Alchemist makes two attacks: one with a dagger and one with an alchemical item.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Alchemical Fire: Target must make a DC 13 Dexterity saving throw or take 7 (2d6) fire damage at the start of each of its turns. The target can use its action to make a DC 10 Dexterity check to extinguish the flames.

Acid Flask: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) acid damage.

Arcane Sentinel, generated using Google Imagen3


 Arcane Sentinel

Medium Construct, Unaligned

Armor Class 16  (natural armor)

Hit Points  33  (6d8 + 6)

Speed  25 ft.

STR 12 (+1)

DEX 11 (+0)

CON 13 (+1)

INT 1 (-5)

WIS 14 (+2)

CHA 1 (-5)

Damage Immunities  Poison, Psychic

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned 

Senses Truesight 60 ft., Passive Perception 14

Languages  Understands Common but doesn’t speak

Challenge 1 (200 XP)

Proficiency Bonus  +2

Antimagic Susceptibility. The arcane sentinel is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the arcane sentinelmust succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

Actions

Multiattack. The arcane sentinel makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Spellcasting. The Arcane Sentinel is a 3rd-level spellcaster. Its spellcasting ability is wisdom (spell save DC 11). It can cast the following spells without needing material components:

At will: Detect Magic, Mage Hand, Light

1/day each: Hold Person, Shield, Mirror Image

Army Captain, generated using Google Imagen3

Army Captain

Medium Humanoid (Any Race), Neutral Evil

Armor Class  16 (chain shirt, shield)

Hit Points  32  (5d8 + 10)

Speed  30 ft.

STR 14 (+2)

DEX 12 (+1)

CON 13 (+2)

INT 11  (+0)

WIS 10 (+0)

CHA 13 (+0)

Skills Athletics +4, Intimidation +3, Perception +2

Senses  Passive Perception 12

Languages  Common, plus any two languages

Challenge  1 (00 XP)

Proficiency Bonus +2

Leadership (Recharges after a Short or Long Rest). As a bonus action, the captain can grant one ally within 30 feet that can hear them an additional 1d4 to their next attack roll or saving throw. This bonus lasts until the end of the captain’s next turn.

Tactical Discipline. The captain can use a bonus action to grant themselves advantage on a weapon attack roll made during their turn. If the attack hits, they deal an extra 3 (1d6) damage.

Actions

Multiattack. The Army Captain makes two attacks: one with its longsword.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage, or 8 (1d10 + 2) slashing damage if used with two hands.


 
Artificer

Medium Humanoid (Any Race), Neutral Evil

Armor Class  15 (studded leather armor)

Hit Points  27 (5d8+5)

Speed  30 ft.

STR 10 (+0)

DEX 124 (+2)

CON 12 (+1)

INT 16  (+3)

WIS 10 (+0)

CHA 12 (+1)

Skills: Arcana +5, Investigation +5, Perception +2, Sleight of Hand +4

Senses  Passive Perception 12

Languages  Common, plus any two languages

Challenge  1 (200 XP)

Proficiency Bonus +2

Spellcasting. The Artificer is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Artificer has the following artificer spells prepared:

Cantrips (at will): Mending, Fire Bolt, Mage Hand
 1st level (3 slots): Cure Wounds, Shield of Faith, Faerie Fire

Actions

Multiattack. The Artificer makes two attacks with its infused weapon or a ranged weapon.

Infused Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+2) bludgeoning or piercing damage (based on the weapon).

Alchemical Fire (Recharge 5-6). The Artificer throws a vial of alchemical fire at a point it can see within 20 feet. Each creature within a 10-foot radius of that point must make a DC 13 Dexterity saving throw, taking 9 (2d6+2) fire damage on a failed save, or half as much on a successful one.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d6+2) piercing damage.


 Baron Angus McDowell

Medium Humanoid (Goblinoid), Lawful Evil

Armor Class  18  (chain mail, shield)

Hit Points 11  (2d8 + 2)

Speed  30 ft.

STR 15 (+2)

DEX 14 (+2)

CON 14 (+2)

INT 12 (+1)

WIS 10 (+0)

CHA 13 (+1)

Senses Darkvision 60 ft., Passive Perception 10

Languages  Common, Goblin

Challenge  3 (700 XP)

Proficiency Bonus  +2

Martial Advantage. Once per turn, Baron Angus McDowell can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of his that isn’t incapacitated.

Charmed by Women. Baron Angus McDowell has disadvantage on saving throws against being charmed by any female humanoid or fey creatures with a Charisma score of 12 or higher.  Additionally, A female huminoid or fey creature can make a charisma check dc 10 to charm Baron Angus McDowell for 5 minutes.

Actions

Multiattack. The Baron Angus McDowell makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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

Leadership (Recharges after a Short or Long Rest). For 1 minute, Angus McDowell can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the he is incapacitated.

Apprenince Witch, generated using Deviantart Dreamup


 Apprentice Witch

Medium Humanoid, Any Alignment

Armor Class:  10  (13 with mage armor)

Hit Points:  26(6d8)

Speed: 30 ft.

STR: 10 (+0)

DEX: 14 (+0)

CON: 12 (+0)

INT: 146 (+2)

WIS: 10 (+0)

CHA: 11 (+0)

Skills: Arcana +4, History +4

Senses:  Passive Perception 10

Languages:  any one language (usually Common)

 Proficiency Bonus:  +2

Actions

Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage.

Spellcasting. The apprentice witch casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):

Cantrips (at will): Mage Hand, Mending

1st level (3 slots): Charm Person, Faerie Fire, Detect Magic

Black-Eye Mallick

Medium Humanoid chaotic evil

Armor Class  15  (breastplate)

Hit Points  75 (6d8 + 10)

Speed  30 ft.

STR 16 (+3)

DEX 12 (+0)

CON 16 (+6)

INT 10 (+0)

WIS 12 (+1)

CHA 14 (+2)

Skills Intimidation +2

Senses  Passive Perception 10

Languages  usually Common

Challenge  4 (1,100 XP)

Proficiency Bonus  +2

Line of Battle. The Malick gains a +1 bonus to AC and attack rolls if an allied creature within 5 feet is not incapacitated. This bonus increases to +2 if two or more allies are within 5 feet.

Easily Enraged. If taunted or goaded, Malick must make a wisdom check DC 20, or else he will charge the offending creature and spend the next 1d4 rounds making basic attacks against the creature

Actions

Multiattack. The Malick makes two melee attacks.

longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) slashing damage, or 6 (1d10 + 3) slashing damage if used with two hands.

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

Press the advantage (Recharge 5-6). As a bonus action, the Malick can choose up to 3 allied creatures within 30 feet that can see and hear them. Each chosen ally gains advantage on their next attack roll or saving throw before the end of their next turn.

Bosun, generated using Google Imagen3


 Bosun

Medium Humanoid (Any Race), chaotic evil

Armor Class  12  (leather armor)

Hit Points  22 (3d8+ 2)

Speed  30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 10 (+0)

Senses Passive Perception 10

Languages Common

Challenge  1 (200 XP)

Proficiency Bonus  +2

Dirty tactics. Once per turn, when the Bosun makes a melee attack, it can impose disadvantage on the target’s next attack roll if the attack hits.

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Bludgeoning damage.

Low Blow. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) Bludgeoning damage and the target is stunned for one turn.

Bounty hunter

Medium Humanoid (Any Race), Any Alignment

Armor Class  15 (studded leather)

Hit Points 52 (8d8 + 16)

Speed  30 ft.

STR 13 (+1)

DEX 16 (+3)

CON 14 (+2)

INT 12 (+1)

WIS 14 (+2)

CHA 11 (+0)

Skills: Perception +4, Stealth +5, Investigation +3, Survival +4

Senses: Passive Perception 14

Languages: Common and one other language

Challenge: 3 (700 XP)

Proficiency Bonus  +2

Hunter’s Mark (Recharge 5-6). As a bonus action, the Bounty Hunter can mark a creature it can see within 90 feet. The marked creature takes an additional 5 (1d10) damage whenever the Bounty Hunter hits it with a weapon attack, and the Bounty Hunter has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track it. The mark lasts for 1 minute or until the Bounty Hunter marks a different target.

Keen Tracker. The Bounty Hunter has advantage on Wisdom (Survival) checks to track creatures and on Intelligence (Investigation) checks to determine recent activity in an area.

Actions

Multiattack. The Bounty Hunter makes two ranged attacks or two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target.

Hit: 8 (1d8 + 3) piercing damage.

Cairbre Generated using OpenAI DALL-E

Cairbre

Medium Humanoid (Human), Neutral Evil

Armor Class  17  (Half plate, sheild)

Hit Points  58  (9d8 + 18)

Speed  30 ft.

STR 16 (+3)

DEX 13 (+1)

CON 14 (+2)

INT 10 (+0)

WIS 11 (+0)

CHA 10 (+0)

Skills Athletics +5, Perception +2

Senses  Passive Perception 12

Languages  Any one language (usually Common)

Challenge  3 (700 XP)

Proficiency Bonus +2

Captains Leadership. Allied creatures within 5 feet of Cairbre that are not Incapacitated have an advantage on saving throws against being charmed or frightened.

Fear of magic. When targeted by a spell, magic ability, or magic item, Cairbre must succeed on a DC 18 Wisdom saving throw or be Frightened of the source of magic for 1 minute.

Actions

Multiattack. Cairbre makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Heavy Crossbow with Anti-Magic Bolts. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. If the target is under the effects of an active spell or magical ability, they must make a DC 15 Wisdom saving throw or have any magical effects suppressed for 1 minute

Regroup (Recharge 5-6). Cairbre commands the watchmen to regroup on him. All the watchmen immediately move at full speed towards Cairbre.

Cait Sith, generated using Google Imagen3


 Cait Sith

Small Fey, Neutral Evil

Armor Class 13 (Natural Armor)

Hit Points 52 (7d8 + 21)

Speed 40 ft., climb 30 ft.

STR 14 (+2)

DEX 16 (+3)

CON 16 (+3)

INT 14 (+2)

WIS 14 (+2)

16 (+3)

Skills Perception +4, Stealth +5

Senses Darkvision 60 ft., Passive Perception 14

Languages Common, Sylvan

Challenge 3 (700 XP)

Keen Smell. The cait sith has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance. The cait sith has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The cait sith’s innate spellcasting ability is Charisma (spell save DC 13). The cait sith can innately cast the following spells, requiring no material components:

At will: Minor Illusion, Mage Hand

3/day each: Charm Person, Darkness

1/day: Major Image

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 2) piercing damage.

Fey Step. The cait sith magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. This ability recharges on a roll of 5-6 on a d6 at the start of the cait sith’s turn.

Reactions

Evasion. When the cait sith is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the cait sith instead takes no damage on a success and half damage on failure.


 
Clockwork Golem

Medium Humanoid chaotic evil

Armor Class  17 (natural armor, reinforced plating)

Hit Points  102 (12d10 + 36)

Speed  30 ft.

STR 20 (+5)

DEX 12 (+1)

CON 16 (+3)

INT 6 (-2)

WIS 10 (+0)

CHA 7 (-2)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

SensesD arkvision 60 ft., Passive Perception 10

Languages  Understands the languages of its creator but cannot speak

Challenge 5 (1,800 XP)

Proficiency Bonus  +2

Immutable Form. The golem is immune to any spell or

effect that would alter its form.

Magic Resistance. The golem has advantage on saving

throws against spells and other magical effects.

Powered by Clockwork. If the golem takes lightning damage, it gains 10 temporary hit points and its speed increases by 10 feet until the end of its next turn.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 5) bludgeoning damage.

Count Cathán mac Uathach

Medium Humanoid (hobgoblin), Lawful Evil

Armor Class  19  (plate)

Hit Points  75  (8d8 + 16)

Speed 30 ft.

STR 16 (+3)

DEX 11 (+0)

CON 14 (+2)

INT 11 (+0)

WIS 11 (+0)

CHA 15 (+2)

Saving Throws  CON +4, WIS +2

Senses  Passive Perception 10

Languages usually Common)

Challenge  5 (1,100 XP)

Proficiency Bonus +2

Brave. The Count Cathán mac Uathac hhas advantage on saving throws against being frightened.

Plate Armor of the Wolf. Count Cathán’s speed increases by 10ft in moonlight.

Actions

Multiattack. The Count Cathán mac Uathachmakes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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

Leadership (Recharges after a Short or Long Rest). For 1 minute, Count Cathán mac Uathach can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Count Cathán mac Uathach. A creature can benefit from only one Leadership die at a time. This effect ends if , Count Cathán mac Uathach is incapacitated.

Reactions

Parry. The Count Cathán mac Uathach adds 2 to his AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Centaur Cavalryman

Large Monstrosity, Neutral Good

Armor Class: 14 (natural armor)

Hit Points  45  (6d10 + 12)

Speed  50 ft.

STR 16 (+3)

DEX 14 (+2)

CON 14 (+2)

INT 10 (+0)

WIS 12(+1)

CHA 11 (+0)

Skills Athletics +5, Perception +3, Survival +3

Senses  Passive Perception 13

Languages  Elvish, Sylvan

Challenge  2 (450 XP)

Proficiency Bonus  +2

Charge. If the Centaur Cavalryman moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Mounted Tactics. The Cavalryman has advantage on melee attack rolls against creatures that are prone.

Actions

Multiattack. The centaur patrolman makes two attacks: one with its knifestick and one with its hooves.

Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Centuar Patrollman, generated using Google Imagen3


 Centuar Patrolman

Large Monstrosity, Neutral Good

Armor Class  12

Hit Points  45  (6d10 + 12)

Speed  50 ft.

STR 18 (+4)

DEX 14 (+2)

CON 14 (+2)

INT 9 (-1)

WIS 13 (+1)

CHA 11 (+0)

Skills Athletics +6, Perception +3, Survival +3

Senses  Passive Perception 13

Languages  Elvish, Sylvan

Challenge  2 (450 XP)

Proficiency Bonus  +2

Actions

Multiattack. The centaur patrolman makes two attacks: one with its knifestick and one with its hooves.

Knifestick . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 1) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Detective, generated using Google Imagen3


 Detective

Medium Humanoid (Any Race), Any Alignment

Armor Class 12

Hit Points  71 (6d8)

Speed 30 ft.

STR 10 (+0)

DEX 15 (+2)

CON 10 (+0)

INT 14 (+1)

WIS 14 (+2)

CHA 12 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth+4

Senses  Passive Perception 16

Languages  Any two languages

Challenge  1 (200 XP)

Proficiency Bonus  +2

Keen Investigator. The detective has advantage on Investigation, Insight, and Perception checks.

Actions

Multiattack. The detective makes two melee attacks.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Detect Magic. The detective can cast detect magic as a ritual once per day.

Droll Anarchist, generated using Google Imagen3


 Droll Anarchist

Medium Humanoid (Any Race), Neutral Evil

Armor Class  13 (patchwork jumpsuit)

Hit Points  22 (4d6+8)

Speed  30 ft.

STR12 (+1)

DEX14 (+2)

CON14 (+2)

INT8 (-1)

WIS10 (+0)

CHA13 (+1)

Saving Throws: Dex +4

Skills Acrobatics +4, Sleight of Hand +4, Stealth +4

Senses  Passive Perception 10

Languages: Sylvan, Common

Challenge: 1/2 (100 XP)

Proficiency Bonus +2

Actions

Oversized Mallet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage. On a critical hit, the target must make a DC 11 Dexterity saving throw or be knocked prone. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage. On a critical hit, the target must make a DC 11 Dexterity saving throw or be knocked prone.

Nonsensical Demands. As a bonus action, the Droll Anarchist can demand something absurd from a creature it can see within 30 feet, such as a shrubbery or a song. The target must make a DC 11 Wisdom saving throw. On a failed save, the target is confused.


 
Droll Trickster

Medium Humanoid (Any Race), Neutral Evil

Armor Class  13 (patchwork jumpsuit)

Hit Points  32 (5d8 + 10)

Speed  30 ft.

STR 10 (+0)

DEX16 (+3)

CON14 (+2)

INT12(+2)

WIS10 (+0)

CHA15 (+2)

Saving Throws:Dex +5, Cha +4

Skills Acrobatics +5, Performance +4, Deception +4, Sleight of Hand +5

Senses  Passive Perception 10

Languages: Sylvan, Common

Challenge: 1 (200 XP)

Proficiency Bonus +2

Actions

Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Nonsensical Demands. As a bonus action, the Droll Trickster can demand something absurd from a creature it can see within 30 feet, such as a shrubbery or a song. The target must make a DC 11 Wisdom saving throw. On a failed save, the target is confused.

Spellcasting.The Droll Trickster casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: hideous laughter, Vicious Mockery

 Drow Blademaster

Armor Class  16 (studded leather, Dexterity)

Hit Points  97 (13d8 + 39)

Speed  30 ft.

STR 12 (+1)

DEX 18 (+4)

CON 16 (+3)

INT 11(+0)

WIS13 (+1)

CHA14 (+2)

Saving Throws: Dex +7, Wis +4

Skills Athletics +4, Perception +4, Stealth +7

Senses  Darkvision 120 ft., Passive Perception 14

Languages: Common, Elvish, Undercommon

Challenge: 5 (1,800 XP)

Proficiency Bonus +3

Fey Ancestry. The Drow Mercenary Captain has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Sunlight Sensitivity. While in sunlight, the Drow Mercenary Captain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Dual Weapon Master. When the Drow Mercenary Captain takes the Attack action and hits with a melee weapon attack using a scimitar in one hand, it can make an additional attack with the scimitar in its other hand as part of the same action.

Parry. The Drow Mercenary Captain adds 3 to its AC against one melee attack that would hit it. To do so, the Drow Mercenary Captain must see the attacker and be wielding a melee weapon.

Actions

Multiattack. The Drow Mercenary Captain makes three melee attacks with its scimitars or two ranged attacks with its hand crossbow.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target.

Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or another creature uses an action to wake it.

Reactions

Riposte. When a creature misses the Drow Mercenary Captain with a melee attack, it can use its reaction to make a melee weapon attack against that creature.

Drow Rouge

Armor Class  14 (studded leather)

Hit Points  39 (6d8 + 12)

Speed  30 ft.

STR 10 (+0)

DEX 16 (+3)

CON 14 (+2)

INT 12(+1)

WIS 12 (+1)

CHA 10(+0)

Saving Throws: Dex +5, Int +3

Skills: Acrobatics +5, Deception +2, Perception +3, Stealth +5

Senses  Darkvision 120 ft., Passive Perception 13

Languages: Common, Elvish, Undercommon

Challenge:2 (2,300 XP)

Proficiency Bonus +2

Fey Ancestry. The Drow Mercenary Captain has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Sunlight Sensitivity. While in sunlight, the Drow Mercenary Captain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Drow Scout makes two melee attacks with its shortsword or two ranged attacks with its hand crossbow.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

  • Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target.

  • Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.

Shadow Step (Recharge 5–6). The Drow Scout can teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness.

Drow Shadow Sorcerer

Armor Class  15 (Dexterity)

Hit Points  84 (13d8 + 26)

Speed  30 ft.

STR 10 (+0)

DEX 16 (+3)

CON 14 (+2)

INT 11(+0)

WIS13 (+1)

CHA18 (+4)

Saving Throws: Dex +6, Cha +7

Skills Arcana +4, Deception +7, Stealth +6

Damage Resistances: Cold, Necrotic

Senses  Darkvision 120 ft., Passive Perception 14

Languages: Common, Elvish, Undercommon

Challenge:6 (2,300 XP)

Proficiency Bonus +3

Fey Ancestry. The Drow Mercenary Captain has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Sunlight Sensitivity. While in sunlight, the Drow Mercenary Captain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Sorcerous Shadow. When the Drow Shadowcaster casts a spell that deals damage, it can add its Charisma modifier (+4) to one damage roll of the spell.

Actions

Spellcasting

The Drow Shadowcaster is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:

5th level (1 slot): wall of force

Cantrips (at will): chill touch, dancing lights, minor illusion, ray of frost

1st level (4 slots): mage armor, magic missile

2nd level (3 slots): mirror image, misty step

3rd level (3 slots): counterspell, fireball

4th level (3 slots): greater invisibility

Shadow Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (3d10) necrotic damage.


 
Fairy

Medium Humanoid (Any Race), Any Alignment

Armor Class 12

Hit Points  71 (6d8)

Speed 30 ft.

STR 3 (-4)

DEX 18 (+4)

CON 12 (+1)

INT 10 (+0)

WIS 14 (+2)

CHA 16 (+3)

Skills Stealth +6, Perception +4

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses  Darkvision 60 ft., Passive Perception 14

Languages Sylvan, Common

Challenge 1/2 (100 XP)

Proficiency Bonus  +2

Magic Resistance: The síoga has advantage on saving throws against spells and other magical effects.

Innate Spellcasting: The síoga’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

  • At will: Druidcraft, Minor Illusion
  • 1/day each: Charm Person, Invisibility

Actions

Pixie Dust (Recharge 6): The síoga can sprinkle a magical dust over one creature within 5 feet. The target must succeed on a DC 13 Wisdom saving throw or be charmed or incapacitated (your choice) for 1 minute.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.

Feydrake

Small dragon, chaotic neutral

Armor Class: 13 (natural armor)
Hit Points: 20 (4d6 + 4)
Speed: 30 ft., fly 30 ft.

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

Skills: Insight +3, Persuasion +4
Senses: darkvision 60 ft., passive Perception 11
Languages: Common, Draconic, Sylvan
Challenge: 1 (200 XP)

Keen Senses. The Feydrake has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Actions:

  • Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Breath Weapon (Recharge 5-6). The Feydrake exhales a burst of cold air in a 5-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Street racing snail, generatedd using Google Imagen3

Giant Street Racing Snail

Large Beast, Unaligned

Armor Class: 13 (Natural Armor)
 Hit Points: 55 (10d10)
 Speed: 60 ft.

STR 18 (+4)

DEX 16 (+2)

CON 14 (+0)

INT 2 (-4)

WIS 10 (+0)

CHA 14(+-3)

Saving Throws: DEX +5
 Skills: Acrobatics +5, Athletics +7
 Senses: Passive Perception 10
 Languages:
 Challenge: 2 (450 XP)
 Proficiency Bonus: +2

Gallop. The Giant Street Racing Snail can Dash as a bonus action.

Roomy Shell. The Giant Street Racing  can accompany two medium humanoids or three small ones.

Smooth Maneuvering. When ridden by a proficient jockey, Giant Street Racing Snail has advantage on dex checks to turn, jump, or avoid obstacles.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.

 Sir Guy Redhand

Medium Humanoid (Any Race), Any Alignment

Armor Class 18  (plate)

Hit Points  52  (8d8 + 16)

Speed  30 ft.

STR 16 (+3)

DEX 11 (+0)

CON 14 (+2)

INT 11 (+0)

WIS 11 (+0)

CHA 15 (+2)

Saving Throws  CON +4, WIS +2

Senses Passive Perception 10

Languages Any one language (usually Common)

Challenge  3 (700 XP)

Proficiency Bonus  +2

Lackluster swordsman. When dismounted, Sir Guy suffers from disadvantage on attack rolls and damage rolls.

Brave. The Sir Guy has advantage on saving throws against being frightened.

Actions

Multiattack. The Sir Guy makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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

Leadership (Recharges after a Short or Long Rest). For 1 minute, Sir Guy can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand Sir Guy . A creature can benefit from only one leadership die at a time. This effect ends if the Sir Guy is incapacitated.

Reactions

Parry. The Sir Guy adds 2 to his AC against one melee attack that would hit him. To do so, Sir Guy must see the attacker and be wielding a melee weapon.

Hedge Wizzard, generated using Google Imagen3


 
Hedge Wizard

Medium Humanoid, Any Alignment

Armor Class  10  (13 with mage armor)

Hit Points 18 (4d8)

Speed  30 ft.

STR 8 (+0)

DEX 14 (+0)

CON 12 (+0)

INT 14 (+2)

WIS 10 (+0)

CHA 11 (+0)

Skills Arcana +4, History +4

Senses  Passive Perception 10

Languages Common, one additional language

Challenge 1 (200 XP)

Proficiency Bonus  +2

Spellcasting. The hedge wizard is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): Fire Bolt, Mage Hand, Minor Illusion, Prestidigitation

1st Level (4 slots): Mage Armor, Magic Missile, Shield, Thunderwave

2nd Level (2 slots): Invisibility, Misty Step

Arcane Recovery (1/Day). Once per day when the hedge wizard finishes a short rest, they can recover a number of expended spell slots up to a combined level of 3

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Infantryman, generated using Google Imagen3
 Infantryman

Medium Humanoid (any), Lawful Evil

Armor Class 16 (chain mail)

Hit Points  11  (2d8 + 2)

Speed  30 ft.

STR 13 (+1)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 9 (-1)

Senses Passive Perception 10

Languages  Common,

Challenge  1/2 (100 XP)

Proficiency Bonus  +2

Martial Advantage. Once per turn, the infantryman can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the infantryman that isn’t incapacitated.

Actions

Halberd. Melee Weapon Attack: +3 to hit, reach  8ft., one target. Hit: 11 (1d10+ 1) slashing damage

Jaren Wraithfire

Medium Humanoid (human), Lawful evil

Armor Class  13  (16 with mage armor)

Hit Points 67 (10d8 + 20)

Speed  30 ft.

STR 10 (+0)

DEX 16 (+3)

CON 11 (+0)

INT 11 (+1)

WIS 12 (+1)

CHA 18 (+4)

Saving Throws  Wis +3, Cha +6

Skills Arcana+2 Deception+6, Persuasion +7, Religion +4

Damage Resistance fire

Senses  darkvision 60ft Passive Perception 1q

Languages  Any two languages

Challenge  3 (700 XP)

Proficiency Bonus +2

Innate Spellcasting. Jaren’s spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Jaren can innately cast the following spells, requiring no material components:

At will: Thaumaturgy

3/day each: Hellish Rebuke, Mage Armor, Magic Missle

1/day each: Darkness, Fireball (as a 3rd-level spell)

Dark One’s Blessing. When Jaren reduces a creature to 0 hit points, they gain temporary hit points equal to their Charisma modifier + the creature’s Challenge Rating (minimum of 1).

Actions

Multiattack. Jaren makes two attacks with their Eldritch Blast or one melee attack and one Eldritch Blast.

Eldritch Blast. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 1d10 + 3 force damage.

Fiendish Touch (Melee Spell Attack): +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 fire damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be set ablaze. While ablaze, the target takes 1d6 fire damage at the start of each of its turns. The fire lasts until the target or a creature within 5 feet uses an action to put it out.

Reactions

Hellish Rebuke. When the Jaren takes damage from a creature that they can see within 60 feet of them, they can use their reaction to cast Hellish Rebuke as a 2nd-level spell, without expending a spell slot.

Kelvyn Macbeth, generated using Google Imagen3

Kelvyn Macbeth

Medium humanoid (any race), any alignment

Armor Class 17 (splint)

Hit Points 58

Speed 30 ft.

STR 13

DEX 13

CON 14

INT 10

WIS 11

CHA 13

Skills Athletics , Perception 

Languages Common

Challenge 3 (700 XP)

Proficiency Bonus +2

Captains Leadership. Allied creatures within 5 feet of Kelvyn that are not incapacitated have advantage on saving throws against being charmed or frightened.

Kick them when they’re down.  Kelvyn Macbeth has advantage on damage rolls against prone targets.

Actions

Multiattack. The Kelvyn makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Regroup (Recharge 5-6). Kelvyn commands nearby watchmen to regroup on him. All watchman immediately move their full speed towards Kelvyn.

Trip Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d3 + 1) bludgeoning damage. And the target is knocked prone

Kraggath, generated using OpenAI DALL-E

Kraggath

small Humanoid (goblin), Chaotic evil

Armor Class  15  (studded leather)

Hit Points 70  (10d8 + 20)

Speed  30 ft.

STR 15 (+2)

DEX 18 (+4)

CON 14 (+2)

INT 14 (+2)

WIS 11 (+0)

CHA 14 (+2)

Saving Throws  STR +4, DEX +5, WIS +2

Skills Athletics +4, Deception +4

Senses  Passive Perception 10

Languages  Any two languages

Challenge  3 (700 XP)

Proficiency Bonus +2

Water walking. Kraggath’s magic boots allow him to walk on water

Actions

Multiattack. Kraggath makes three melee or ranged attacks with his saber or wheellock pistol.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Wheellock pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 10 (1d10 + 3) piercing damage. Kraggath must spend an action to reload after every shot

Reactions

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

Lord Varun Brauer, generated using Google Imagen3

Lord Varun Brauer

Medium Humanoid Lawful evil

Armor Class  18  (Magic plate armor armor)

Hit Points 60 (8d8 + 24)

Speed  30 ft.

STR 15 (+2)

DEX 12 (+1)

CON 16 (+3)

INT 18 (+4)

WIS 12 (+1)

CHA 14 (+2)

Skills: Arcana +6, Investigation +6, Smith’s Tools +8

Senses  Passive Perception 101

Languages  Common

Challenge: 3 (700 XP)

Proficiency Bonus  +2

Lightning Vulnerability. All Lightning damage dealt to Lord Varun Brauer is doubled

Actions

Multiattack. The Lord Varun Brauer makes two melee attacks.

Lightning Gauntlet Slam (Melee Weapon Attack):
 +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage + 4 (1d8) lightning damage.


 
Junior War Mage

Medium humanoid (humanoid), lawful evil

Armor Class 13 (studded leather armor)

Hit Points 28 (5d8 + 5)

Speed 30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 12 (+1)

INT 14(+2)

WIS 11 (+0)

CHA 11 (0)

Saving Throws: Int +4, Wis +2

Senses darkvision 60 ft.

Skills: Arcana +4, History +4

Languages Common,

Challenge: 3 (700 XP)

Tactical Caster. Once per turn, the junior war mage can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the mage recruit and that ally isn’t incapacitated.

Army Arcane. When the junior war mage casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Spellcasting. The Junior war mage is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp

1st level (4 slots): magic missile, thunderwave, shield

2nd level (3 slots): acid arrow, scorching ray

3rd level (3 slots): fireball, fly

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.

Marine, generated using Google Imagen3

Marine

Medium Humanoid chaotic evil

Armor Class 11  (leather armor)

Hit Points  32  (5d8 + 10)

Speed  30 ft.

STR 15 (+2)

DEX 11 (+0)

CON 14 (+2)

INT 10 (+0)

WIS 10 (+0)

CHA 11 (+0)

Skills Intimidation +2

Senses  Passive Perception 10

Languages  usually Common

Challenge  1/2 (100 XP)

Proficiency Bonus  +2

Line of Battle.  The Marine gains a +1 bonus to AC and attack rolls if an allied creature within 5 feet is not incapacitated. This bonus increases to +2 if two or more allies are within 5 feet.

Actions

Multiattack. The Marine makes two melee attacks.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

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


 
Marine officer

Medium Humanoid chaotic evil

Armor Class  15  (breastplate)

Hit Points  39  (6d8 + 10)

Speed  30 ft.

STR 15 (+2)

DEX 11 (+0)

CON 14 (+2)

INT 10 (+0)

WIS 11 (+0)

CHA 13 (+0)

Skills Intimidation +2

Senses  Passive Perception 10

Languages  usually Common

Challenge  1(200 XP)

Proficiency Bonus  +2

Line of Battle. The Marine Officer gains a +1 bonus to AC and attack rolls if an allied creature within 5 feet is not incapacitated. This bonus increases to +2 if two or more allies are within 5 feet.

Actions

Multiattack. The Marine Officer makes two melee attacks.

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

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

Press the advantage (Recharge 5-6). As a bonus action, the Marine Officer can choose up to 3 allied creatures within 30 feet that can see and hear them. Each chosen ally gains advantage on their next attack roll or saving throw before the end of their next turn.

Murtagh, generated using OpenAI DALL-E
 Murtagh the Usurper

Medium Humanoid Lawful Evil

Armor Class  18  (plate armor)

Hit Points  192 (19d8 + 40)

Speed  30 ft.

STR 15 (+2)

DEX 18 (+4)

CON 16 (+4)

INT 13 (+1)

WIS 14 (+2)

CHA 18 (+4)

Saving Throws: Constitution +7, Wisdom +6, Charisma +8

Skills Intimidation +8 Persuasion +8

Senses: Darkvision 60 ft., Passive Perception 12

Languages  Common, Elvish, Sylvan

Challenge  9 (5000 XP)

Proficiency Bonus  +4

Actions

Multiattack. Murtagh makes two melee attacks or one flash strike plus a melee attack

Flash Strike Estoc. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (1d10 + 6) piercing damage.

Flash Strike.  Murtagh turns into a streak of light and lunges 30 feet, ignoring terrain and obstacles that do not block the passage of light, such as windows or fences. While moving, Murtagh does not provoke opportunity attacks. When he reaches the end of his lunge, Murtagh makes a melee attack with his Flash Strike Estoc and deals an additional 1d6 radiant damage on the hit.

Fey Presence (Recharge 5-6): Murtagh forces one creature within 30 feet to make a DC 16 Wisdom save or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Spellcasting. Murtagh cast one of the following spells using Charisma as the spellcasting ability (spell save dc 16)

At will: Eldritch Blast, Mage Hand, Prestidigitation, Mage Armor (self only) , Silent Image

3 per day Counterspell, Dominate Person, Bestow Curse

Reactions

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

Legendary Actions

Murtagh can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Murtagh regains spent legendary actions at the start of his turn.

Cantrip. Murtagh casts a cantrip.

Flash Strike Estoc. Murtagh makes one attack with his Flash Strike Estoc.

Fey Presence  (Costs 2 Actions). Murtagh uses his Fey Presence feature.

Lair Actions

  • Murtagh calls out to his minions in the painting to join in the battle. 2 infantrymen spring forth from the Rampart and the Cavern.
  • A bolt of lightning crashes down from the storm above, striking a point within 60 feet of Murtagh. All creatures within 10 feet of the strike must make a DC 15 Dexterity saving throw, taking 4d6 lightning damage on a failed save or half as much on a success.
  • Murtagh creates two illusory duplicates of himself. These duplicates last until the start of the next round. They behave as Mirror Images but only have 1 HP each, and hitting them does not consume the players’ attacks.

Navy Mage, generated using Google Imagen3

Medium Humanoid chaotic evil

Armor Class 11  (leather armor)

Hit Points  45 (7d8 + 14)

Speed  30 ft.

STR 11 (+2)

DEX 14 (+0)

CON 15 (+2)

INT 16 (+0)

WIS 11 (+0)

CHA 13 (+0)

Skills Arcane +5, +persuasion +3 

Senses  Passive Perception 10

Languages  Common

Challenge  2 (450 XP)

Proficiency Bonus  +2

Spellcasting. The navy mage is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13;

 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:

Cantrips (at will): light, mage hand, shocking grasp

1st Level (4 slots): charm person, magic missile

2nd Level (3 slots): hold person, misty step, scorching ray

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Navy Officer
 

Medium Humanoid (Any Race), chaotic evil

Armor Class  12  (leather armor)

Hit Points  11  (2d8 + 2)

Speed  30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 10 (+0)

Senses Passive Perception 10

Languages Common

Challenge  1/2 (100 XP)

Proficiency Bonus  +2

Dirty tactics. Once per turn, when the Navy Officer makes a melee attack, it can impose disadvantage on the target’s next attack roll if the attack hits.

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Get some backbone you dogs (Recharge 5-6). As a bonus action, the Navy Officer can choose up to 3 allied creatures within 30 feet that can see and hear them. Each chosen ally gains 1d4 temporary hitpoints  and adavantage on their next attack roll or saving throw before the end of their next turn.

Prison Guard, generated with Google Imagen3

Prison Guard

Medium Humanoid (Any Race), Neutral Evil

Armor Class  12  (leather armor)

Hit Points  11  (2d8 + 2)

Speed  30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 10 (+0)

Senses  Passive Perception 10

Languages  Any one language (usually Common)

Challenge  1/8 (25 XP)

Proficiency Bonus  +2

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.


 Prison Guard Officer

Medium Humanoid (Any Race), Neutral Evil

Armor Class  12  (leather armor)

Hit Points  11  (2d8 + 2)

Speed  30 ft.

STR 13 (+1)

DEX 12 (+1)

CON 13 (+1)

INT 10 (+0)

WIS 11 (+0)

CHA 12 (+1)

Senses  Passive Perception 10

Languages  Any one language (usually Common)

Challenge  1/8 (25 XP)

Proficiency Bonus  +2

Actions

Multiattack. The officer makes two melee attacks with their spear or one attack with their light crossbow.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Commanding Presence. Once per turn, the Prison Guard Officer can use a bonus action to grant advantage on the next attack roll or saving throw to all alies in 30 foot radius before the start of the officer’s next turn.

Prison Riot Guard

Medium Humanoid (Any Race), Neutral Evil

Armor Class  13  (leather armor, sheild)

Hit Points  32  (5d8 + 10)

Speed  30 ft.

STR15 (+2)

DEX11 (+0)

CON14 (+2)

INT10 (+0)

WIS10 (+0)

CHA11 (+0)

Skills Intimidation +2

Senses  Passive Perception 10

Languages  Any one language (usually Common)

Challenge  1/2 (100 XP)

Proficiency Bonus +2

Shield wall. The Prison Riot Guard has +2 to ac if at least one of the Prison Riot Guard’s allies is standing next to it and the ally isn’t incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8) slashing damage.

Resistance Bard, generated using Google Imagen3
 Resistance Bard

Medium Humanoid (Any Race), chaotic neutral

Armor Class  12  (leather armor)

Hit Points  11  (2d8 + 2)

Speed  30 ft.

STR 10 (+0)

DEX 14 (+2)

CON 12 (+1)

INT 10 (+0)

WIS 13 (+1)

CHA 16 (+3)

Senses  Passive Perception 10

Languages  Any one language (usually Common)

Challenge  1/8 (25 XP)

Proficiency Bonus  +2

Recruitment Cost 20gp

Prerequisites Coláiste Draoidheil opinion +12

Spellcasting. The Resistance Bard is a 3rd-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They have the following Bard spells prepared:

Cantrips (at will): Vicious Mockery, Minor Illusion

1st Level (4 slots): Cure Wounds, Healing Word, Heroism

2nd Level (2 slots): Heat Metal, Shatter

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Crossbow, Light. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing

Resistance Fighter, generated using Google Imagen3

 Resistance Fighter

Medium Humanoid (Any Race), chaotic neutral

Armor Class  12  (leather armor)

Hit Points  11  (2d8 + 2)

Speed  30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 10 (+0)

Senses  Passive Perception 10

Languages  Any one language (usually Common)

Challenge  1/8 (25 XP)

Proficiency Bonus  +2

Training cost 70 gp

Training time 2 weeks

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Improvised Firebomb(4 per day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 1d6 fire damage. All creatures within 5 feet of the target must succeed on a DC 12 Dexterity saving throw or take 1d6 fire damage.

Resistance Hedge Wizard, generated using Google Imagen3

Resistance Hedge Wizard

Medium Humanoid, Any Alignment

Armor Class  10  (13 with mage armor)

Hit Points 18 (4d8)

Speed  30 ft.

STR 10 (+0)

DEX 10 (+0)

CON 10 (+0)

INT 14 (+2)

WIS 10 (+0)

CHA 11 (+0)

Skills Arcana +4, History +4

Senses  Passive Perception 10

Languages  any one language (usually Common)

Challenge  1/4 (50 XP)

Proficiency Bonus  +2

Recruitment Cost 20gp

Prerequisites Coláiste Draoidheil opinion +12 or Silver Moon Coven opinion+8

Actions

Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d12 + 2) force damage.

Spellcasting. The Resistance hedge wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):

At will: mage hand, prestidigitation, ray of frost

2/day each: burning hands, magic missile, mage armor

Resistance Soldier, generated using Google Imagen3


 
Resistance soldier

Medium Humanoid (any), Lawful Neutral

Armor Class 18  (chain mail, shield)

Hit Points 11  (2d8 + 2)

Speed  30 ft.

STR 13 (+1)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 9 (-1)

Senses Passive Perception 10

Languages  Common

Challenge  1/2 (100 XP)

Proficiency Bonus  +2

Training Cost 200gp

Training time 3 weeks

For the cause. Resistance Soldier has advantage on all wisdom checks to resistance fear, prevent fleeing, and resistance charm if at least one of the Resistance Soldier’s allies is standing next to it and the ally isn’t incapacitated.

Resistance Signal Craft. Resistance members are trained to use dead drops, secret signals, and codes to send messages discreetly among themselves.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Shield Bash. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 2 bludgeoning damage, and the target must succeed on a DC 12 Dexterity saving throw or be pushed back 10 feet.

Resistance Medic, generated using Google Imagen3


 Resistance Medic

Medium Humanoid (Any Race), Any Alignment

Armor Class  10

Hit Points 15 (3d8)

Speed  30 ft.

STR 10 (+0)

DEX 10 (+0)

CON 10 (+0)

INT 10 (+0)\

WIS 14 (+2)

CHA 11 (+0)

Skills Medicine +4, Religion +2

Senses  Passive Perception 12

Languages  Any one language (usually Common)

Challenge  1/4 (50 XP)

Proficiency Bonus +2

Recruitment cost 30gp

Prerequisite Sanctuary of the Resplendent Hand Opinion+14

Resistance Signal Craft. Resistance members are trained to use dead drops, secret signals, and codes to send messages discreetly among themselves.

Spellcasting. The Resistance Medic is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (6 slots): bless, cure wounds, sanctuary

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Resistance Skirmisher


 Resistance Skirmisher

Medium Humanoid (Any Race), Any Alignment

Armor Class  13  (leather armor)

Hit Points 16  (3d8 + 3)

Speed  30 ft.

STR 11 (+0)

DEX 14 (+2)

CON 12 (+1)

INT 11 (+0)

WIS 13 (+1)

CHA 11 (+0)

Skills Perception +5, Stealth +6, Survival +5

Senses  Passive Perception 15

Languages  Common

Challenge  1/2 (100 XP)

Proficiency Bonus  +2

Training cost 140 gp

Training time: 3 weeks

Keen Hearing and Sight. The Resistance skirmisher has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Resistance Signal Craft. Resistance members are trained to use dead drops, secret signals, and codes to send messages discreetly among themselves.

Actions

Multiattack. The Resistance skirmisher makes two melee attacks, or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Resistance Spy

Medium Humanoid (Any Race), Any Alignment

Armor Class  12

Hit Points 27  (6d8)

Speed  30 ft.

STR 10 (+0)

DEX 15 (+2)

CON 10 (+0)

INT 12 (+1)

WIS 14 (+2)

CHA 16 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses  Passive Perception 16

Languages  Any two languages

Challenge  1 (200 XP)

Proficiency Bonus  +2

Training cost 140 gp

Training time: 3 weeks

Resistance Signal Craft. Resistance members are trained to use dead drops, secret signals, and codes to send messages discreetly among themselves.

Cunning Action. On each of its turns, the Resistance Spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The Resistance Spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

Actions

Multiattack. The Resistance Spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

 Raymond Wright

Medium Humanoid (human), Neutral Evil

Armor Class 14 (leather armor)

Hit Points 78 (12d8)

Speed 30 ft.

STR 10 (+0)

DEX 16 (+3)

CON 12 (+1)

INT 14 (+2)

WIS 14 (+2)

CHA 12 (+1)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth+4

Senses  Passive Perception 16

Languages  Common, Sylvan

Challenge  2 (450 XP)

Proficiency Bonus  +2

Overeager. Raymond Wright is overeager and easily lured by the prospects of a clue or witness.

Keen Investigator. Raymond Wright has advantage on Investigation, Insight, and Perception checks

Actions

Multiattack. Raymond makes two attacks: one with his rapier and one with his hand crossbow, or two melee attacks.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Detect Magic. Raymond Wright can cast detect magic as a ritual once per day.

Insightful Fighting. As a bonus action, Raymond can make a Wisdom (Insight) check contested by a target’s Charisma (Deception) check. If successful, Raymond has advantage on attack rolls against that target until the end of his next turn.

Riot Watchman, generated with Google Imagen3


 Riot watchmen normal

Medium Humanoid (Any Race), Neutral Evil

Armor Class  16 (breastplate, sheild)

Hit Points  32  (5d8 + 10)

Speed  30 ft.

STR15 (+2)

DEX11 (+0)

CON14 (+2)

INT10 (+0)

WIS10 (+0)

CHA11 (+0)

Skills Intimidation +2

Senses  Passive Perception 10

Languages  Any one language (usually Common)

Challenge  1/2 (100 XP)

Proficiency Bonus +2

Shield wall. The riot watchman has +2 to ac if at least one of the riot watchman’s allies is standing next to it and the ally isn’t incapacitated.

Actions

Multiattack. The riot watchman makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6) slashing damage.

Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1d4 bludgeoning damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone.


 
Riot watchmen assault version

Medium Humanoid (Any Race), Neutral Evil

Armor Class  16 (chain shirt, sheild)

Hit Points  58 (6d8 + 10)

Speed  30 ft.

STR15 (+2)

DEX11 (+0)

CON14 (+2)

INT10 (+0)

WIS10 (+0)

CHA11 (+0)

Skills Intimidation +2

Senses  Passive Perception 10

Languages  Any one language (usually Common)

Challenge  1/2 (100 XP)

Proficiency Bonus +2

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (1d10) bludgeoning damage.

Knee Breaker. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d5) bludgeoning damage.1d6 damage, and the target is knocked prone

Heavy Crossbow. Ranged Weapon Attack: to hit, range 100/400 ft., one target. Hit: 5 piercing damage.

Sailor

Medium Humanoid (Any Race), chaotic evil

Armor Class  12  (leather armor)

Hit Points  11  (2d8 + 2)

Speed  30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 10 (+0)

Senses Passive Perception 10

Languages Common

Challenge  1 (200 XP)

Proficiency Bonus  +2

Dirty tactics. Once per turn, when the Sailor makes a melee attack, it can impose disadvantage on the target’s next attack roll if the attack hits.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Senior Witch of the Silver Moon

Medium humanoid (any race), Neutral Good

Armor Class 13 (16 with Mage Armor)

Hit Points 44 (8d8 + 8)

Speed 30 ft.

STR 10 (0)

DEX 14 (+2)

CON 12 (+1)

INT 13(+1)

WIS 18 (+4)

CHA 16 (+3)

Skills Arcana +3, Nature +5, Insight +5

Languages: Common, Sylvan, one other language
 

Challenge: 2 (450 XP)

Proficiency Bonus +2

Innate Spellcasting

The lay witch’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They can cast the following spells:

    At will: Druidcraft, Prestidigitation, Guidance

    2/day each: Restoration, Hold Person, Cure Wounds (3rd level), Moonbeam

    1/day each: Greater Restoration, Mass Healing Word, Calm Emotions, Plant Growth

Fey Ancestry. The lay witch has advantage on saving throws against being charmed and cannot be put to sleep by magic.

Actions

Multiattack. The Senior Sister makes two Quarterstaff attacks or casts a spell and makes one Quarterstaff  attack.

Quarterstaff (Melee Weapon Attack):
 +2 to hit, reach 5 ft., one target.
 Hit: 3 (1d6) bludgeoning damage.

Serina, generated using Google Imagen3

Serina

Medium Humanoid chaotic evil

Armor Class  11  (leather armor)

Hit Points  101 (5d8 + 10)

Speed  30 ft.

STR 11 (+2)

DEX 14 (+0)

CON 13 (+2)

INT 16 (+0)

WIS 11 (+0)

CHA 13 (+0)

Skills Arcane +5, +persuasion +3 

Senses  Passive Perception 10

Languages  Common

Challenge  5 (1,800 XP)

Proficiency Bonus  +2

Actions

Spellcasting. Serina is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13;

 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:

Cantrips (at will): light, mage hand, shocking grasp, vicious mockery

1st level (4 slots): charm person, magic missile, mage armor, witch bolt

2nd level (3 slots): hold person, misty step, False Life

3rd level (3 slots): counterspell, fear, fireball

4th level (2 slots): greater invisibility, ice storm

Shocking Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.

Shynrala Pharra

Medium Humanoid, Lawful Neutral

Armor Class 10  (13 with mage armor)

Hit Points 13  (3d8)

Speed  30 ft.

STR 10 (+0)

DEX 10 (+0)

CON 10 (+0)

INT 14 (+2)

WIS 10 (+0)

CHA 11 (+0)

Skills Arcana +4, History +4

Senses  Passive Perception 10

Languages  any one language (usually Common)

Challenge  1/4 (50 XP)

Proficiency Bonus  +2

Spider handler. All spiders within 30 feet of Shynrala Pharra have advantage on attack rolls

Actions

Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage.

Spellcasting. Shynrala Pharra casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):

At will: mage hand, prestidigitation,dancing lights

1/day each: cure wounds, darkness, faerie fire

Skirmisher

Humanoid (any), Neutral Evil

Armor Class 15  (leather armor, shield)

Hit Points 7  (2d6)

Speed  30 ft.

STR 8 (-1)

DEX 14 (+2)

CON 10 (+0)

INT 10 (+0)

WIS 8 (-1)

CHA 8 (-1)

Skills Stealth +6

Senses  Passive Perception 9

Languages  Common, Goblin

Challenge  1/4 (50 XP)

Proficiency Bonus  +2

Nimble Escape. The skirmisher can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sorathra Xar’ath

Medium Humanoid, Any Alignment

Armor Class  14  (Unarmored Defense)

Hit Points 60  (4d8 + 4)

Speed  40 ft.

STR 10 (+0)

DEX 14 (+2)

CON 12 (+1)

INT 12 (+1)

WIS 14 (+2)

CHA 9 (-1)

Skills Insight +4,Perception +7

Senses  Blindsight 60 ft. (blind beyond this radius), Passive Perception 17

Challenge  3 (300 XP)

Proficiency Bonus  +2

Fey Ancestry. Sorathra Xar’ath has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The Sorathra Xar’ath ’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Unarmored Defense. While Sorathra Xar’ath is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. Sorathra Xar’ath makes three Unarmed Strike attacks, three Dart attacks, or a mix of the two.

Unarmed Strike. Melee Weapon Attack: +5 to  hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the  target is a creature, the adept can choose one of the following  additional effects:

  • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).
  • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end ot’the adept’s next turn.

Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, Sorathra Xar’ath deflects the missile. The damage it takes from the attack is reduced by 7 (1d10 + 2).

Student Wizard

Medium Humanoid, Any Alignment

Armor Class:  10  (13 with mage armor)

Hit Points:  26(6d8)

Speed: 30 ft.

STR: 8 (-1)

DEX: 12 (+1)

CON: 10 (+0)

INT: 14 (+2)

WIS: 11 (+0)

CHA: 11 (+0)

Skills: Arcana +4, Investigation +

Senses:  Passive Perception 10

Languages:  Common, one other language

 Proficiency Bonus:  +2

Apprentice’s Focus. Once per turn, when the Student Wizard casts a cantrip that deals damage, it can add its Intelligence modifier (+2) to the damage dealt.

Actions

Spellcasting

The Student Wizard is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The Student Wizard has the following spells prepared:

1st Level (2 slots): mage armor, magic missile, shield

Cantrips (at will): fire bolt, prestidigitation, ray of frost

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Vera “Ironclaw” Seabringer, generated using Google Imagen3

Vera “Ironclaw” Seabringer

Medium Humanoid (hobgoblin), lawful evil

Armor Class  15  (studded leather)

Hit Points  97 (13d8 + 39)

Speed  30 ft.

STR 15 (+2)

DEX 18 (+4)

CON 14 (+2)

INT 14 (+2)

WIS 12 (+1)

CHA 14 (+2)

Saving Throws STR +5, DEX +7, WIS +3

Skills Athletics +4, Deception +4

Senses  Passive Perception 10

Languages  Any two languages

Challenge  5 (1,800 XP)

Proficiency Bonus  +2

Actions

Multiattack. Vera makes three attacks with her pistols

Scimitar. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 1) slashing damage.

Wheellock pistols. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 10 (1d10 + 4) piercing damage. Vera has a brace of 10 single-shot pistols. Once she uses all of her pistols, she will need to take action to reload each pistol before she can fire again.


Ulrich

Medium humanoid (humanoid), lawful evil

Armor Class 13 (studded leather armor)

Hit Points 141(20d8 + 38)

Speed 30 ft.

STR 13 (+1)

DEX 12 (+1)

CON 14 (+2)

INT 16 (+3)

WIS 13 (+1)

CHA 11 (0)

Senses darkvision 60 ft.

Skills Arcana +5

Languages Common

Challenge: 6 (2,300 XP)

Tactical Caster. Once per turn Ulrich can deal an extra 14 (4d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the war mage and that ally isn’t incapacitated.

Army Arcane. When Ulrich casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Spellcasting. The Ulrich is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp

1st level (4 slots): fog cloud, magic missile, thunderwave

2nd level (3 slots): gust of wind,  acid arrow, scorching ray

3rd level (3 slots): fireball, fly, lightning bolt

4th level (3 slot): ice storm

5th level (2 slots): Wall of Force, Cone of Cold

Actions

Multiattack. Ulrich  makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Dimension Door (1/day, Bonus Action). Ulrich can cast dimension door once per day as a bonus action without using a spell slot

Fly(1/day). Ulrich can cast fly once per day as a bonus action without using a spell slot

War mage

Medium humanoid (humanoid), lawful evil

Armor Class 13 (studded leather armor)

Hit Points 45 (7d8+14)

Speed 30 ft.

STR 13 (+1)

DEX 12 (+1)

CON 14 (+2)

INT 16 (+3)

WIS 13 (+1)

CHA 11 (0)

Senses darkvision 60 ft.

Skills Arcana +5

Languages Common,

Challenge: 6 (2,300 XP)

Tactical Caster. Once per turn, the war mage can deal an extra 14 (4d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the war mage and that ally isn’t incapacitated.

Army Arcane. When the war mage casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Spellcasting. The war mage is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp

1st level (4 slots): fog cloud, magic missile, thunderwave

2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray

3rd level (3 slots): fireball, fly, lightning bolt

4th level (3 slot): ice storm

5th level (2 slots): Wall of Force, Cone of Cold

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.

Watch Captain generated with Imagen3

Watch captain

Medium humanoid (any race), any alignment

Armor Class 17 (splint)

Hit Points 58

Speed 30 ft.

STR 13

DEX 13

CON 14

INT 10

WIS 11

CHA 13

Skills Athletics, Perception 

Languages Common

Challenge 3 (700 XP)

Proficiency Bonus +2

Captains Leadership. Allied creature within 5 feet that is not incapacitated have advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The Watch captain makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Regroup (Recharge 5-6). The watch captain commands the watchmen to regroup on him. All watchman immediately move their full speed towards the watch captain.

Watchmen, generated using Google Imagen3.

watchman

Humanoid (any), Neutral

Armor Class  13 (Chain shirt)

Hit Points  7  (2d6)

Speed  30 ft.

STR 12 (+1)

DEX 14 (+2)

CON 12 (+1)

INT 10 (+0)

WIS 12 (+1)

CHA 11 (+1)

Skills perception +6

Senses  Passive Perception 13

Languages  Common,

Challenge  1/4 (50 XP)

Proficiency Bonus  +2

Keen Hearing and Sight: The watchman has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Knifestick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) bludgeoning damage.

Whistle Blow. (Recharge 5–6): The watchman blows his whistle. Start a timer 1d4. When the timer reaches zero, 1d4 more watchmen arrive.

Witch of the Silver Moon

Medium humanoid (any race), Neutral Good

Armor Class 13 (16 with Mage Armor)

Hit Points 44 (8d8 + 8)

Speed 30 ft.

STR 10 (0)

DEX 14 (+2)

CON 12 (+1)

INT 13(+1)

WIS 16 (+3)

CHA 14 (+4)

Skills Arcana +3, Nature +5, Insight +5

Languages: Common, Sylvan, one other language
 

Challenge: 2 (450 XP)

Proficiency Bonus +2

Innate Spellcasting

The lay witch’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They can cast the following spells:

    At will: Druidcraft, Prestidigitation, Guidance

    2/day each: Cure Wounds (2nd level), Sleep, Identify

    1/day each: Calm Emotions, Detect Magic, Goodberry

Fey Ancestry. The lay witch has advantage on saving throws against being charmed and cannot be put to sleep by magic.

Aura of Serenity. Friendly creatures within 10 feet of the witch gain advantage on saving throws against being frightened or charmed.

Practical Magic. The lay witch’s magic is focused on everyday life and practical aid. When they cast a spell of 1st level or higher to heal or protect another creature, they can choose to also grant the target advantage on their next attack roll or saving throw before the end of their next turn.

Actions

Quarterstaff (Melee Weapon Attack):
 +2 to hit, reach 5 ft., one target.
 Hit: 3 (1d6) bludgeoning damage.

Zareena

Medium Humanoid (Drow),

Armor Class 12

Hit Points  27  (6d8)

Speed  30 ft.

STR 10 (+0)

DEX 15 (+2)

CON 10 (+0)

INT 12 (+1)

WIS 14 (+2)

CHA 16 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses  Passive Perception 16

Languages  Any two languages

Challenge  3 (200 XP)

Proficiency Bonus  +2

Cunning Action. On each of her turns, Zareena can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Zareena deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hers that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

Innate Spellcasting. The Zareena ’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Sunlight Sensitivity. While in sunlight, the Zareena has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Zareena makes an attack with Dread and Dispair.

Despair and Dread. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Zareena chose one of the following effects on her attack.

  • Dread Effect: When Zareena strikes with Dread, she can force the target to make a DC 15 Constitution saving throw. On a failure, Dread deals an additional 1d4 piercing damage, and Despair gains 1 charge.
  • Despair Effect (Charged Attack): As an action, Zareena can consume up to 3 charges from Despair to deal an additional 1d4 poison damage per charge on her next attack with Despair. Despair can hold up to 3 charges.