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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.
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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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Scales of War Bestiary Volume 1
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.
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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.
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Scales of War Bestiary Volume 1
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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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.
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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.
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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Scales of War Bestiary Volume 1
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
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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Scales of War Bestiary Volume 1
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.
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Scales of War Bestiary Volume 1
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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
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
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.
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.
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
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 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.
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
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.
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.
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.
Not for resale. Permission granted to print or photocopy this document for personal use only 30
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.
Not for resale. Permission granted to print or photocopy this document for personal use only 31
Scales of War Bestiary Volume 1
Nonplayer Characters
Not for resale. Permission granted to print or photocopy this document for personal use only 32
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.
Not for resale. Permission granted to print or photocopy this document for personal use only 33
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
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
Not for resale. Permission granted to print or photocopy this document for personal use only 35