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Spoiler: Creatures by CR

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Spoiler: CR1 Creatures

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Elementals

Fire Snake

Spoiler: Air Puff

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Small Elemental

Armor Class 14 (natural armor)

Hit Points 18 (4d8)

Speed 0ft., fly 30ft. (hover)

8 STR (-1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)

Damage Vulnerabilities Thunder

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities lightning

Senses Blindsight 60ft. (blind beyond this radius)

Languages Understands Auran but can't speak

Challenge 1 (200 XP)

Air Form. An Air Puff's body is like that of a cloud; it can enter a hostile creature's space and stop there. It
can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The Air Puff makes two Weak Bolt attacks, two Slam attacks, or one Weak Bolt and one Slam
attack.

Weak Bolt. Ranged Spell Attack: +3 to hit, 30 foot range, one target. Hit: 5 (d10) lightning damage.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3
(1d6) lightning damage.
Charge. The Air Puff charges its body. The next time a creature touches it or hits it with a melee attack
while within 5 feet of it takes 4 (2d4) lightning damage.

Spoiler: Waterwhip

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Small Elemental

Armor Class 14 (natural armor)

Hit Points 22 (5d8)

Speed 30 ft., Swim 40ft.

12 STR (+1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)

Damage Vulnerabilities Lightning

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities cold

Senses Blindsight 20 ft.

Languages Understands Aquan but can't speak

Challenge 1 (200 XP)

Water Form. A Waterwhip's body is lith and liquid; it can enter a hostile creature's space and stop there. It
can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The Waterwhip makes two Slam attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3
(1d6) cold damage.

Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
If the target is Medium or smaller, it is grappled (escape DC 11). Until the grapple ends, the target is
restrained, the the Waterwhip tries to drown it, and the Waterwhip can't constrict another target.

Spoiler: Mobile Rock

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Armor Class 16 (natural armor)


Hit Points 28 (6d8 + 2)

Speed 25 ft.

14 STR (+2) 9 Dex (-1) 15 Con (+2) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)

Damage Vulnerabilities thunder

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison

Senses Darkvision 30 ft., Tremorsense 30ft.

Languages Understands Terran but can't speak

Challenge 1 (200 XP)

Siege Monster. The Mobile Rock deals double damage to objects and structures.

False Appearance. While the Mobile Rock remains motionless, it is indistinguishable from a natural rock.

Actions

Multiattack. The Waterwhip makes two Slam attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) bludgeoning damage.

Celestials

Spoiler: Mote of Light

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small celestial

Armor Class 14 (natural armor)

Hit Points 18 (4d8)

Speed 0ft., fly 30ft. (hover)

8 STR (-1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison, radiant

Senses Blindsight 90ft. (blind beyond this radius)

Languages Understands Celestial but can't speak

Challenge 1 (200 XP)


Ephemeral. A Mote of Light can't carry wear or carry anything.

Variable Illumination. The Mote of Light sheds bright light in a 5- to 20-foot radius and dim light for an
additional number of feet equal to the chosen radius. The More of Light can alter the radius as a bonus
action.

Actions

Multiattack. The Mote of Light makes two Gleam attacks, two Slam attacks, or one Gleam and one Slam
attack.

Gleam. Ranged Spell Attack: +3 to hit, 30 foot range, one target. Hit: 5 (d10) radiant damage.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3
(1d6) radiant damage.

Fey

Dryad

Faerie Dragon (young)

Demons

Quasit

Devils

Imp

Dragons

Brass Dragon Wyrmling

Copper Dragon Wyrmling

Faerie Dragon (young)

Spoiler: CR 2 Creatures

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Elementals

Gargoyle

Celestials

Pegasus

Fey

Faerie Dragon (old)

Sea Hag

Demons

Devils

Spined Devil

Dragons

Black Dragon Wyrmling

Bronze Dragon Wyrmling

Faerie Dragon (old)

Green Dragon Wyrmling

Silver Dragon Wyrmling

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