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Scales of War Bestiary Volume 1

Introduction: Converting the Scales of War Adventure Path to 5th


Edition required numerous monsters not available in the Monster
Manual. These are my conversions for monsters from the first 10
adventures.

Monsters and NPCs for Adventures up to Level 11

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Scales of War Bestiary Volume 1

Introduction
The world has never been a safe place. Bastions of civilization populate a dark, menacing world—islands of order and reason
exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As
deadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale.
—David Noonan, Rescue at Rivenroar, Dungeon Magazine #156

Background
The Scales of War Adventure path was published in Dungeon Magazine for 4th Edition Dungeons & Dragons. I never got to
complete running the campaign in that edition and when 5th Edition was released I decided to try running it there. Much of the
adventure translated fairly easily, but there were gaps that required the creation/conversion of custom monsters.

I have been blogging the conversion process and the monsters presented here have all been appeared there along with my
thoughts and reasoning behind their design and use. This collection is arranged in the same style as the Monster Manual and
the monsters are generalized for use in any 5th Edition campaign.

My blog can be viewed at https://5escalesofwar.wordpress.com/

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Scales of War Bestiary Volume 1

Table of Contents
Introduction .................................................................................2 Goblin Wizard......................................................................19
Table of Contents .......................................................................3 Shadowgoblin ......................................................................19
Animated Objects ......................................................................4 Hobgoblins .................................................................................20
Iron Cobra ................................................................................4 Hobgoblin Acolyte .............................................................20
Marching Hammers .............................................................5 Orcs ...............................................................................................20
Treasure Golem .....................................................................5 Orc Witch Doctor ...............................................................20
Behir ................................................................................................6 Quickling.....................................................................................21
Juvenile Behir .........................................................................6 Quickling ................................................................................21
Dark Creeper ...............................................................................7 Sahuagin .....................................................................................22
Dark Creeper ..........................................................................7 Arctic Sahuagin ...................................................................22
Dragon ............................................................................................8 Arctic Sahuagin Priestess ...............................................23
Adult Two-Headed White Dragon .................................8 Arctic Sahuagin Baron .....................................................23
Elementals ....................................................................................9 Shadar-Kai .................................................................................24
Scion of Chaos ........................................................................9 Shadar-Kai Chaos Mage...................................................24
Stonewalker Spirit ............................................................ 10 Shadar-Kai Warlock ..........................................................25
Large Possessed Statue ................................................... 10 Shadar-kai Witch ...............................................................25
Medium Possessed Statue ............................................. 10 Shadar-kai Warrior ...........................................................26
Firbolg ......................................................................................... 11 Slystone Dwarf .........................................................................27
Firbolg .................................................................................... 11 Slystone Dwarf Veteran ..................................................27
Gargoyle ...................................................................................... 12 Will-o’-Wisp ..............................................................................28
Ice Gargoyle.......................................................................... 12 Greater Will-o’-Wisp ........................................................28
Ice Gargoyle Reaver .......................................................... 12 Zombies .......................................................................................29
Giants ........................................................................................... 13 Red Dragon Zombie ..........................................................29
Frost Giant Iceshaper....................................................... 13 Miscellaneous Creatures .....................................................30
Githyanki .................................................................................... 14 Death Boar ............................................................................30
Githyanki Assassin ............................................................ 14 Shadow Hound ....................................................................30
Githyanki Lancer ................................................................ 15 Shadowhunter Bat .............................................................30
Githyanki Mindslicer ........................................................ 15 Umbral Panther ..................................................................31
Githyanki Possessed Citizen ......................................... 15 Nonplayer Characters ...........................................................32
Gnolls ........................................................................................... 16 Dwarf Bolter.........................................................................32
Disciple of Yeenoghu ........................................................ 16 Dwarven Hammerer .........................................................32
Priest of Yeenoghu ............................................................ 17 Expert Bounty Hunter .....................................................33
Wicked Fang Gnoll ............................................................ 17 Street Sorcerer ....................................................................34
Wicked Fang Rider ............................................................ 18 Street Mage ...........................................................................34
Wicked Fang Warmaster ................................................ 18 Streetwise Thug..................................................................34
Goblins ........................................................................................ 19 Monsters by Challenge Rating ..........................................35

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Scales of War Bestiary Volume 1

Animated Objects
Iron cobras are frequently used as guardians much like other constructs, since they require no food or drink. Their poison
makes them useful for kidnappers and press gangs who seek to incapacitate their victims before taking them away.

Marching hammers are a pair of fighting mauls bound together by magic that move together in lockstep. Dwarven mages
prefer axes and hammers to swords and often fashion marching hammers in preference to flying swords.

A treasure golem is created from a large hoard of treasure. In this case, the treasure itself becomes its own guardian. The
secrets to creating a treasure golem are occasionally granted to those who worship the Tiamat or Tymora. Wizards and other
arcanists have also devised similar techniques, based on the religious techniques. Proper rites make a hoard of treasure into its
own guardian. The magic also makes the treasure useless for spending until the monster it comprises is slain.

Iron Cobra
Small construct, unaligned
Armor Class 17 (natural armor)
Hit Points 49 (9d6+18)
Speed 40 ft.
Str 13, Dex 16, Con 15, Int 5, Wis 13, Cha 12
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Percpetion 11
Languages understands the languages of its
creator but can’t speak
Challenge 2 (450 xp)
Slithering Escape. The Iron Cobra can withdraw
as a bonus action.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4+3) piercing damage plus
4 (1d8) poison damage, and the target must
succeed on a DC 13 Constitution saving throw or
be poisoned for 1 minute. If the saving throw fails
by 5 or more, the target is instead poisoned for 5
(1d10) minutes and unconscious while poisoned in
this way.

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Marching Hammers Treasure Golem


Small construct, unaligned Large construct, unaligned
Armor Class 17 (natural armor) Armor Class 18 (natural armor)
Hit Points 45 (10d6+10) Hit Points 187 (15d10+105)
Speed 30 ft. Speed 30 ft.
Str 16, Dex 14, Con 13, Int 1, Wis 5, Cha 1 Str 22, Dex 10, Con 25, Int 3, Wis 8, Cha 3
Saving Throws Dex +4 Damage Immunities fire, poison; bludgeoning,
Damage Immunities poison, psionic piercing, and slashing from nonmagical weapons
that aren’t adamantine
Condition Immunities blinded, charmed,
deafened, frightened, paralyzed, petrified, Condition Immunities charmed, exhaustion,
poisoned frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), Senses darkvision 120 ft., passive Perception 10
passive Perception 7 Languages understands the languages of its
Languages – creator but can’t speak
Challenge 2 (450) Challenge 14 (11500)
Anti-magic Susceptibility. The hammers are Weight of Greed (3/day). The golem can cast
incapacitated while in the area of an anti-magic Dominate Person 3 times per day as an innate
field. If targeted by dispel magic, the sword must spellcasting ability. DC 18 Wisdom saving throw
succeed on a Constitution saving throw against the Immutable Form. The golem is immune to any
caster’s spell save DC or fall unconscious for 1 spell or effect that would alter its form.
minute. Magic Resistance. The golem has advantage on
False Appearance. While the hammers remain saving throws against spells and other magical
motionless, they are indistinguishable from normal effects.
dwarven mauls. Magic Weapons. The golem’s weapon attacks are
magical.
Actions
Actions
Multiattack. The hammers make two Maul Multiattack. The golem makes two melee attacks.
attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 5
Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., ft., one target. Hit: 20 (3d8 + 7) bludgeoning
one target. Hit: 10 (2d6+3) bludgeoning damage. damage.
Hoard Blast (Recharge 6). The golem explodes
propelling coins and items out hitting all creatures
within 5 ft. Each creature must make a DC 18
Dexterity saving throw, taking 45 (10d8)
bludgeoning damage on a failed save, or half as
much damage on a successful one.

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Behir
The behir is a multi-legged serpentine horror known for its fearsome lightning-spitting attack. Despite its bestial nature, a behir
is surprisingly intelligent. Behirs are sought out by creatures looking to entice them into service, but negotiations can end badly
if the behir’s terms are not met.

Juvenile Behir cannot swallow creatures easily and rely on their other abilities to kill their prey before eating it.

Juvenile Behir
Large monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 95 (10d10+40)
Speed 40 ft., climb 30 ft.
Str 19, Dex 14, Con 18, Int 7, Wis 14, Cha 12
Skills Perception +5, Stealth +5
Damage Immunities lightning
Senses darkvision 90 ft., passive Perception 16
Languages Draconic
Challenge 5 (1800 xp)

Actions
Multiattack. The behir makes two attacks: one
with its bite and one to constrict.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage.
Constrict. Melee Weapon Attack: +7 to hit, reach
5 ft., one Medium or smaller creature. Hit: 11 (2d6
+ 4) bludgeoning damage plus 11 (2d6 + 4)
slashing damage. The target is grappled (escape
DC 15) if the behir isn’t already constricting a
creature, and the target is restrained until this
grapple ends.
Lightning Breath (Recharge 5-6). The behir
exhales a line of lightning that is 20 feet long and 5
feet wide. Each creature in that line must make a
DC 15 Dexterity saving throw, taking 36 (8d8)
lightning damage on a failed save, or half as much
damage on a successful one.

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Dark Creeper
Dark creepers, or dark ones as they are sometimes known are native to the shadowfell. Lurking in shadows, they are
consummate spies and assassins. Often hired for these talents, they are only reliable as long as the coin continues to flow their
way.

Dark ones live among the shadar-kai, much as halflings find their place among human populations. Dark ones prefer to live in
homes that are at least partially underground.

Dark Creeper weapon attack and has advantage on the attack


roll, or when the target is within 5 feet of an ally of
Small humanoid (shadow), neutral evil
the dark creeper that isn’t incapacitated and the
Armor Class 15 dark creeper doesn’t have disadvantage on the
Hit Points 27 (5d8+5) attack roll.
Speed 30 ft.
Actions
Str 13, Dex 20, Con 12, Int 14, Wis 15, Cha 14
Dagger. Melee or Ranged Weapon Attack: +8 to
Skills Stealth +10; Intimidation +5; Deception +5 hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7
Senses darkvision 60 ft., passive Perception 12 (1d4 + 5) piercing damage.
Languages Common
Reactions
Challenge 1 (200 xp)
Shadow Step. Dark creepers have the ability to Darkness (on death) When a dark creeper is killed
step from one shadow into another. When a dark it disperses into shadow, creating a 20 ft radius
creeper is in dim light or darkness, as a bonus sphere of magical darkness for one minute. The
action they can teleport up to 60 feet to an darkness spreads around corners. A creature with
unoccupied space you can see that is also in dim darkvision can’t see through this darkness, and
light or darkness. They then have advantage on nonmagical light can’t illuminate it.
the first melee attack made before the end of their If any of this spell’s area overlaps with an area of
turn. light created by a spell of 2nd level or lower, the
Sneak Attack (1/Turn). The dark creeper deals an spell that created the light is dispelled.
extra 10 (3d6) damage when it hits a target with a

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Dragon
Two-headed dragons are rare and there are claims that only those dragons most blessed by Tiamat can spawn them.
Regardless of how they are created, two-headed dragons are more formidable than their single-headed relatives.

Two-Headed Dragon Template Actions


Two-headed dragons retain the statistics of a standard
Multiattack. The dragon can use its Frightful
dragon of their type and age, including lair actions. In
addition, they gain several benefits from their second Presence. It then makes four attacks: two with its
head. bite and two with its claws.
The challenge rating of a two-headed dragon is one Bite. Melee Weapon Attack: +11 to hit, reach 10ft.,
higher than the challenge of a standard dragon of its type. one target. Hit: 17 (2d10 + 6) piercing damage
Two-Headed. The dragon has advantage on Wisdom plus 4 (1d8) cold damage.
(Perception) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, or Claw. Melee Weapon Attack: +11 to hit, reach 5
knocked unconscious. ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Reactive Heads. The dragon gets an extra reaction that Tail. Melee Weapon Attack: +11 to hit, reach 15ft.,
can be used only for opportunity attacks. one target. Hit: 15 (2d8 + 6) bludgeoning damage.
New Action: Multiattack. The dragon’s regular
multiattack is augmented with a second bite attack Frightful Presence. Each creature of the dragon’s
choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 14 Wisdom
Adult Two-Headed White Dragon saving throw or become frightened for 1 minute. A
Huge dragon, chaotic evil creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
Armor Class 18 (natural armor) success. If a creature’s saving throw is successful
Hit Points 200 or the effect ends for it, the creature is immune to
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. the dragon’s Frightful Presence for the next 24
hours.
Str 22, Dex 10, Con 22, Int 8, Wis 12, Cha 12
Cold Breath (Recharge 5-6). The dragon exhales
Saving Throws Dex +5, Con +11, Wis +6, Cha +6
an icy blast in a 60-foot cone. Each creature in that
Skills Perception +11, Stealth +5 area must make a DC 19 Constitution saving
Damage Immunities cold throw, taking 54 (12d8) cold damage on a failed
Senses blindsight 60 ft., darkvision 120 ft., passive save, or half as much damage on a successful
Perception 21 one.
Languages Common, Draconic
Legendary Actions
Challenge 14 (11500)
The dragon can take 3 legendary actions,
Ice Walk. The dragon can move across and climb choosing from the options below. Only one
icy surfaces without needing to make an ability legendary action option can be used at a time and
check. Additionally, difficult terrain composed of only at the end of another creature’s turn. The
ice or snow doesn’t cost it extra moment. dragon regains spent legendary actions at the start
Legendary Resistance (3/day). If the dragon fails of its turn.
a saving throw, it can choose to succeed instead. Detect. The dragon makes a Wisdom (Perception)
Two-Headed. The dragon has advantage on check.
Wisdom (Perception) checks and on saving throws Tail Attack. The dragon makes a tail attack.
against being blinded, charmed, deafened,
frightened, stunned, or knocked unconscious. Wing Attack (Costs 2 Actions). The dragon
beats its wings. Each creature within 10 feet of the
Reactive Heads. The dragon gets an extra dragon must succeed on a DC 19 Dexterity saving
reaction that can be used only for opportunity throw or take 13 (2d6 + 6) bludgeoning damage
attacks. and be knocked prone. The dragon can then fly up
to half its flying speed.

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Elementals
Scions of Chaos are creatures of chaos and entropy, and lurk near sources of elemental chaos, striking out at any who
venture too close. Scions of chaos spawn when an area where the blood of sentient creatures fuse with elemental chaos.
When such creatures die, a small part of their being infuses the blood chaos. Scions of chaos are intelligent, bloodthirsty foes
driven by their desire to grow their numbers by consuming intelligent prey. These malignant creatures appear as undulating orb
of melted and mottled flesh writhing upon a bed of small, muscular tentacles.

Stonewalker spirits are conjured from the plane of earth, and are incorporeal in their natural form. Little more than an
elemental consciousness, a stonewalker spirit can pass into earth or rock to create a body for itself. Statues are the favored
bodies of stonewalker spirits. Examples are given for medium and large humanoid statues, other forms can also be animated.

Scion of Chaos
Large elemental, chaotic neutral
Armor Class 14
Hit Points 63 (6d10+30)
Speed 20 ft., swim 40 ft.
Str 17, Dex 19, Con 21, Int 16, Wis 19, Cha 12
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Immunities acid, fire
Condition Immunities prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages Ignan
Challenge 4 (1100)
Liquid Body. The scion of chaos is perfectly
adapted to living in the elemental chaos. It can
move through liquids including lava or acid using
its swim speed.
Coils of Immobility. Creatures grappled by the
scion take 8 (1d10+3) fire damage and can be
pulled adjacent the scion unless they succeed a
DC 14 Strength saving throw. The scion can grow
new pseudopods at will and can have any number
of creatures grappled at once.

Actions
Pseudopod Strike. Melee Weapon Attack: +6 to
hit, reach 15 ft., one target. Hit: 8 (1d10+3)
bludgeoning damage plus 8 (1d10+3) fire damage.
The target must make a DC 14 Dexterity saving
throw or become grappled and restrained (see
Coils of Immobility above). Escaping from the
grapple also ends the restrained effect.

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Scales of War Bestiary Volume 1

Stonewalker Spirit hit points drops to 0 hit points, the stonewalker


spirit ends it as a bonus action, or the spirit is
Medium elemental, chaotic evil
forced out by an effect like the dispel evil and good
Armor Class 11 spell. Use the form of the Possessed Statue until it
Hit Points 45 (10d8) is destroyed. When the possessed statue is
reduced to 0 hit points, the stonewalker spirit
Speed 0 ft., fly 40 ft.
appears in one of the spaces that the statue
Str 7, Dex 13, Con 10, Int 10, Wis 12, Cha 17 previously occupied.
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from Large Possessed Statue
nonmagical weapons
Large construct, chaotic evil
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, Armor Class 17 (natural armor)
frightened, grappled, paralyzed, petrified, Hit Points 42 (4d10+20)
poisoned, prone, restrained Speed 30 ft.
Senses darkvision 60ft., passive Perception 11 Str 17, Dex 8, Con 20, Int 10, Wis 12, Cha 17
Languages Ignan Damage Immunities poison, psychic;
Challenge 4 (1100) bludgeoning, piercing, and slashing from
Ethereal Sight. The spirit can see 60 feet into the nonmagical weapons that aren’t adamantine
Ethereal Plane when it is on the Material Plane, Condition Immunities charmed, exhaustion,
and vice versa. frightened, paralyzed, petrified, poisoned
Incorporeal Movement. The spirit can move Senses darkvision 60ft., passive Perception 11
through other creatures and objects as if they were Languages Ignan
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn in side an object that it is not Actions
possessing.
Slam. Melee Weapon Attack: +6 to hit, reach 10
Actions ft., one target. Hit: 23 (4d8 + 5) bludgeoning
damage.
Petrifying Touch. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 17 (4d6 + 3)
necrotic damage and the target must succeed on a Medium Possessed Statue
DC 13 Constitution saving throw against being Medium construct, chaotic evil
magically petrified. On a failed save, the creature
Armor Class 17 (natural armor)
begins to turn to stone and is restrained. It must
repeat the saving throw at the end of its next turn. Hit Points 38 (4d8+20)
On a success, the effect ends. On a failure, the Speed 30 ft.
creature is petrified for 24 hours. Str 17, Dex 8, Con 20, Int 10, Wis 12, Cha 17
Etherealness. The spirit enters the Ethereal Plane Damage Immunities poison, psychic;
from the Material Plane, or vice versa. It is visible bludgeoning, piercing, and slashing from
on the Material Plane while it is in the Border nonmagical weapons that aren’t adamantine
Ethereal, and vice versa, yet it can’t affect or be
Condition Immunities charmed, exhaustion,
affected by anything on the other plane.
frightened, paralyzed, petrified, poisoned
Possess Statue. The stonewalker spirit takes
Senses darkvision 60ft., passive Perception 11
control of a statue and animates it to life. While
possessing the statue, the stonewalker spirit can’t Languages Ignan
be targeted by any attack, spell, or other effect,
and it retains its alignment, Intelligence, Wisdom, Actions
Charisma, and immunity to being charmed and Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
frightened. The possession lasts until the statue’s one target. Hit: 14 (2d8 + 5) bludgeoning damage.

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Firbolg
These giant huntsmen of the feywild live for hunting and combat. They are famous for their wild hunts in which they chase their
quarry wherever it flees, sometimes even crossing into the mortal realm. Mortals who join the wild hunt sometimes discover that
they have crossed into the feywild with no way home.

Firbolg society is made up of clans led by the mightiest warriors, usually masters of the Wild Hunt. Clan and family ties are
strong among firbolgs.

Although they value independence, they also value their word more than wealth. Firbolgs call a hunt to pursue oath breakers.

Firbolgs respect strength, forthrightness, endurance and skill. Numerous firbolgs serve other fey and mighty nonfey. They also
allow others to join in Wild Hunts, creating fearsome bands of fey led by a master of the Wild Hunt.

Firbolg Pack Tactics. The firbolg has advantage on an


Huge fey, neutral attack roll against a creature if at least one of the
warrior’s allies is within 5 feet of the creature and
Armor Class 16 (scale armor) the ally isn’t incapacitated.
Hit Points 105 (10d12+40)
Speed 40 ft. Actions
Str 21, Dex 15, Con 19, Int 11, Wis 13, Cha 12 Multiattack. The firbolg makes two spear attacks.
Skills Athletics +8, Perception +4, Stealth +5, Spear. Melee or Ranged Weapon Attack: +8 to hit,
Survival +4 reach 10 ft. or range 20 ft./60 ft., one target. Hit: 15
Senses darkvision 60 ft., passive Perception 14 (3d6 + 5) piercing damage or 18 (3d8 + 5) piercing
damage if used with two hands to make a melee
Languages Common, Elvish attack.
Challenge 5 (1800)

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Gargoyle
Formed from ice rather than stone these creatures from the plane of ice and they inhabit the bitterly cold places of the world
and other planes. When encountered, they most commonly appear to be vague forms encased in steaming ice. They hold great
animosity towards their stony cousins.

Ice Gargoyle Ice Gargoyle Reaver


Medium elemental, chaotic evil Large elemental, chaotic evil
Armor Class 15 (natural armor) Armor Class 17 (natural armor)
Hit Points 52 (7d8+21) Hit Points 94 (9d10+45)
Speed 30 ft., fly 60 ft. Speed 30 ft., fly 60 ft.
Str 15, Dex 11, Con 16, Int 6, Wis 11, Cha 7 Str 19, Dex 14, Con 20, Int 6, Wis 16, Cha 7
Damage Vulnerabilities fire Damage Vulnerabilities fire
Damage Resistance cold, bludgeoning, piercing, Damage Resistance cold, bludgeoning, piercing,
and slashing from nonmagical weapons that and slashing from nonmagical weapons that
aren’t adamantine aren’t adamantine
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, petrified, Condition Immunities exhaustion, petrified,
poisoned poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 13
Languages Aquan Languages Aquan
Challenge 2 (450) Challenge 6 (2300)
False Appearance. While the gargoyle remains False Appearance. While the gargoyle remains
motionless, it is indistinguishable from an motionless, it is indistinguishable from an
inanimate statue. inanimate statue.
Ice Walk. The gargoyle can move across and Ice Walk. The gargoyle can move across and
climb icy surfaces without needing to make an climb icy surfaces without needing to make an
ability check. Additionally, difficult terrain ability check. Additionally, difficult terrain
composed of ice or snow doesn’t cost it extra composed of ice or snow doesn’t cost it extra
moment. moment.

Actions Actions
Multiattack. The gargoyle makes two attacks: one Multiattack. The gargoyle makes three attacks:
with its bite and one with its claws. one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage. one target. Hit: 11 (2d6 + 4) piercing damage plus
Claws. Melee Weapon Attack: +4 to hit, reach 5 7 (2d6) cold damage.
ft., one target. Hit: 5 (1d6 + 2) slashing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) slashing damage
plus 3 (1d6) cold damage.
Frost Breath (Recharge 6). The gargoyle exhales
an icy blast in a 30-foot cone. Each creature in that
area must make a DC 15 Constitution saving
throw, taking 21 (6d6) cold damage on a failed
save, or half as much damage on a successful
one.

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Giants
Iceshapers possess an innate magical talent to bend ice and cold to their will. They frequently rise to positions of leadership
within frost giant clans

Frost Giant Iceshaper


Huge giant, neutral evil
Armor Class 15 (patchwork armor)
Hit Points 115 (10d12+50)
Speed 40 ft.
Str 21, Dex 9, Con 21, Int 9, Wis 18, Cha 12
Saving Throws Con +8, Wis +7, Cha +4
Skills Athletics +9, Perception +7
Damage Resistance cold
Senses passive Perception 17
Languages Giant
Challenge 8 (3900)
Innate Spellcasting. The iceshaper’s innate
spellcasting ability is Wisdom (spell save DC 15,
+7 to hit). It can innately cast the following spells
requiring no material components:
1/day each: Cone of Cold, Ice Storm

Actions
Multiattack. The iceshaper makes two flail
attacks.
Flail. Melee Weapon Attack: +9 to hit, reach 10ft.,
one target. Hit: 25 (3d1 2 + 6) bludgeoning
damage.
Ray of Frost. Ranged Spell Attack: +7 to hit,
range 60 ft., one target. Hit: 13 (3d8) cold damage
and the target’s speed is reduced by 10 feet until
the start of her next turn.

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Githyanki
Githyanki assassins continue to be effective even against magical scrying thanks to their innate ability to avoid detection by
magical means.

Githyanki lancers are specially trained warriors who ride red dragons into combat. Each forms a special telekinetic link with
their specific mount. This allows them to regain their saddle should they be dismounted in combat.

Githyanki mindslicers build on their races natural psionic talent with formal study of magic. These mages specialize in
telekinetic and mind-influencing magic.

Githyanki possessed citizens are people whose minds have been possessed by githyanki psionic masters. These githyanki
possess the bodies of others in an attempt to infiltrate an enemy before launching an attack. The githyanki has no access to the
victim’s memories and the victim has no memory of what took place during the possession, if they are released alive.

Githyanki Assassin Innate Spellcasting (Psionics). The githyanki’s


Medium humanoid (gith), lawful evil innate spellcasting ability is Intelligence. It can
innately cast the following spells, requiring no
Armor Class 15 (studded leather) components:
Hit Points 78 (12d8+24) At will: mage hand (the hand is invisible)
Speed 30 ft. 3/day each: jump, misty step, nondetection (self
Str 11, Dex 16, Con 14, Int 13, Wis 11, Cha 10 only)
Saving Throws Dex +7, Con +6, lnt +5, Wis +4
Actions
Skills Acrobatics +7, Deception +4, Perception +4,
Stealth + 11 Mulitattack. The assassin makes two shortsword
Damage Resistance poison attacks.
Senses passive Perception 14 Shortsword. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
Languages Common, Gith, Thieves’ cant damage, and the target must make a DC 15
Challenge 8 (3900) Constitution saving throw, taking 24 (7d6) poison
Assassinate. During its first turn, the assassin has damage on a failed save, or half as much damage
advantage on attack rolls against any creature that on a successful one.
hasn’t taken a turn. Any hit the assassin scores Light Crossbow. Ranged Weapon Attack: +7 to
against a surprised creature is a critical hit. hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3)
Evasion. If the assassin is subjected to an effect piercing damage, and the target must make a DC
that allows it to make a Dexterity saving throw to 15 Constitution saving throw, taking 24 (7d6)
take only half damage, the assassin instead takes poison damage on a failed save, or half as much
no damage if it succeeds on the saving throw, and damage on a successful one.
only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals an
extra 13 (4d6) 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 assassin that isn’t incapacitated and the
assassin doesn’t have disadvantage on the attack
roll.

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Scales of War Bestiary Volume 1

Githyanki Lancer Languages Gith, Common


Medium humanoid (gith), lawful evil Challenge 6 (2,300 XP)
Spellcasting. The mage is a 9th-level spellcaster.
Armor Class 19 (Half Plate and Shield)
Its spellcasting ability is Intelligence (spell save DC
Hit Points 49 (9d8+9) 14, +6 to hit with spell attacks). The mage has the
Speed 30 ft. following wizard spells prepared:
Str 15, Dex 14, Con 12, Int 13, Wis 13, Cha 10 Cantrips (at will): fire bolt, light, mage hand,
Saving Throws Con +3, Int +3, Wis +3 prestidigitation
Senses passive Perception 11 1st level (4 slots): detect magic, mage armor,
magic missile, shield
Languages Gith
2nd level (3 slots): misty step, suggestion
Challenge 3 (700)
3rd level (3 slots): counterspell, fly, hypnotic
Innate Spellcasting (Psionics). The githyanki’s
pattern
innate spellcasting ability is Intelligence. It can
innately cast the following spells, requiring no 4th level (3 slots): confusion, greater invisibility
components: 5th level (1 slot): telekinesis
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self Githyanki Possessed Citizen
only) Medium humanoid (any), lawful evil

Actions Armor Class 13 (leather armor)


Multiattack. The githyanki makes two longsword Hit Points 49 (9d8+9)
attacks. Speed 30 ft.
Longsword. Melee Weapon Attack: +4 to hit, Str 15, Dex 14, Con 12, Int 13, Wis 14, Cha 10
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing Saving Throws Con +3, Int +3, Wis +3
damage plus 7 (2d6) psychic damage. Senses passive Perception 11
Lance. Melee Weapon Attack: +4 to hit, reach 10 Languages Gith, Common
ft., one target. Hit: 8 (1d12 + 2) piercing damage
plus 7 (2d6) psychic damage. If the Lancer is Challenge 2 (450)
mounted and his mount moves at least 10 ft. Innate Spellcasting (Psionics). The githyanki’s
before he makes his attack, the attack deals an innate spellcasting ability is Intelligence. It can
extra 5 damage. innately cast the following spells, requiring no
components:
Reactions At will: mage hand (the hand is invisible)
Telekinetic Tether (1/Turn). When the githyanki 3/day each: jump, misty step, nondetection (self
lancer is falling, he can fly up to 50 ft., either back only)
to his mount’s saddle or any other location, without
taking falling damage. Actions
Multiattack. The githyanki makes two greatsword
Githyanki Mindslicer attacks.
Medium humanoid (gith), lawful evil Greatsword. Melee Weapon Attack: +4 to hit,
reach 5 ft ., one target. Hit: 9 (2d6 + 2) slashing
Armor Class 12 (15 with mage armor)
damage plus 7 (2d6) psychic damage.
Hit Points 40 (9d8)
Speed 30ft.
Str 9, Dex 14, Con 11, Int 17, Wis 12, Cha 11
Saving Throws lnt +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11

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Scales of War Bestiary Volume 1

Gnolls
The Wicked Fang are an exceptionally vicious tribe of gnolls. They are armed with jagged edged weapons and have special
training to use them. Raw recruits are no stronger than any other gnoll, but by the time they earn the right to call themselves
Wicked Fangs they have become formidable warriors. The Wicked Fang tribe is especially dedicated to Yeenoghu and their
priests and shaman are highly regarded within the tribe.

Disciples of Yeenoghu are life-long servants of the demon lord, serving gnoll cults as sages and scholars. A disciple of
Yeenoghu collects the darkest, vilest lore surrounding the Ruler of Ruin, acting as a servant of the cult’s leaders and whipping
gnoll packs into a frenzy in the service of the demon lord.

Priests of Yeenoghu are the most devout followers of Yeenoghu within the pack and are often elevated to leadership
positions.

Wicked Fang Riders sit atop giant hyenas and charge fearlessly into battle, striking with the lances or fighting side-by-side
with their loyal mounts.

Wicked Fang Warmasters are fearless leaders and commanders. When they are able to forge larger armies, they can also
command groups of other gnolls as well as their own Wicked Fang elite fighters.

Disciple of Yeenoghu
Medium humanoid (gnoll), chaotic evil
Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8+5)
Speed 30 ft.
Str 12, Dex 12, Con 13, Int 10, Wis 15, Cha 11
Skills Medicine +4, Nature +3, Perception +4
Senses darkvision 60 ft., passive Perception 14
Language Gnoll, Abyssal
Challenge 2 (450)
Rampage. When the gnoll reduces a creature to 0
hit points with a melee attack on its turn, the gnoll
can take a bonus action to move up to half its
speed and make a bite attack.
Spellcasting. The disciple 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:
Cantrips (at will): poison spray, produce flame,
thorn whip
1st level (4 slots): cure wounds, thunderwave
2nd level (3 slots): spike growth, barkskin

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
wielded with two hands.

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Scales of War Bestiary Volume 1

Priest of Yeenoghu Wicked Fang Gnoll


Medium humanoid (gnoll) chaotic evil Medium humanoid (gnoll), chaotic evil
Armor Class 17 (chain shirt and shield) Armor Class 14 (hide armor)
Hit Points 52 Hit Points 44 (8d8+8)
Speed 30 ft. Speed 30 ft.
Str 16, Dex 14, Con 15, Int 10, Wis 16, Cha 7 Str 16, Dex 14, Con 13, Int 10, Wis 10, Cha 7
Saving Throws Wis +6, Cha +1 Senses darkvision 60ft., passive Perception 10
Skills Religion +3 Languages Gnoll
Senses darkvision 60 ft., passive Perception 13 Challenge 2 (450)
Languages Gnoll, Abyssal Rampage. When the gnoll reduces a creature to 0
Challenge 4 (1100) hit points with a melee attack on its turn, the gnoll
can take a bonus action to move up to half its
Rampage. When the gnoll reduces a creature to 0
speed and make a bite attack.
hit points with a melee attack on its turn, the gnoll
can take a bonus action to move up to half its Actions
speed and make a bite attack.
Spellcasting. The priest is an 8th-level spell Multiattack. The gnoll makes two attacks with its
caster. His spellcasting ability is Wisdom (spell longbow, or two attacks with its greatsword and a
save DC 14, +6 to hit with spell attacks). He has bite attack.
the following cleric spells prepared: Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Cantrips: (at will): chill touch*, mending, sacred one creature. Hit: 5 (1d4 + 3) piercing damage.
flame, thaumaturgy Greatsword. Melee Weapon Attack: +6 to hit,
1st level (4 slots): cure wounds, inflect wounds, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing
shield of faith, ray of sickness damage.
2nd level (3 slots): hold person, spiritual weapon Longbow. Ranged Weapon Attack: +5 to hit,
range 150/600 ft., one target. Hit: 6 (1d8 + 2)
3rd level (3 slots): dispel magic, mass healing, piercing damage.
spirit guardians
4th level (2 slots): banishment, freedom of
movement
*as a death domain cleric, the priest can target two
opponents with chill touch instead of just one

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft .,
one creature. Hit: 5 (1d4 + 3) piercing damage.
Flail. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8+3) bludgeoning damage
plus 4 (1d8) necrotic damage.
Touch of Death (2/rest, recharges on a short or
long rest). Melee touch attack +6 to hit, reach 5
ft., on a hit it does 21 necrotic damage to the
target.

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Scales of War Bestiary Volume 1

Wicked Fang Rider Wicked Fang Warmaster


Medium humanoid (gnoll), chaotic evil Medium humanoid (gnoll), chaotic evil
Armor Class 16 (hide armor and shield) Armor Class 17 (chain shirt and shield)
Hit Points 44 (8d8+8) Hit Points 49 (9d8+9)
Speed 30 ft. Speed 30 ft.
Str 16, Dex 14, Con 13, Int 10, Wis 10, Cha 7 Str 16, Dex 14, Con 13, Int 10, Wis 11, Cha 9
Senses darkvision 60ft., passive Perception 10 Senses darkvision 60ft., passive Perception 10
Languages Gnoll Languages Gnoll
Challenge 2 (450) Challenge 3 (700)
Rampage. When the gnoll reduces a creature to 0 Rampage. When the gnoll reduces a creature to 0
hit points with a melee attack on its turn, the gnoll hit points with a melee attack on its turn, the gnoll
can take a bonus action to move up to half its can take a bonus action to move up to half its
speed and make a bite attack. speed and make a bite attack.
Actions
Actions
Multiattack. The gnoll makes two attacks with its
lance, or if dismounted it makes two attacks with Multiattack. The warmaster makes two attacks,
its longsword and a bite attack. either with its sword or its longbow, and uses its
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Incite Rampage if it can.
one creature. Hit: 5 (1d4 + 3) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft .,
Lance. Melee Weapon Attack: +6 to hit, reach 10 one creature. Hit: 5 (1d4 + 3) piercing damage.
ft., one creature. Hit: 9 (1d12 + 3) piercing Longsword. Melee Weapon Attack: +6 to hit,
damage. reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing
Longsword. Melee Weapon Attack: +6 to hit, damage.
reach 5 ft., one creature. Hit: 8 (1d8 + 3) slashing Longbow. Ranged Weapon Attack: +5 to hit,
damage. range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
Incite Rampage (Recharge 5-6). One creature
the warmaster can see within 30 feet of it can use
its reaction to make a melee attack if it can hear
the warmaster and has the Rampage trait.

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Scales of War Bestiary Volume 1

Goblins
Goblins are as diverse as any other humanoid race and some employ unusual tactics and some are even adept at magic.

Goblin Wizards are rare, as few goblins are disciplined enough to study magic. Those who master the art of spellcasting favor
destructive magic that mirrors their own nature.

Shadowgoblins are native to the shadowfell, and are cousins to goblins of the prime material plane. They are constantly
shrouded in shadow and have learned to use this trait to their advantage.

Variant: Goblin Firestarter Shadowgoblin


A goblin Firestarter is just a regular goblin armed with Small humanoid (goblinoid, shadow), Neutral Evil
several bitumen torches and tasked with setting fire to
the location the goblins are raiding. Use the statistics for Armor Class 15 (leather armor, shield)
a normal goblin, but add the ability: Hit Points 27 (5d6+12)
Speed 30 ft.
Bitumen Torch. Ranged Weapon Attack: +4 to hit,
range 20/60 ft., one target. Hit 2 (1d4) fire damage. Str 14, Dex 16, Con 15, Int 11, Wis 14, Cha 10
Starts a fire in that square whether it hits or misses. Skills Stealth +7
Each Firestarter typically carries three torches; one lit
torch and an additional two. Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 xp)
Goblin Wizard Nimble Escape. The goblin can take the
Small humanoid (goblinoid), Neutral Evil Disengage or Hide action as a bonus action on
Armor Class 12 (15 with mage armor) each of its turns.
Hit Points 7 (2d6) Shadow Soldier. The shadowgoblin is lightly
obscured while at least one other shadowgoblin
Speed 30 ft. ally is adjacent to it.
Str 8, Dex 14, Con 10, Int 14, Wis 8, Cha 8
Skills Stealth +6 Actions
Languages Common, Goblin Scimitar. Melee Weapon Attack: +5 to hit, reach 5
Challenge 1/2 (100 xp) ft., one target. Hit: 6 (1d6+3) slashing damage.
Nimble Escape. The goblin can take the Shortbow. Ranged Weapon Attack: +5 to hit,
Disengage or Hide action as a bonus action on range 80/320 ft., one target. Hit: 6 (1d6+3) piercing
each of its turns. damage.
Spellcasting. The goblin wizard is a 2nd-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 12, +4 to hit with spell attacks). The
goblin wizard has the following wizard spells
prepared:
Cantrips (at will): Blade Ward, Poison Spray, Fire
Bolt
1st Level (3 slots): Fog Cloud, Mage Armor, Ray of
Sickness, Shield

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 3 (1d4+2) slashing damage.

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Scales of War Bestiary Volume 1

Hobgoblins Orcs
Hobgoblins are known to worship dark deities. Those who Orcs’ spiritual needs are met by their witch doctors who
follow these gods fervently enough can become acolytes. channel the dark forces of the natural world.

Hobgoblin Acolyte Orc Witch Doctor


Medium humanoid (goblinoid), Lawful Evil Medium humanoid (orc), chaotic evil
Armor Class 12 (leather armor) Armor Class 11 (16 with barkskin)
Hit Points 33 (6d8+6) Hit Points 37 (5d8+15)
Speed 30 ft. Speed 30 ft.
Str 13, Dex 12, Con 12, Int 10, Wis 13, Cha 14 Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 10
Skills Deception +4, Persuasion +4, Religion +2 Skills Medicine +4, Nature +3, Perception +4
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 14
Languages Common, Goblin Challenge 2 (450)
Challenge 2 (450 xp) Spellcasting. The witch doctor is a 4th-level
Martial Advantage. Once per turn, the hobgoblin spellcaster. Its spellcasting ability is Wisdom (spell
can deal an extra 7 (2d6) damage to a creature it save DC 12, +4 to hit with spell attacks). It has the
hits with a weapon attack if that creature is within 5 following druid spells prepared:
feet of an ally of the hobgoblin that isn’t Cantrips (at will): poison spray, produce flame,
incapacitated. thorn whip
Dark Devotion. The acolyte has advantage on 1st level (4 slots): fog cloud, jump, thunderwave
saving throws against being charmed or 2nd level (3 slots): beast sense, barkskin
frightened.
Aggressive. As a bonus action, the orc can move
Spellcasting. The acolyte is a 4th-level up to its speed toward a hostile creature that it can
spellcaster. Its spell casting ability is Wisdom (spell see.
save DC 11, +3 to hit with spell attacks). The
acolyte has the following cleric spells prepared: Actions
Cantrips (at will): light, sacred flame, thaumaturgy Quarterstaff. Melee Weapon Attack: +5 to hit,
1st level (4 slots): command, inflict wounds, shield reach 5 ft ., one target. Hit: 6 (1d6+3) bludgeoning
of faith damage, or 7 (1d8+3) bludgeoning damage if
2nd level (3 slots): hold person, spiritual weapon wielded with two hands.

Actions
Multiattack. The acolyte 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.

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Scales of War Bestiary Volume 1

Quickling
Quicklings are swift, wicked fey that kill other creatures for food, treasure or sport. They like to set ambushes and outwit
enemies, and frequently ally with other creatures who share their desires. If their escapades enrage and enemy too strong to
overcome, they have no problem fleeing in a chorus of nerve-grating laughter, leaving their so-called allies to fend for
themselves.

Although quicklings are native to the feywild, they also stray into the natural world to keep an eye out for interesting events and
exploitable situations.

Quicklings rely on their speed and wits to overcome foes and elude their enemies. Devious and cruel, they delight in trapping
and tormenting other creatures. They generally focus their attacks on weaker-looking creatures while dodging tougher
adversaries.

Quickling
Small fey, chaotic evil
Armor Class 17
Hit Points 21 (6d6)
Speed 60 ft.
Str 9, Dex 26, Con 10, Int 12, Wis 13, Cha 10
Skills Stealth +10
Senses darkvision 60 ft., passive Perception 11
Languages Sylvan
Challenge 2 (450)
Moveby. The quickling doesn’t provoke
opportunity attacks when it moves out of an
enemies reach.

Actions
Mulitattack. The quickling makes two shortsword
attacks at any time during its turn.
Shortsword. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 11 (1d6+8) piercing
damage.

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Scales of War Bestiary Volume 1

Sahuagin
Arctic Sahuagin are a subspecies of sahuagin adapted to living in icy climates. They make their homes in great caverns
carved directly into the ice. The harsh climate has made them hardier than their warm-water cousins.

Arctic Sahuagin Priests favor magic that allows them to manipulate both ice and water.

Arctic Sahuagin Barons are often the biggest and strongest of the tribe and earn their position in violet tests of combat.

Arctic Sahuagin
Actions
Medium humanoid (sahuagin), lawful evil
Multiattack. The sahuagin makes three melee
Armor Class 14 (natural armor) attacks: one with its bite and two with its claws or
Hit Points 65 (10d8+20) spear.
Speed 30 ft., swim 40 ft. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Str 19, Dex 14, Con 16, Int 12, Wis 13, Cha 9 one target. Hit: 9 (2d4 + 4) piercing damage.
Skills Perception +5 Claws. Melee Weapon Attack: +7 to hit, reach 5
Damage Resistance cold ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Senses darkvision 120 ft., passive Perception 15 Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6
Languages Sahuagin + 4) piercing damage, or 8 (1d8 + 4) piercing
Challenge 3 (700) damage if used with two hands to make a melee
Blood Frenzy. The sahuagin has advantage on attack.
melee attack rolls against any creature that doesn’t
have all its hit points.
Limited Amphibiousness. The sahuagin can
breathe air and water, but it needs to be
submerged at least once every 4 hours to avoid
suffocating.
Shark Telepathy. The sahuagin can magically
command any shark within 120 feet of it, using a
limited telepathy.
Ice Walk. The sahuagin can move across icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or
snow doesn’t cost it extra moment.

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Scales of War Bestiary Volume 1

Arctic Sahuagin Priestess Arctic Sahuagin Baron


Medium humanoid (sahuagin), lawful evil Large humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor) Armor Class 18 (breastplate)
Hit Points 78 (12d8+24) Hit Points 127 (15d8+60)
Speed 30 ft., swim 40 ft. Speed 30 ft., swim 40 ft.
Str 19, Dex 14, Con 16, Int 12, Wis 17, Cha 9 Str 23, Dex 17, Con 19, Int 14, Wis 13, Cha 17
Skills Perception +8, Religion +4 Saving Throws Dex +7, Con +8, Int +6, Wis +5
Damage Resistance cold Skills Perception +7
Senses darkvision 120 ft., passive Perception 15 Damage Resistance cold
Languages Sahuagin Senses darkvision 120 ft., passive Perception 17
Challenge 6 (2300) Languages Sahuagin
Blood Frenzy. The sahuagin has advantage on Challenge 8 (3900)
melee attack rolls against any creature that doesn’t Blood Frenzy. The sahuagin has advantage on
have all its hit points. melee attack rolls against any creature that doesn’t
Limited Amphibiousness. The sahuagin can have all its hit points.
breathe air and water, but it needs to be Limited Amphibiousness. The sahuagin can
submerged at least once every 4 hours to avoid breathe air and water, but it needs to be
suffocating. submerged at least once every 4 hours to avoid
Shark Telepathy. The sahuagin can magically suffocating.
command any shark within 120 feet of it, using a Shark Telepathy. The sahuagin can magically
limited telepathy. command any shark within 120 feet of it, using a
Ice Walk. The sahuagin can move across icy limited telepathy.
surfaces without needing to make an ability check. Ice Walk. The sahuagin can move across icy
Additionally, difficult terrain composed of ice or surfaces without needing to make an ability check.
snow doesn’t cost it extra moment. Additionally, difficult terrain composed of ice or
Spellcasting. The sahuagin is a 12th level snow doesn’t cost it extra moment.
spellcaster. Her spellcasting ability is Wisdom
(spell save 14, +6 to hit with spell attacks). She Actions
has the following spells prepared: Multiattack. The sahuagin makes three melee
Cantrips (at will): guidance, thaumaturgy, ray of attacks: one with its bite and two with its claws or
frost spear.
1st (4 slots): bless, detect magic, guiding bolt Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
2nd (3 slots): gust of wind, hold person, spiritual one target. Hit: 13 (2d6 + 6) piercing damage.
weapon (trident) Claws. Melee Weapon Attack: +10 to hit, reach 5
3rd (3 slots): mass healing word, sleet storm, ft., one target. Hit: 13 (2d6 + 6) slashing damage.
tongues Spear. Melee or Ranged Weapon Attack: +10 to
4th (3 slots): control water, ice storm hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13
5th (2 slots): cone of cold, mass cure wounds (2d6 + 6) piercing damage, or 15 (2d8 + 6)
piercing damage if used with two hands to make a
6th (1 slot): wall of ice melee attack.
Actions
Multiattack. The sahuagin makes three melee
attacks: one with its bite and two with her claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 (2d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) slashing damage.

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Scales of War Bestiary Volume 1

Shadar-Kai
Shardar-Kai are human-like residents of the shadowfell. Their skin is grey and their eyes as black as a raven’s. They are fond
of tattoos and scars. They do not fear death, regarding it as a continuation of their shadowy journey.

A Shadar-Kai Chaos Mage is one who has studied the elemental chaos and fused his body with raw elemental chaos. As
such their bodies are unstable as the chaos corrupts them from within.

Shadar-Kai Warlocks usually make pacts with evil forces.

Shadar-Kai Warriors infuse their attacks with shadow energy, blinding their opponents, leaving them vulnerable.

Shadar-Kai Witches are actually those who have learned how to directly manipulate the energy of the shadowfell to their
advantage.

Shadar-Kai Chaos Mage Shadow Attack (Recharge 5 or 6). The chaos


Medium humanoid (shadar-kai), neutral evil mage teleports 30 ft., makes three attacks with his
Katar and then teleports an additional 30 ft.. His
Armor Class 16 (studded leather) form remains shadowy, causing attacks rolls
Hit Points 144 (17d8+68) against him to be have disadvantage until the start
Speed 30 ft. of his next turn unless the attacker has truesight.
Str 15, Dex 18, Con 19, Int 14, Wis 15, Cha 17 Blood Chaos Flare. The chaos mage throws a
blob of blood chaos at a target within 60 ft.. The
Saving Throws Con +8, Wis +6, Cha +7
targeted creature must make a DC 16 Constitution
Skills Arcana +6, Persuasion +7 saving throw, taking 6 (1d6+3) acid damage plus 6
Senses darkvision 60 ft., passive Perception 12 (1d6+3) fire damage on a failed save, or half as
Languages Abysall, Common, Elven, Ignan, much damage on a successful save. In addition, a
Undercommon creature that fails its saving throw suffers 6
(1d6+3) acid damage plus 6 (1d6+3) fire damage
Challenge 9 (5000)
at the start of their turn until the effect ends. They
Shadow Jaunt (1/Day). The chaos mage teleports may attempt another saving throw at the end of
30 ft. as a bonus action. their turn to end the effect. A creature reduced to 0
Blood Chaos. When a creature within 5 ft. of the hit points by this damage is transformed into a
chaos mage damages him with a weapon attack, mass of slime and requires a Greater Restoration
they must make a DC 14 dexterity saving throw or spell to reverse the effect.
take 3 (1d6) acid damage plus 3 (1d6) fire damage Chaos Nova (Recharge 6). The chaos mage
from the spray of blood chaos erupting from his makes blood chaos flare attacks against all
skin. creatures in a 30 ft. cone.

Actions
Multiattack. The chaos mage makes three attacks
with his katar and one attack with Blood Chaos
Flare.
Katar. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 7 (1d6+4) slashing damage plus 3
(1d6) acid damage.

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Scales of War Bestiary Volume 1

Shadar-Kai Warlock Shadar-kai Witch


Medium humanoid (shadar-kai), neutral evil Medium humanoid (shadar-kai, shadow), any
Armor Class 13 (leather armor) Armor Class 13
Hit Points 33 (6d8+6) Hit Points 50 (10d8+10)
Speed 30 ft. Speed 30 ft.
Str 10, Dex 14, Con 13, Int 16, Wis 11, Cha 16 Str 13, Dex 16, Con 13, Int 19, Wis 12, Cha 17
Skills Acrobatics +5; Deception +6; Insight +3; Skills Arcana +7, Stealth +6
Intimidation +6; Stealth +5 Senses darkvision 60 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 10 Languages Common
Languages Common Challenge 2 (450 xp)
Challenge 1/2 (100 xp) Innate Spellcasting. The Shadar-kai witch’s
Spellcasting. The warlock is a 6th-level innate spellcasting ability is Intelligence (spell save
spellcaster. Her spellcasting ability is Charisma DC 15). She can cast the following spells without
(spell save DC 13, +5 to hit with spell attacks). She the need for material components.
has the following warlock spells prepared: 3/day: Blindness, Blur
Cantrips (at will): Eldrich Blast, Chill Touch, Blade Shadow Jaunt (1/Day). The witch teleports 30 ft.
Ward as a bonus action.
1st level (0 slots): Armor of Agathys, Witch Bolt
2nd level (0 slots): Mirror Image, Hold Person Actions
3rd level (2 slots per rest): Fear, Vampiric Touch Blackfire Touch. Melee Spell Attack +7 to hit,
Shadow Jaunt (1/Day). The warlock teleports 30 reach 5 ft., on creature. Hit: 2d8 +4 necrotic
ft. as a bonus action. damage plus 2d6 fire damage.
Dark One’s Blessing. When the warlock reduces
a hostile creature to 0 hit points, she gains
temporary hit points equal to 8.

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

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Scales of War Bestiary Volume 1

Shadar-kai Warrior
Medium humanoid (shadar-kai, shadow), any
Armor Class 16 (studded leather)
Hit Points 26 (4d8+8)
Speed 30 ft.
Str 17, Dex 18, Con 14, Int 12, Wis 14, Cha 11
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 1 (200 xp)
Shadow Jaunt (1/Day). The shadar kai teleports
30 ft. as a bonus action.
Gloomstrike (1/Turn). A creature struck with a
melee attack by the shadar kai must make a DC
12 Constitution saving throw. If it fails, the target is
blinded for one round.

Actions
Multiattack. The shadar kai makes two dagger or
two shortsword attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing
damage.
Shortsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d6+4) piercing
damage.

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Scales of War Bestiary Volume 1

Slystone Dwarf
Crafty, ill-tempered and violent, slystone dwarves are fey cousins of gnomes, with whom they share little in common, though
they more closely resemble squat, scruffy dwarves. Slystone dwarves were misnamed by the first humans to encounter them.
They take pleasure in the pain of others, and grow murderous at the slightest insult.

Some slystone dwarves serve fomorian kings, or other evil fey. They’re mercenary and are happy working for anyone who
offers them the opportunity for violence.

Slystone Dwarf Veteran


Small fey (gnome), neutral evil
Armor Class 17 (splint)
Hit Points 67 (9d8+27)
Speed 25 ft.
Str 16, Dex 13, Con 16, Int 12, Wis 11, Cha 10
Skills Athletics +5, Perception +2
Senses darkvision 60 ft., passiver Perception 12
Languages Gnomish, Undercommon
Challenge 3 (700)
Gnome Cunning. The slystone veteran has
advantage on all Intelligence, Wisdom, and
Charisma saving throws against magic.

Actions
Multiattack. The slystone veteran makes two war
pick attacks. If it has a handaxe drawn, it can also
make a handaxe attack.
War Pick. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Handaxe. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.

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Scales of War Bestiary Volume 1

Will-o’-Wisp
Especially evil and powerful souls that become wisps sometimes grow more powerful, gaining energy and ability as their
malevolence grows.

Greater Will-o’-Wisp
Small undead, chaotic evil
Armor Class 19
Hit Points 40 (9d8)
Speed 0 ft., fly 50 ft. (hover)
Str 1, Dex 28, Con 12, Int 13, Wis 15, Cha 12
Damage Resistances acid, cold, fire, necrotic,
thunder; bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled,
paralyzed, poisoned, prone, restrained,
unconscious
Senses darkvision 120 ft., passive Perception 12
Languages The languages it knew in life
Challenge 3 (700)
Consume Life. As a bonus action, the will-o’-wisp
can target one creature it can see within 5 feet of it
that has 0 hit points and is still alive. The target
must succeed on a DC 10 Constitution saving
throw against this magic or die. If the target dies,
the will-o’-wisp regains 10 (3d6) hit points.
Ephemeral. The will-o’-wisp can’t wear or carry
anything.
Incorporeal Movement. The will-o’-wisp can
move through other creatures and object s as if
they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.
Variable Illumination. The will-o’-wisp 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 will-o’-wisp can alter the radius as a
bonus action.

Actions
Shock. All creatures within 10 ft. of the wisp must
succeed a DC 16 Dexterity saving throw, taking 16
(4d8) lightning damage on a failed save, or half as
much damage on a successful one.
Invisibility. The will -o’-wisp and its light magically
become invisible until it attacks or uses its Life
Drain, or until its concentration ends (as if
concentrating on a spell).

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Scales of War Bestiary Volume 1

Zombies
Nearly any creature can be raised up as a zombie, but the magic required to create a dragon zombie is immense and only
attainable by the strongest of necromancers.

Red Dragon Zombie


Huge undead dragon, chaotic evil
Armor Class 15 (natural armor)
Hit Points 137 (11d12+6)
Speed 40 ft., fly 80 ft.
Str 22, Dex 9, Con 23, Int 1, Wis 13, Cha 3
Saving Throws Con +13
Damage Immunities fire, poison
Condition Immunities charmed, frightened,
paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 11
Languages can’t speak, but understands Draconic
and Common
Challenge 8 (3900)

Actions
Mulitattack. The dragon zombie makes two Claw
attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Breath of the Grave (Recharge 5-6). The dragon
zombie exhales deathly poison in a 60-foot cone.
Each creature in that area must make a DC 16
Constitution saving throw, taking 21 (6d6) poison
damage plus 21 (6d6) necrotic damage on a failed
save, or half as much damage on a successful
one.

Reactions
Tail. If an enemy ends its turn within 15 ft of the
dragon zombie, he can lash at them with his tail.
Melee Weapon Attack: +7 to hit, reach 15ft., one
target. Hit: 12 (1d8 + 8) bludgeoning damage.

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Scales of War Bestiary Volume 1

Miscellaneous Creatures
Death Boar Keen Hearing and Smell. The hound has
Large monstrosity, neutral evil advantage on Wisdom (Perception) checks that
rely on hearing or smell.
Armor Class 13 (natural armor)
Shroud of Darkness. An arua of darkness
Hit Points 51 (6d10+18) surrounds the hound, within 5 ft of the hound,
Speed 40 ft. bright light is reduced to dim light and dim light is
Skills Perception +1 reduced to darkness.
Str 17, Dex 12, Con 16, Int 2, Wis 8, Cha 5
Actions
Senses darkvision 120 ft., passive Perception 11
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Challenge 2 (450 xp) one target. Hit: 4 (1d6 + 1) piercing damage.
Two-Headed. The boar has advantage on Teleport (Recharge 4-6). The hound magically
Wisdom (Perception) checks and on saving throws teleports, along with any equipment it is wearing or
against being blinded, charmed, deafened, carrying, up to 40 feet to an unoccupied space it
frightened, stunned, or knocked unconscious. can see. Before or after teleporting, the hound can
Charge. If the boar moves at least 20 feet straight make one bite attack.
toward a target and then hits it with a tusk attack Creatures of the shadowfell, these hounds are
on the same turn, the target takes an extra 7 (2d6) infused with shadow and strike without mercy.
slashing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be
knocked prone. Shadowhunter Bat
Relentless (Recharges after a Short or Long Medium beast (shadow), unaligned
Rest). If the boar takes 15 damage or less that Armor Class 13
would reduce it to 0 hit points, it is reduced to 1 hit
point instead. Hit Points 39 (6d8+12)
Speed 10 ft., fly 60 ft.
Actions Str 15, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Multiattack. The boar makes two tusk attacks. Skills Stealth +5
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft ., Senses blindsight 60 ft., passive Perception 11
one target. Hit: 10 (2d6 + 3) slashing damage. Challenge 1 (200 xp)
Created by evil wizards and trained for war, this Echolocation. The bat can’t use blindsight when
two-headed giant boar is released at an enemy to deafened.
break up their lines and sow confusion.
Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Shadow Hound Flyby. The bat doesn’t provoke an opportunity
Medium beast (shadow), neutral evil attack when it flies out of an enemy’s reach.
Armor Class 13
Actions
Hit Points 4d8+4
Tail Slash. Melee Weapon Attack: +4 to hit, reach
Speed 40 ft. 5 ft., one creature. Hit: 11 (2d8 + 2) slashing
Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 11 damage.
Skills Perception +3, Stealth +5 These large bats will eat anything they can kill and
Senses darkvision 60 ft., passive Perception 13 are equipped with a blade-like tail that they use to
Challenge 1/4 (50 xp) slash their prey as they fly past.

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Scales of War Bestiary Volume 1

Umbral Panther
Medium beast (shadow), unaligned
Armor Class 16 (natural armor)
Hit Points 45 (6d8+18)
Speed 50 ft., climb 50 ft.
Str 15, Dex 21, Con 16, Int 3, Wis 13, Cha 12
Skills Perception +4, Stealth +8
Senses passive Perception 14
Challenge 2 (450 xp)
Keen Smell. The panther has advantage on
Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet
straight toward a creature and then hits it with a
claw attack on the same turn, that target must
succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the panther
can make one bite attack against it as a bonus
action.
Shadow Stealth. While in dim light or darkness,
the panther can take the Hide action as a bonus
action.

Actions
Multiattack. If the panther does not move during a
turn, it makes two claw attacks and one bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft .,
one target. Hit: 4 (1d4 + 2) slashing damage.
These denizens of the shadowfell are consummate
stalkers, striking from the shadows then melting
back into them.

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Scales of War Bestiary Volume 1

Nonplayer Characters

Dwarf Bolter Dwarven Hammerer


Medium humanoid (dwarf), any alignment Medium humanoid (dwarf), any alignment
Armor Class 13 (leather armor) Armor Class 16 (plate)
Hit Points 19 (3d8+6) Hit Points 60 (8d8+24)
Speed 25 ft. Speed 25 ft.
Str 11, Dex 14, Con 14, Int 11, Wis 15, Cha 11 Str 18, Dex 11, Con 16, Int 11, Wis 11, Cha 15
Skills Nature +4, Perception +6, Stealth +6, Saving Throws Con +4, Wis +2
Survival +5 Damage Resistances poison
Damage Resistances poison Senses darkvision 60 ft., passive Perception 16
Senses darkvision 60 ft., passive Perception 16 Languages Common, Dwarvish
Languages Common, Dwarvish Challenge 3 (700 xp)
Challenge 1/2 (100 xp) Brave. The hammerer has advantage on saving
Keen Hearing and Sight. The bolter has throws against being frightened.
advantage on Wisdom (Perception) checks that Dwarven Resilience. The Dwarf has advantage
rely on hearing or sight. on saving throws against poison and has
Dwarven Resilience. The Dwarf has advantage resistance against poison damage.
on saving throws against poison and has
resistance against poison damage. Actions
Crossbow Expert. Dwarf bolters ignore the Multiattack. The hammerer makes two melee
loading quality of crossbows and being within 5 attacks.
feet of a hostile creature doesn’t impose Maul. Melee Weapon Attack: +6 to hit, reach 5 ft.,
disadvantage on his ranged attack roll. one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Actions Heavy Crossbow. Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
Multiattack. The bolter makes two melee attacks bludgeoning damage.
or two ranged attacks.
Leadership (Recharges after a Short or Long
Shortsword. Melee Weapon Attack: +4 to hit, Rest). For 1 minute, the hammerer can utter a
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing special command or warning whenever a non-
damage. hostile creature that it can see within 30 feet of it
Heavy Crossbow. Ranged Weapon Attack: +4 to makes an attack roll or a saving throw. The
hit, ranged 150/600 ft., one target. Hit: 7 (1d10 + 2) creature can add a d4 to its roll provided it can
piercing damage. hear and understand the hammerer. A creature
can benefit from only one Leadership die at a time.
This effect ends if the hammerer is incapacitated.

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Scales of War Bestiary Volume 1

Expert Bounty Hunter Trip Attack. When the bounty hunter hits with a
weapon attack he can expend one superiority die
Medium humanoid (Elf)
and attempt to trip his opponent. He adds and
Armor Class 16 (studded leather) extra 5 (1d8) damage to the hit and, if the target is
Hit Points 103 Large or smaller, it must make a DC 16 Strength
saving throw or be knocked prone.
Speed 35
Sharpshooter. Before making a ranged weapon
Str 10, Dex 18, Con 14, Int 8, Wis 14, Cha 14
attack, the bounty hunter can choose to take a -5
Saving Throws Str +4, Con +6, Wis +6 penalty to the attack roll. If the attack hits he adds
Skills Acrobatics +8, Athletics +8, Perception +6, an extra 10 damage.
Stealth +12, Survival +6
Senses Darkvision 60 ft., passive Perception 16 Actions
Languages Common, Elvish, Dwarvish, Thieves’ Multiattack. The bounty hunter takes two attacks
Cant with his hand crossbow or rapier.
CR 8 (3900 xp) Hand Crossbow. Ranged Weapon Attack: +10 to
hit, range 120 (no penalty for long range), one
Fey Ancestry. The bounty hunter has advantage
target. Hit 8 (1d6+4) piercing damage. Attacks
on saving throws against being charmed and is
made with the hand crossbow in melee do not
immune to magical sleep.
suffer disadvantage. The bounty hunter ignores
Mask of the Wild. The bounty hunter can attempt half and 3/4 cover on enemies as well as the
to hide even when only lightly obscured by foliage, loading property of crossbows.
heavy rain, falling snow, mist and other natural
Rapier. Melee Weapon Attack: +8 to hit, reach 5
phenomena.
ft., one target. Hit 9 (1d8+4) piercing damage.
Sneak Attack (1/Turn). Adds an extra 7 (2d6)
Off Hand Attack. As a bonus action the bounty
damage to attacks on an enemy that he has
hunter makes one attack with his hand crossbow.
advantage against or who is within 5 ft of an ally of
his that isn’t incapacitated provided that the bounty Second Wind (recharges on a short or long
hunter does not have disadvantage on the attack. rest). As a bonus action the bounty hunter draws
on his well of stamina to regain 1d10+8 hit points.
Assassinate. The bounty hunter gains advantage
on attack rolls against any creature that hasn’t Cunning Action. As a bonus action the bounty
taken a turn in combat yet. In addition, any hit hunter can take the Dash, Disengage or Hide
scored against a creature that is surprised is a action.
critical hit. Feinting Attack. As a bonus action the bounty
Action Surge (recharges on short or long rest). hunter expends one superiority die and chooses
The bounty hunter takes an additional action. one opponent within 5 ft. The bounty hunter has
advantage on the next roll against that creature. If
Combat Superiority (recharges on a short or
the attack hits, he adds an extra 5 (1d8) damage
long rest). The bounty hunter has 5 superiority die
to the attack’s damage roll.
(d8’s) to use with combat maneuvers.
Evasive Footwork. When the bounty hunter Reactions
moves he can expend one superiority die and
gains a 1d8 bonus to AC Riposte. When a creature misses a melee attack
against the bounty hunter, he can use his reaction
Disarming Attack. When the bounty hunter hits and expend a superiority die to make a melee
with a weapon attack he can expend one weapon attack against the creature. If the attack
superiority die and attempt to disarm his opponent. hits he adds an extra 5 (1d8) damage to the
He adds and extra 5 (1d8) damage to the hit and attack’s damage roll.
the target must make a DC 16 Strength saving
throw or drop one object of the bounty hunter’s
choice that his opponent is holding. The object
lands at his opponent’s feet.

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Scales of War Bestiary Volume 1

Street Sorcerer 13, +5 to hit with spell attacks). The mage has the
following wizard spells prepared:
Medium humanoid (any), any non-good alignment
Cantrips (at will): fire bolt, light, mage hand,
Armor Class 11 (14 with mage armor) prestidigitation
Hit Points 18 (4d6+4) 1st level (4 slots): detect magic, mage armor,
Speed 30 ft. magic missile, shield
Str 10, Dex 13, Con 13, Int 10, Wis 10, Cha 16 2nd level (3 slots): misty step, suggestion
Senses passive Perception 10 3rd level (3 slots): counterspell,fireball,fly
Languages any two
Actions
Challenge 1/4 (50 xp)
Spellcasting. The sorcerer is a 4th-level Dagger. Melee or Ranged Weapon Attack: +4 to
spellcaster. Its spellcasting ability is Charisma hit, reach 5 ft. or range 20f60 ft., one target. Hit: 4
(spell save DC 13, +5 to hit with spell attacks). The (1d4 + 2) piercing damage.
mage has the following sorcerer spells prepared : Street mages are wizards who have turned their
Cantrips (at will): Fire Bolt, Friends, Minor Illusion, magical talents to crime. Sometimes they lead
Poison Spray gangs of thugs or hire themselves out as
mercenaries. They normally travel with several
1st level (4 slots): Charm Person, Disguise Self, bodyguards.
Mage Armor, Shield
2nd level (3 slots): Scorching Ray
Streetwise Thug
Wild Magic. The sorcerer’s spellcasting can
Medium humanoid (any race), any non-good
unleash surges of untamed magic. Immediately
after casting a sorcerer spell, roll at d20. On a roll Armor Class 13 (leather armor)
of 1, roll on the Wild Magic Surge table to create a Hit Points 52 (7d8+21)
random magical effect.
Speed 30 ft.
Actions Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 11
Dagger. Melee or Ranged Weapon Attack: +3 to Skills Intimidation +2
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 Senses passive Perception 10
(1d4 + 1) piercing damage. Languages any one language (usually Common)
Street sorcerers are magic users who use their Challenge 1 (200)
magical talents and natural charisma to take
Pack Tactics. The thug has advantage on an
leadership positions in street gangs.
attack roll against a creature if at least one of the
thug’s allies is within 5 feet of the creature and the
Street Mage ally isn’t incapacitated.
Medium humanoid (any race), any alignment
Actions
Armor Class 12 (15 with mage armor)
Multiattack. The thug makes two melee attacks.
Hit Points 27 (6d8)
Longsword Melee Weapon Attack: +5 to hit, reach
Speed 30 ft. 5 ft., one creature. Hit: 7 (1d8 + 3) slashing
Str 9, Dex 14, Con 11, Int 17, Wis 12, Cha 11 damage
Saving Throws Int +6, Wis +4 Heavy Crossbow. Ranged Weapon Attack: +4 to
Skills Arcana +6, History +6 hit, range 100/400 ft., one target. Hit: 7 (1d10+2)
Senses passive Perception 11 piercing damage.
Languages any four languages Streetwise thugs are veterans of the streets.
They’ve survived long enough to prove their
Challenge 3 (700 xp) toughness and savvy.
Spellcasting. The mage is a 6th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC

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Scales of War Bestiary Volume 1

Monsters by Challenge Rating

Challenge 1/4
Challenge 3 Challenge 9
Shadow Hound
Arctic Sahuagin Shadar-Kai Chaos Mage
Street Sorcerer
Dwarven Hammerer
Githyanki Lancer
Challenge 14
Challenge 1/2 Greater Will-o’-Wisp
Slystone Dwarf Veteran Treasure Golem
Dwarf Bolter
Street Mage Adult Two-Headed White
Goblin Wizard Dragon
Shadar-Kai Warlock Wicked Fang Warmaster
Shadowgoblin
Challenge 4
Challenge 1 Priest of Yeenoghu
Dark Creeper Scion of Chaos
Shadar-kai Warrior Stonewalker Spirit
Shadowhunter Bat
Streetwise Thug Challenge 5
Firbolg
Challenge 2 Juvenile Behir
Death Boar
Disciple of Yeenoghu Challenge 6
Githyanki Possessed Citizen
Arctic Sahuagin Priestess
Hobgoblin Acolyte
Githyanki Mindslicer
Ice Gargoyle
Ice Gargoyle Reaver
Iron Cobra
Marching Hammers
Orc Witch Doctor Challenge 8
Quickling Arctic Sahuagin Baron
Shadar-kai Witch Expert Bounty Hunter
Umbral Panther Frost Giant Iceshaper
Wicked Fang Gnoll Githyanki Assassin
Wicked Fang Rider Red Dragon Zombie

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