Appendix A: Monsters and NPCs
Bard
Medium Humanoid (Any Race), Any Alignment
- Armor Class 15 (chain shirt)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
- STR 11 (+0)
- DEX 14 (+2)
- CON 12 (+1)
- INT 10 (+0)
- WIS 13 (+1)
- CHA 14 (+2)
- Saving Throws DEX +4, WIS +3
- Skills Acrobatics +4, Perception +5, Performance +6
- Senses Passive Perception 15
- Languages Any two languages
- Challenge 2 (450 XP)
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Camera Drone
Tiny construct, neutral
- Armor Class 15
- Hit Points 1 (1d4 - 1)
- Speed fly 30 ft.
- STR 8 (-1)
- DEX 20 (+5)
- CON 8 (-1)
- INT 8 (-1)
- WIS 12 (+1)
- CHA 10 (+0)
- Skills Perception +3
- Senses Darkvision 60ft., Passive Perception 13
- Languages --
- Challenge 0 (10 XP)
Flyby. The camera drone doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Champion
Medium Humanoid, Any Alignment
- Armor Class 18 (plate)
- Hit Points 143 (22d8 + 44)
- Speed 30 ft.
- STR 20 (+5)
- DEX 15 (+2)
- CON 14 (+2)
- INT 10 (+0)
- WIS 14 (+2)
- CHA 12 (+1)
- Saving Throws STR +9, CON +6
- Skills Athletics +9, Intimidation +5, Perception +6
- Senses Passive Perception 16
- Languages Any one language (usually Common)
- Challenge 9 (5,000 XP)
Indomitable (2/Day). The champion rerolls a failed saving throw.
Actions
Multiattack. The champion makes three Greatsword or Shortbow attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.
Bonus Actions
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
Cultist
Medium Humanoid (Any Race), Any Non-Good Alignment
- Armor Class 12 (leather armor)
- Hit Points 9 (2d8)
- Speed 30 ft.
- STR 11 (+0)
- DEX 12 (+1)
- CON 10 (+0)
- INT 10 (+0)
- WIS 11 (+0)
- CHA 10 (+0)
- Skills Deception +2, Religion +2
- Senses Passive Perception 10
- Languages Any one language (usually Common)
- Challenge 1/8 (25 XP)
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Cult Fanatic
Medium Humanoid (Any Race), Any Non-Good Alignment
- Armor Class 13 (leather armor)
- Hit Points 33 (6d8 + 6)
- Speed 30 ft.
- STR 11 (+0)
- DEX 14 (+2)
- CON 12 (+1)
- INT 10 (+0)
- WIS 13 (+1)
- CHA 14 (+2)
- Skills Deception +4, Persuasion +4, Religion +2
- Senses Passive Perception 11
- Languages Any one language (usually Common)
- Challenge 2 (450 XP)
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Faction Guard
Medium Humanoid (Any Race), Any Alignment
- Armor Class 14 (improvised armor)
- 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)
Actions
Multiattack. The guard makes two melee attacks or two ranged attacks.
Baton. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Laser Pistol. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 11 (3d6 + 1) radiant damage.
Gladiator
Medium Humanoid (Any Race), Any Alignment
- Armor Class 16 (studded leather, shield)
- Hit Points 112 (15d8 + 45)
- Speed 30 ft.
- STR 18 (+4)
- DEX 15 (+2)
- CON 16 (+3)
- INT 10 (+0)
- WIS 12 (+1)
- CHA 15 (+2)
- Saving Throws STR +7, DEX +5, CON +6
- Skills Athletics +10, Intimidation +5
- Senses Passive Perception 11
- Languages Any one language (usually Common)
- Challenge 5 (1,800 XP)
Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 +4) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Reactions
Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Hobgoblin Warlord
Medium Humanoid (Goblinoid), Lawful Evil
- Armor Class 20 (plate, shield)
- Hit Points 97 (13d8 + 39)
- Speed 30 ft.
- STR 16 (+3)
- DEX 14 (+2)
- CON 16 (+3)
- INT 14 (+2)
- WIS 11 (+0)
- CHA 15 (+2)
- Saving Throws INT +5, WIS +3, CHA +5
- Senses Darkvision 60 ft., Passive Perception 10
- Languages Common, Goblin
- Challenge 6 (2,300 XP)
Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
Actions
Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
Longsword, +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin 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 hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Reactions
Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Merfolk
Medium Humanoid (Merfolk), Neutral
- Armor Class 11
- Hit Points 11 (2d8 + 2)
- Speed 10 ft., swim 40 ft.
- STR 10 (+0)
- DEX 13 (+1)
- CON 12 (+1)
- INT 11 (+0)
- WIS 11 (+0)
- CHA 12 (+1)
- Skills Perception +2
- Senses Passive Perception 12
- Languages Aquan, Common
- Challenge 1/8 (25 XP)
Amphibious. The merfolk can breathe air and water.
Actions
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Priest
Medium Humanoid (Any Race), Any Alignment
- Armor Class 13 (chain shirt)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
- STR 10 (+0)
- DEX 10 (+0)
- CON 12 (+1)
- INT 13 (+1)
- WIS 16 (+3)
- CHA 13 (+1)
- Skills Medicine +7, Persuasion +3, Religion +5
- Senses Passive Perception 13
- Languages Any two languages
- Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Quadrone
Medium Construct, Lawful Neutral
- Armor Class 16 (natural armor)
- Hit Points 22 (4d8 + 4)
- Speed 30 ft., fly 30 ft.
- STR 12 (+1)
- DEX 14 (+2)
- CON 12 (+1)
- INT 10 (+0)
- WIS 10 (+0)
- CHA 11 (+0)
- Skills Perception +2
- Senses Truesight 120ft., Passive Perception 12
- Languages Modron, Common
- Challenge 1 (200 XP)
Axiomatic Mind. The quadrone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Actions
Multiattack. The quadrone makes two fist attacks or four shortbow attacks.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Security Chief
Medium Humanoid (Elf), Lawful Evil
- Armor Class 15 (security armor)
- Hit Points 65 (10d8 + 20)
- 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
- Damage Resistances radiant
- Senses Darkvision 60ft., Passive Perception 12
- Languages Common, Elvish
- Challenge 5 (1,800 XP)
Actions
Multiattack. The security chief makes two melee attacks or one ranged attack.
Stun Baton. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, plus 7 (2d6) radiant damage.
Laser Rifle. Ranged Weapon Attack: +3 to hit, range 100/300 ft., one target. Hit: 14 (3d8 + 1) radiant damage. Her Laser Rifle is biometrically locked and will deliver a nasty shock (3d6) to anyone else who tries to use it.
Flamethrower (1/Day). A single-use flamethrower is mounted under the security chief’s Laser Rifle, which throws fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Security Guard
Medium Humanoid (Any Race), Any Alignment
- Armor Class 15 (security armor)
- 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
- Damage Resistances radiant
- Senses Passive Perception 12
- Languages Any one language (usually Common)
- Challenge 3 (700 XP)
Actions
Multiattack. The security guard makes two melee attacks or two ranged attacks.
Baton. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Laser Pistol. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 11 (3d6 + 1) radiant damage. Security guard laser pistols are biometrically locked and will deliver a nasty shock (3d6) to anyone else who tries to use them.
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)
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The 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 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.
Swashbuckler
Medium Humanoid (Any Race), Any Non-Lawful Alignment
- Armor Class 17 (leather armor)
- Hit Points 66 (12d8 + 12)
- Speed 30 ft.
- STR 12 (+1)
- DEX 18 (+4)
- CON 12 (+1)
- INT 14 (+2)
- WIS 11 (+0)
- CHA 15 (+2)
- Skills Acrobatics +8, Athletics +5, Perception +6
- Senses Passive Perception 10
- Languages Any one language (usually Common)
- Challenge 3 (700 XP)
Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.